Unity开发笔记-Timeline利用Single实现Rewind回放

先来看下效果,播放的结尾后回到前面的某一个位置,然后循环

具体实现思路如下:

1.设置marker标记,作为定位
2.利用signal emitter,触发消息事件
3.signal receiever监听事件,通过查找marker获得time
4.通过设置PlayableDirector的time属性,改变timeline的播放位置,从而实现了rewind播放功能

示例中,在timeline的结束处,在signal track上放置一个signal emitter
点击signal emitter,添加signal asset,这里命名为marker_rewind

在场景中新建一个signal reciever,新建MarkerRecieverRewind.cs脚本进行监听

MarkerRecieverRewind需要实现INotificationReceiver接口

  `public void OnNotify(Playable origin, INotification notification, object context)
    {}`

当监听到signal事件之后,我们需要
1.获得marker对象,拿到time属性
2.获得PlayableDirector,根据marker的time修改time属性

marker的获取:

1.将notification强转为signalEmitter

SignalEmitter emitter = (SignalEmitter)notification;

2.拿到TimlineAsset

TimelineAsset ta = emitter.parent.timelineAsset;

3,通过TimlineAsset的markerTrack属性获取marker

IMarker marker = ta.markerTrack.GetMarker(0);

PlayableDirector的获取:

通过接口的Playable对象可以获取到

PlayableDirector director = (PlayableDirector)origin.GetGraph().GetResolver();

完整代码如下:

  `public class MarkerRecieverRewind : MonoBehaviour, INotificationReceiver
{
    public void OnNotify(Playable origin, INotification notification, object context)
    {
        PlayableDirector director = (PlayableDirector)origin.GetGraph().GetResolver();

        SignalEmitter emitter = (SignalEmitter)notification;
        TimelineAsset ta = emitter.parent.timelineAsset;
        int markerCount = ta.markerTrack.GetMarkerCount();
        if (markerCount > 0)
        {
            IMarker marker = ta.markerTrack.GetMarker(0);
            director.Pause();
            director.time = marker.time;
            director.Play();
        }
    }`
原文地址:https://www.cnblogs.com/terrynoya/p/13442644.html