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时间轴迭代 - 空中循环

master
cd 3 years ago
parent d6596e06f8
commit b003c7b9ce

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@ -53,6 +53,7 @@ public class TimelineSystem : IExecuteSystem, IInitializeSystem
if (t >= t2)
{
clipReal.HasRun = true;
//超过结束时间的
if (clipReal.IsAlive)
{
@ -67,8 +68,6 @@ public class TimelineSystem : IExecuteSystem, IInitializeSystem
clipReal.OnStay();
clipReal.OnLeave();
}
clipReal.HasRun = true;
}
else
{

@ -0,0 +1,23 @@
namespace Game
{
public class ClipLoopInAir : TimelineClipBase
{
private LoopInAirClip _mRealAsset;
public override void OnEnter()
{
}
public override void OnStay()
{
}
public override void OnLeave()
{
if (!Owner.move.IsGround)
{
TimelineManager.Instance.SetTimelineTime(Owner, (float)EndTime, (float)StartTime);
}
}
}
}

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e3ece1cc1fe4458da0dc940d9e9ac2bf
timeCreated: 1686580100

@ -25,6 +25,7 @@ namespace Game
Register<FollowTargetClip, ClipFollowTarget>();
Register<GlobalEffectClip, ClipGlobalEffect>();
Register<DodgeClip, ClipDodge>();
Register<LoopInAirClip, ClipLoopInAir>();
}
private void Register<T1, T2>() where T2 : TimelineClipBase, new()
{

@ -48,6 +48,35 @@ namespace Game
entity.timeline.IsRunning = true;
}
public void SetTimelineTime(GameEntity entity, float from, float to)
{
var timeline = entity.timeline;
if (!timeline.IsRunning)
return;
if (timeline.Timeline == null)
return;
if (from == to)
return;
//往前设置
timeline.TimePast = to;
if (from > to)
{
foreach (var clip in timeline.Timeline.Clips)
{
var clipReal = clip.Clip;
if (clipReal.StartTime <= to)
{
clipReal.HasRun = false;
clipReal.IsAlive = false;
}
else if (clipReal.StartTime < from)
{
clipReal.HasRun = false;
}
}
}
}
public void EndSkillTimeline(GameEntity entity)
{
var timeline = entity.timeline;

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@ -363,10 +549,10 @@ MonoBehaviour:
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@ -432,10 +618,10 @@ MonoBehaviour:
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using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
[Serializable]
public class LoopInAirBehaviour : PlayableBehaviour
{
public override void OnPlayableCreate (Playable playable)
{
}
}

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

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@ -0,0 +1,23 @@
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
public class LoopInAirMixerBehaviour : 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)
{
int inputCount = playable.GetInputCount ();
for (int i = 0; i < inputCount; i++)
{
float inputWeight = playable.GetInputWeight(i);
ScriptPlayable<LoopInAirBehaviour> inputPlayable = (ScriptPlayable<LoopInAirBehaviour>)playable.GetInput(i);
LoopInAirBehaviour input = inputPlayable.GetBehaviour ();
// Use the above variables to process each frame of this playable.
}
}
}

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@ -0,0 +1,13 @@
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
[TrackColor(0.855f, 0.8623f, 0.87f)]
[TrackClipType(typeof(LoopInAirClip))]
public class LoopInAirTrack : TrackAsset
{
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
return ScriptPlayable<LoopInAirMixerBehaviour>.Create (graph, inputCount);
}
}

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