test
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#if TEXT_TRACK_REQUIRES_TEXTMESH_PRO
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using TMPro;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace Timeline.Samples
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{
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// A track that allows the user to change Text parameters from a Timeline.
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// It demonstrates the following
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// * How to support blending of timeline clips.
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// * How to change data over time on Components that is not supported by Animation.
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// * Putting properties into preview mode.
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// * Reacting to changes on the clip from the Timeline Editor.
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// Note: This track requires the TextMeshPro package to be installed in the project.
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[TrackColor(0.1394896f, 0.4411765f, 0.3413077f)]
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[TrackClipType(typeof(TextPlayableAsset))]
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[TrackBindingType(typeof(TMP_Text))]
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public class TextTrack : TrackAsset
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{
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// Creates a runtime instance of the track, represented by a PlayableBehaviour.
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// The runtime instance performs mixing on the timeline clips.
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public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
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{
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return ScriptPlayable<TextTrackMixerBehaviour>.Create(graph, inputCount);
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}
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// Invoked by the timeline editor to put properties into preview mode. This permits the timeline
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// to temporarily change fields for the purpose of previewing in EditMode.
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public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
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{
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TMP_Text trackBinding = director.GetGenericBinding(this) as TMP_Text;
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if (trackBinding == null)
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return;
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// The field names are the name of the backing serializable field. These can be found from the class source,
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// or from the unity scene file that contains an object of that type.
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driver.AddFromName<TMP_Text>(trackBinding.gameObject, "m_text");
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driver.AddFromName<TMP_Text>(trackBinding.gameObject, "m_fontSize");
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driver.AddFromName<TMP_Text>(trackBinding.gameObject, "m_fontColor");
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base.GatherProperties(director, driver);
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}
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}
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}
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#endif
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