版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_AnimationState_V01_1.0 |
严立钻 |
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2020.07.02 |
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立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力;++1、API的积累:对API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷; ++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程; ++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验; ++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4、Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术; |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
#AnimationState动画状态 |
#AnimationState动画状态++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++在大多数情况下动画界面是足够易于使用;如果需要完全控制动画融合的任何过程,使用AnimationState;
++++AnimationState接口允许在任何动画播放时修改速度、权值、时间和层;还可以设置动画混合和wrapMode;
#B2、Variables变量 |
++B2、Variables变量++++B2.1、blendMode++++B2.2、clip++++B2.3、enabled++++B2.4、length++++B2.5、name++++B2.6、normalizedSpeed++++B2.7、normalizedTime++++B2.8、speed++++B2.9、time++++B2.10、weight++++B2.11、wrapMode++++B2.12、YanlzXREngine.AnimationState.Variables |
++B2.1、blendMode |
public AnimationBlendMode blendMode; |
++++使用哪种混合模式;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Set the leanLeft animation to blend additively anim[“MyLeanLeft”].blendMode = AnimationBlendMode.Additive; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.2、clip |
public AnimationClip clip; |
++++动画状态播放的剪辑;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Update(){ //Prints the frame rate of the animation clip to the console Debug.Log(anim[“MyWalk”].clip.frameRate); } //立钻哥哥:void Update(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.3、enabled |
public bool enabled; |
++++启用或禁用动画;
++++对于动画来说获取的任何权重值也需要设置的值高于0;如果动画被禁用,时间将会被暂停直到动画被再次启用;
++B2.4、length |
public float length; |
++++动画剪辑的长度以秒为单位;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Print the length of the walk animation in seconds Debug.Log(anim[“MyWalk”].length); } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.5、name |
public string name; |
++++动画名称;
++B2.6、normalizedSpeed |
public float normalizedSpeed; |
++++归一化播放速度;
++++当混合两段动画时,这是最常见的用于同步播放速度;在大多数情况下是更容易和更好的去使用动画层同步替代;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ anim = GetComponent<Animation>(); anim[“MyRun”].normalizedSpeed = anim[“MyWalk”].speed; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.7、normalizedTime |
public float normalizedTime; |
++++动画的归一化时间;
++++值为1是动画的结尾;值为0.5是动画的中间;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Fast forward to the middle of the animation anim[“MyWalk”].normalizedTime = 0.5f; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.8、speed |
public float speed; |
++++动画的播放速度;1是正常播放速度;
++++负的播放速度将会回放动画;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Walk backwards anim[“MyWalk”].speed = -1.0f;
//Walk at double speed anim[“MyWalk”].speed = 2.0f; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.9、time |
public float time; |
++++当前动画的时间;
++++如果时间大于长度将会根据包装模式来包装;该值大于动画长度;在这种情况下播放模式将会在采样前重新映射;该值通常取值0到正无穷;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Rewind the walk animation anim[“MyWalk”].time = 0.0f; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.10、weight |
public float weight; |
++++动画权重;
++++计算某一曲线的混合权重;
++++混合权重可以改变预动画的值因为混合;甚至没有混合,有时曲线没有定义;依然想混合权重增加到1;大多数时间权重类似在曲线之间;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Set the blend weight of the walk animation to 0.5 anim[“MyWalk”].weight = 0.5f; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++B2.11、wrapMode |
public WrapMode wrapMode; |
++++动画的包装模式;
++++默认情况下包装模式初始化为在动画组件包装模式中设置的值;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Set the wrap mode of the walk animation to loop anim[“MyWalk”].wrapMode = WrapMode.Loop; } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
#C3、Public Functions公共函数 |
++C3、Public Functions公共函数++++C3.1、AddMixingTransform++++C3.2、RemoveMixingTransform++++C3.3、YanlzXREngine.AnimationState.PublicFunctions |
++C3.1、AddMixingTransform |
public void AddMixingTransform(Transform mix, bool recursive=true); |
++++[mix]:动画变换;
++++[recursive]:是否动画所有子物体指定变换;
++++添加应该动画的变换;这允许减少创建的动画的数量;
++++如果recursive是true所有子物体的混合transform将会被逼真;如果调用AddMixingTransform,所有动画曲线被使用;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim; public Transform shoulder;
void Start(){ //Add mixing transform anim[“wave_hand”].AddMixingTransform(shoulder); } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{}
|
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAnimationState : MonoBehaviour{ public Animation anim;
void Start(){ //Adds a mixing transform using a path instead Transform mixTransform = transform.Find(“root/upper_body/left_shoulder”);
//Add mixing transform anim[“wave_hand”].AddMixingTransform(mixTransform); } //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAnimationState{} |
++C3.2、RemoveMixingTransform |
public void RemoveMixingTransform(Transform mix); |
++++移除该变换的动画;
#D4、立钻哥哥对AnimationState类的拓展 |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
立钻哥哥推荐的拓展学习链接(Link_Url) |
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846
++++HTC_VIVE开发基础:https://blog.csdn.net/VRunSoftYanlz/article/details/81989970
++++Oculus杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82469850
++++Oculus安装使用:https://blog.csdn.net/VRunSoftYanlz/article/details/82718982
++++Unity+SteamVR=>VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88809370
++++Unity减少VR晕眩症:https://blog.csdn.net/VRunSoftYanlz/article/details/89115518
++++SteamVR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86484254
++++SteamVR脚本功能分析:https://blog.csdn.net/VRunSoftYanlz/article/details/86531480
++++SteamVR2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/86618187
++++SteamVR2.2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/88784527
++++SteamVR2.2.0快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/88833579
++++SteamVR2.2.0交互系统:https://blog.csdn.net/VRunSoftYanlz/article/details/89199778
++++SteamVR2.2.0传送机制:https://blog.csdn.net/VRunSoftYanlz/article/details/89390866
