此帧与前一帧的间隔。该间隔未进行缩放,以秒为单位表示。
要为间隔设定时间比例,请将该间隔乘以 FrameData.effectiveSpeed。
//Attach this script to a GameObject that has an Animator and set the Animator field. using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables;
public class MyMonoBehaviour : MonoBehaviour { [SerializeField] private Animator m_Animator;
private PlayableGraph m_Graph; private void Awake() { m_Graph = PlayableGraph.Create(); m_Graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
var scriptPlayable = ScriptPlayable<MyPlayableBehaviour>.Create(m_Graph);
// Sets game time's scale, as well as custom playable's speed. Time.timeScale = 10f; scriptPlayable.SetSpeed(0.5f);
var playableOutput = AnimationPlayableOutput.Create(m_Graph, "MyPlayableOutput", m_Animator); playableOutput.SetSourcePlayable(scriptPlayable, 0);
m_Graph.Play(); }
private void OnDestroy() { if (m_Graph.IsValid()) m_Graph.Destroy(); } }
public sealed class MyPlayableBehaviour : PlayableBehaviour { public override void PrepareFrame(Playable playable, FrameData info) { base.PrepareFrame(playable, info);
// info.deltaTime is not scaled, and so is 10 times smaller than Time.deltaTime // info.effectiveSpeed is equal to 5 (10 * 0.5). Time.timeScale is accounted for because we use DirectorUpdateMode.GameTime. // If we had used DirectorUpdateMode.UnscaledGameTime, info.effectiveSpeed would have been equal to 0.5. Debug.Log($"info.deltaTime = {info.deltaTime}, speed {info.effectiveSpeed} Time.deltaTime = {Time.deltaTime}"); } }