今天尝试使用Unity timeline来做段动画, 发现BasicPlayableBehaviour已弃用, 而新的PlayableBehaviour不能直接往Playable Track拖。

Unity--Timeline自定义PlayableTrack_sed


翻了下文档使用PlayableAsset来新建PlayableBehaviour,然后使用ExposedReference,具体实现如下:

C# PlayableTest代码实现,功能就是当timeline开始播放时,设置Text为true,并把m_DialogStr字符串赋值给Text:

using UnityEngine.Playables;
using UnityEngine.UI;

// A behaviour that is attached to a playable
public class PlayableTest : PlayableBehaviour
{
public Text m_DialogContainer;
public string m_DialogStr;

// Called when the state of the playable is set to Play
public override void OnBehaviourPlay(Playable playable, FrameData info)
{
if (m_DialogContainer != null)
{
m_DialogContainer.gameObject.SetActive(true);
m_DialogContainer.text = m_DialogStr;
}
}

// Called when the state of the playable is set to Paused
public override void OnBehaviourPause(Playable playable, FrameData info)
{
if (m_DialogContainer != null)
{
m_DialogContainer.gameObject.SetActive(false);
}
}
}

C# PlayableAssetTest 代码实现,真正拖入Timeline的PlayableTrack中的脚本,在Scene中创建一个UI的Text组件,并把Text组件拖到PlayableAssetTest 上的Text上,在m_DialogStr随便填写一段字符串,运行Unity即可看到效果:

注:Timeline的PlayOnAwake,一定要勾选,否则不会自动执行。当然也可以在代码中调用Timeline的Play()方法。

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.UI;

[System.Serializable]
public class PlayableAssetTest : PlayableAsset
{
public ExposedReference<Text> m_DialogContainer;
public string m_DialogStr;

// Factory method that generates a playable based on this asset
public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
{
var playable = ScriptPlayable<PlayableTest>.Create(graph);
playable.GetBehaviour().m_DialogContainer = m_DialogContainer.Resolve(graph.GetResolver());
playable.GetBehaviour().m_DialogStr = m_DialogStr;
return playable;
}
}

下面给出代码控制Timeline执行,把这个脚本挂在Scene中的随便一个GameObject上,不勾选PlayOnAwake,并把之前创建好的Text组件赋值给脚本的Text,把Timeline赋值给脚本的PlayableDirector,OK,现在运行Unity,只有当按下k键时,Timeline才会运行:

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using UnityEngine.UI;

public class DialogDirector : MonoBehaviour
{
public PlayableDirector director;
public Text text;
void Update()
{
if (Input.GetKeyDown(KeyCode.K))
{
foreach (PlayableBinding bind in director.playableAsset.outputs)
{
if (bind.sourceObject.GetType() == typeof(PlayableTrack))
{
PlayableTrack playableTrack = (PlayableTrack)bind.sourceObject;
foreach (var clip in playableTrack.GetClips())
{
object clipAsset = clip.asset;
if (clipAsset is PlayableAssetTest)
{
PlayableAssetTest test = clipAsset as PlayableAssetTest;
director.SetReferenceValue(test.m_DialogContainer.exposedName, text);
}
}
}
}
director.Play();
}
}
}