Exemple #1
0
    //打开已存在动画片段
    public void OpenClip(UnityEngine.Object prefab)
    {
        if (mCurrentClip != null)
        {//若当前已经打开了片段,询问是否保存并清理
            _QuerySaveClip();
            _ClearCurrentClip();
        }


        mCurrentClip         = new SpecialEffectAnimClipProxy(prefab);
        mCurrentClip.Context = mEditorSpeAnimClipContext.GetComponent <SpecialEffectDefaultContext>();
        //将新建的动画片段挂接至统一挂接点
        _Attach(mCurrentClip.Go.transform);
        mCmdMgr.Clear();

        //为打开的动画片段准备预览动作
        SetPreviewModelAction(mCurrentClip.PreviewAnimClip);

        //尝试绑定特效动画至模型
        _TryAttachSpeAnim();

        CurrentPlayTime = 0.0f;
        CurrentSelect   = -1;
        isClipOpen      = true;
        UpdateNotify();
    }
Exemple #2
0
    //创建动画片段
    public void NewClip(string name)
    {
        if (mCurrentClip != null)
        {//若当前已经打开了片段,询问是否保存并清理
            _QuerySaveClip();
            _ClearCurrentClip();
        }

        //创建动画片段
        mCurrentClip         = new SpecialEffectAnimClipProxy(name);
        mCurrentClip.Context = mEditorSpeAnimClipContext.GetComponent <SpecialEffectDefaultContext>();
        //将新建的动画片段挂接至统一挂接点
        _Attach(mCurrentClip.Go.transform);
        mCmdMgr.Clear();

        //清空动作
        mActionMgr.Clear();

        //尝试绑定特效动画至模型
        _TryAttachSpeAnim();

        CurrentPlayTime = 0.0f;
        CurrentSelect   = -1;
        isClipNew       = true;
        UpdateNotify();
    }