++++SteamVR2.2.0教程(一):https://blog.csdn.net/VRunSoftYanlz/article/details/89324067
++++SteamVR2.2.0教程(二):https://blog.csdn.net/VRunSoftYanlz/article/details/89894097
++++SteamVR_Skeleton_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://blog.csdn.net/VRunSoftYanlz/article/details/86601950
++++OpenXR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/85726365
++++VRTK杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82562993
++++VRTK快速入门(杂谈):https://blog.csdn.net/VRunSoftYanlz/article/details/82955267
++++VRTK官方示例(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82955410
++++VRTK代码结构(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82780085
++++VRTK(SceneResources):https://blog.csdn.net/VRunSoftYanlz/article/details/82795400
++++VRTK_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://blog.csdn.net/VRunSoftYanlz/article/details/83120220
++++虚拟现实行业应用:https://blog.csdn.net/VRunSoftYanlz/article/details/88360157
++++Steam平台上的VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++实验四:存储器扩展实验:https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++Unity5.x用户手册:https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
++++Unity面试题ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
++++Cocos2dx面试题:https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
++++禅道[zentao]:https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
++++Lua快速入门篇(基础概述):https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
++++框架知识点:https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
++++游戏框架(UI框架夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
++++游戏框架(初探篇):https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
++++.Net框架设计:https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
++++从零开始学架构:https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
++++设计模式简单整理:https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
++++专题:设计模式(精华篇):https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
++++U3D小项目参考:https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
++++Unity小游戏算法分析:https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
++++UML类图:https://blog.csdn.net/vrunsoftyanlz/article/details/80289461
++++PowerDesigner简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
++++Unity知识点0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
++++U3D_Shader编程(第一篇:快速入门篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
++++U3D_Shader编程(第二篇:基础夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
++++Unity引擎基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
++++Unity面向组件开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
++++Unity物理系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
++++Unity2D平台开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
++++UGUI基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
++++UGUI进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
++++UGUI综合:https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
++++Unity动画系统基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
++++Unity动画系统进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
++++Navigation导航系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78886281
++++Unity特效渲染:https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
++++Unity数据存储:https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
++++Unity中Sqlite数据库:https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
++++WWW类和协程:https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
++++Unity网络:https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
++++Unity资源加密:https://blog.csdn.net/VRunSoftYanlz/article/details/87644514
++++PhotonServer简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86652770
++++编写Photon游戏服务器:https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
++++C#事件:https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
++++C#委托:https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
++++C#集合:https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
++++C#泛型:https://blog.csdn.net/vrunsoftyanlz/article/details/78631141
++++C#接口:https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
++++C#静态类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
++++C#中System.String类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
++++C#数据类型:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity3D默认的快捷键:https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
++++游戏相关缩写:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++UnityAPI.Rigidbody刚体:https://blog.csdn.net/VRunSoftYanlz/article/details/81784053
++++UnityAPI.Material材质:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++UnityAPI.Android安卓:https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
++++UnityAPI.AndroidJNI安卓JNI:https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
++++UnityAPI.Transform变换:https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
++++UnityAPI.WheelCollider轮碰撞器:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++UnityAPI.Resources资源:https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
++++JSON数据结构:https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
++++CocosStudio快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
++++Unity企业内训(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82634668
++++Unity企业内训(第1讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82634733
++++Unity企业内训(第2讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82861180
++++Unity企业内训(第3讲):https://blog.csdn.net/VRunSoftYanlz/article/details/82927699
++++Unity企业内训(第4讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83479776
++++Unity企业内训(第5讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
++++Unity企业内训(第6讲):https://blog.csdn.net/VRunSoftYanlz/article/details/84207696
++++钻哥带您了解产品原型:https://blog.csdn.net/VRunSoftYanlz/article/details/87303828
++++插件
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++5G接入:云计算和雾计算:https://blog.csdn.net/VRunSoftYanlz/article/details/88372718
++++云计算通俗讲义:https://blog.csdn.net/VRunSoftYanlz/article/details/88652803
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz
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