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Binding main character to timeline

/main
Amel Negra 3 年前
当前提交
8a1d6ab0
共有 4 个文件被更改,包括 805 次插入24 次删除
  1. 437
      UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable
  2. 347
      UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
  3. 34
      UOP1_Project/Assets/Scripts/Cutscenes/MainCharacterBinder.cs
  4. 11
      UOP1_Project/Assets/Scripts/Cutscenes/MainCharacterBinder.cs.meta

437
UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable


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UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity


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34
UOP1_Project/Assets/Scripts/Cutscenes/MainCharacterBinder.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
public class MainCharacterBinder : MonoBehaviour
{
[SerializeField] private PlayableDirector _playableDirector;
[SerializeField] private Animator _objectToBind;
public string trackName;
[SerializeField] private TransformEventChannelSO _playerInstantiatedChannel = default;
private void OnEnable()
{
_playerInstantiatedChannel.OnEventRaised += BindPlayer;
}
private void OnDisable()
{
_playerInstantiatedChannel.OnEventRaised -= BindPlayer;
}
private void BindPlayer(Transform playerTransform)
{
_objectToBind = GameObject.FindGameObjectWithTag("Player").GetComponent<Animator>();
foreach (var playableAssetOutput in _playableDirector.playableAsset.outputs)
{
if (playableAssetOutput.streamName == trackName)
{
_playableDirector.SetGenericBinding(playableAssetOutput.sourceObject, _objectToBind);
}
}
}
}

11
UOP1_Project/Assets/Scripts/Cutscenes/MainCharacterBinder.cs.meta


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