Unity TimeLine 对Spine动画拓展

TimeLine 对Spine动画拓展

因为公司需要对Spine动画特效制作时间线控制特效生成、动画、摄像机移动,故对TimeLine做了一点拓展,网上也没什么相关文章故在此记录下。

Defualt Playables

巨好用的插件
可以自定义生成自己想要的类型 并生成对应的五篇代码 我们在代码上拓展就能实现自己想要的功能了。
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///show help 是否打开帮助提示 很贴心

///Playable Name 自定义轨道的名字

///是否创建标准的可混合的Playable
选没选中,区别在于:
选中,Track Binding Type 可以选择: 可实例化,并继承自 UnityEngine.Component 的所有类。
没选,Track Binding Type 可以选择:继承自 UnityEngine.Component 的所有类外,还可以选中GameObject,与null,的额外两种。

///Track Binding Type 挂载的“导演”类型

///Exposed References 加入的物件 提供很多可选

///Behaviour Variables 加入的参数

///Clip Caps 轨道混合模式 可以选择 也可以后面用代码控制

///Track Color 轨道的颜色 没什么调用

///Create Drawer 提供给你一个调色盘

///Reset键就是复位

话不多说 直接上代码

SpineTrackBehaviou【主要用于控制每个track的表现】

using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Spine.Unity;[Serializable]
public class SpineTrackBehaviour : PlayableBehaviour
{public string palyAnimation;public string endAnimation;private PlayableDirector pd;private SkeletonAnimation SKA;public override void OnPlayableCreate (Playable playable){this.pd = (PlayableDirector)playable.GetGraph().GetResolver();foreach (var track in pd.playableAsset.outputs){if (this.SKA == null && track.streamName == "Spine Track Track"){this.SKA = (SkeletonAnimation)pd.GetGenericBinding(track.sourceObject);}}}public override void OnBehaviourPlay(Playable playable, FrameData info){if (palyAnimation==string.Empty ||endAnimation==string.Empty){return;}this.SKA.AnimationState.ClearTrack(0);Spine.TrackEntry trackEntry = this.SKA.AnimationState.SetAnimation(0, palyAnimation, false);trackEntry.Complete += (Spine.TrackEntry trackEntry) => {this.SKA.AnimationState.SetAnimation(0, endAnimation, true);};}}

SpineTrackClip【处理属性 ClipCaps为混合模式可修改】

using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Spine.Unity;[Serializable]
public class SpineTrackClip : PlayableAsset, ITimelineClipAsset
{public SpineTrackBehaviour template = new SpineTrackBehaviour ();public ClipCaps clipCaps{get { return ClipCaps.None; }}public override Playable CreatePlayable (PlayableGraph graph, GameObject owner){var playable = ScriptPlayable<SpineTrackBehaviour>.Create (graph, template);SpineTrackBehaviour clone = playable.GetBehaviour ();return playable;}}

SpineTrackMixerBehaviour【我的理解是在播放过程中执行的改变 可以参考插件demo中的灯光Mix】

using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Spine.Unity;public class SpineTrackMixerBehaviour : PlayableBehaviour
{// NOTE: This function is called at runtime and edit time.  Keep that in mind when setting the values of properties.public override void ProcessFrame(Playable playable, FrameData info, object playerData){SkeletonAnimation trackBinding = playerData as SkeletonAnimation;if (!trackBinding)return;int inputCount = playable.GetInputCount ();for (int i = 0; i < inputCount; i++){float inputWeight = playable.GetInputWeight(i);ScriptPlayable<SpineTrackBehaviour> inputPlayable = (ScriptPlayable<SpineTrackBehaviour>)playable.GetInput(i);SpineTrackBehaviour input = inputPlayable.GetBehaviour ();// Use the above variables to process each frame of this playable.}}
}

SpineTrackTrack

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Spine.Unity;[TrackColor(0.855f, 0.8623f, 0.87f)]
[TrackClipType(typeof(SpineTrackClip))]
[TrackBindingType(typeof(SkeletonAnimation))]
public class SpineTrackTrack : TrackAsset
{public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount){return ScriptPlayable<SpineTrackMixerBehaviour>.Create (graph, inputCount);}
}


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