Beispiel #1
0
            public apAnimPlayUnit _playUnit = null;            //<<미리 만들어놓고, 실행중일 때에는 연결, 그렇지 않을 때에는 해제한다.

            public MecanimClipData(AnimationClip clipAsset, apAnimClip animClip, apOptRootUnit linkedRootUnit)
            {
                _clipAsset      = clipAsset;
                _animClip       = animClip;
                _linkedRootUnit = linkedRootUnit;

                //Mecanim용 PlayUnit을 만든다.
                _playUnit = new apAnimPlayUnit(null, -1, -1);
                _playUnit.SetMecanimPlayUnit();

                _isCalculatedPrev = false;
                ReadyToUpdate();
                Unlink();
            }
            public TimelineClipData(
#if UNITY_2017_1_OR_NEWER
                TimelineClip timelineClip,
#endif
                apAnimClip animClip, apOptRootUnit linkedRootUnit)
            {
#if UNITY_2017_1_OR_NEWER
                _timelineClip = timelineClip;
                _clipAsset    = timelineClip.animationClip;
#endif
                _animClip         = animClip;
                _linkedRootUnit   = linkedRootUnit;
                _isCalculated     = false;
                _isCalculatedPrev = false;
                _isPlaying        = false;

                //Mecanim용 PlayUnit을 만든다.
                _playUnit = new apAnimPlayUnit(null, -1, -1);
                _playUnit.SetMecanimPlayUnit();

                ReadyToUpdate();
                Unlink();
            }