解决AnimationClip.SetCurve RectTra

2018-05-01  本文已影响107人  su9257_海澜

搬迁原来博客海澜CSDN

在项目开发中有需求动态创建Animationclip设置其中的AnimationCure曲线,但是其中按照官方给出的示例方式设置一些参数的时候会出现Missing丢失的情况

经过查找一些资料发现这根他的命名方式可能有关系,如下 这种命名方式第一个字母会自动大写

这种也会保持大写

如下但是这种命名方式会自动把m_剔除掉,然后首字母自动大写,所以我猜测在unity内部对于组建属性的命名有些可能是采用匈牙利命名法,这种命名方式再早期C++比较常见
所以参数改成匈牙利命名法

完美解决~~

附带unity官方API示例
using UnityEngine;  
using System.Collections;  
  
[RequireComponent(typeof(Animation))]  
public class ExampleClass : MonoBehaviour {  
    public Animation anim;  
    void Start() {  
        anim = GetComponent<Animation>();  
        AnimationCurve curve = AnimationCurve.Linear(0.0F, 1.0F, 2.0F, 0.0F);  
        AnimationClip clip = new AnimationClip();  
        clip.legacy = true;  
        clip.SetCurve("", typeof(Transform), "localPosition.x", curve);  
        anim.AddClip(clip, "test");  
        anim.Play("test");  
    }  
}  
// This script example shows how SetCurve() can be used  
using UnityEngine;  
using System.Collections;  
  
public class ExampleClass : MonoBehaviour  
{  
    // Animate the position and color of the GameObject  
    public void Start()  
    {  
        Animation anim = GetComponent<Animation>();  
        AnimationCurve curve;  
  
        // create a new AnimationClip  
        AnimationClip clip = new AnimationClip();  
        clip.legacy = true;  
  
        // create a curve to move the GameObject and assign to the clip  
        Keyframe[] keys;  
        keys = new Keyframe[3];  
        keys[0] = new Keyframe(0.0f, 0.0f);  
        keys[1] = new Keyframe(1.0f, 1.5f);  
        keys[2] = new Keyframe(2.0f, 0.0f);  
        curve = new AnimationCurve(keys);  
        clip.SetCurve("", typeof(Transform), "localPosition.x", curve);  
  
        // update the clip to a change the red color  
        curve = AnimationCurve.Linear(0.0f, 1.0f, 2.0f, 0.0f);  
        clip.SetCurve("", typeof(Material), "_Color.r", curve);  
  
        // now animate the GameObject  
        anim.AddClip(clip, clip.name);  
        anim.Play(clip.name);  
    }  
}  
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