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48 行
1.2 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
public class WeaponAttachPlayable : PlayableBehaviour
{
public void Initialize(Transform weaponAttacher, Transform weaponRoot)
{
m_weaponAttacher = weaponAttacher;
m_weaponRoot = weaponRoot;
}
public override void PrepareFrame(Playable playable, FrameData info)
{
if (m_weaponAttacher != null && m_weaponRoot != null)
{
m_weaponRoot.position = m_weaponAttacher.position;
m_weaponRoot.rotation = m_weaponAttacher.rotation;
}
base.PrepareFrame(playable, info);
}
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
//m_weaponRoot.position = m_weaponAttacher.position;
//m_weaponRoot.rotation = m_weaponAttacher.rotation;
//playable
//AnimationPlayableGraphExtensions
//AnimationPlayableUtilities..
//PlayableOutputExtensions
//PlayableExtensions
//playable.GetInput()
base.ProcessFrame(playable, info, playerData);
}
Transform m_weaponAttacher;
Transform m_weaponRoot;
}