《UnityAPI.AnimationCurve动画曲线》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+AnimationCurve+Addkey+立钻哥哥++OK++)

《UnityAPI.AnimationCurve动画曲线》

版本

作者

参与者

完成日期

备注

UnityAPI_AnimationCurve_V01_1.0

严立钻

 

2020.06.24

 

 

 

 

 

 

 

#《UnityAPI.AnimationCurve动画曲线》发布说明:

++++“UnityAPI.AnimationCurve动画曲线是对UnityAPIAnimationCurve动画曲线类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#AnimationCurve动画曲线

#AnimationCurve动画曲线

#AnimationCurve动画曲线

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:AnimationCurve(动画曲线)是生成动画剪辑的曲线的集合

++++[namespace]:UnityEngine

++++[Inherits from]

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

 

 

 

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、keys

++++B2.2、length

++++B2.3、postWrapMode

++++B2.4、preWrapMode

++++B2.5、this[int]

++++B2.6、YanlzXREngine.AnimationCurve.Variables

 

 

++B2.1、keys

++B2.1、keys

++B2.1、keys

++++立钻哥哥:关键帧

public Keyframe[] keys;

++++在动画曲线中定义所有关键帧

++++这让从数组中清除,添加或者移除任何关键帧;如果关键帧不通过时间顺序,将会在分配中自动排序

++++注意:数组是“来自值”,即,获取关键帧返回所有帧的拷贝并设置关键帧拷贝到曲线

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimationCurve : MonoBehaviour{

    private AnimationCurve anim;

    private Keyframe[] ks;

 

    void Start(){

        ks = new Keyframe[50];

 

        int i = 0;

        while(i < ks.Length){

            ks[i] = new Keyframe(i, i * i);

            i++;

        }

        anim = new AnimationCurve(ks);

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzAnimationCurve{}

 

 

 

 

 

++B2.2、length

++B2.2、length

++B2.2、length

++++立钻哥哥:长度

public int length;

++++在曲线中的关键帧的数量(只读

 

 

 

 

 

++B2.3、postWrapMode

++B2.3、postWrapMode

++B2.3、postWrapMode

++++立钻哥哥:关键帧之后

public WrapMode postWrapMode;

++++在关键帧之后动画的行为

 

 

 

 

 

++B2.4、preWrapMode

++B2.4、preWrapMode

++B2.4、preWrapMode

++++立钻哥哥:关键帧之前

public WrapMode preWrapMode;

+++在第一关键帧之前动画的行为

 

 

 

 

 

++B2.5、this[int]

++B2.5、this[int]

++B2.5、this[int]

++++立钻哥哥:检索关键帧

public Keyframe this[int];

++++在索引中检查关键帧(只读

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

 

 

 

 

 

 

 

#C3、Constructors构造器

#C3、Constructors构造器

++C3、Constructors构造器

++++C3.1、AnimationCurve

++++C3.2、YanlzXREngine.AnimationCurve.Constructors

 

 

++C3.1、AnimationCurve

++C3.1、AnimationCurve

++C3.1、AnimationCurve

++++立钻哥哥:动画曲线

public AnimationCurve(params Keyframe[] keys);

public AnimationCurve();

++++[keys]:定义曲线关键帧的数组

++++从任意数量的关键帧创建动画曲线

++++该函数从关键帧参数的个数变量创建曲线;如果想要从关键帧数组中创建曲线,创建一个空曲线和分配关键帧属性

++++创建空的动画曲线

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAnimationCurve : MonoBehaviour{

    private AnimationCurve curve;

 

    void Start(){

        curve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));

        curve.preWrapMode = WrapMode.PingPong;

        curve.postWrapMode = WrapMode.PingPong;

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        transform.position = new Vector3(transform.position.x, curve.Evaluate(Time.time), transform.position.z);

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzAnimationCurve{}

 

 

 

 

 

 

 

#D4、Public Functions公共函数

#D4、Public Functions公共函数

++D4、Public Functions函数

++++D4.1、Addkey

++++D4.2、Evaluate

++++D4.3、MoveKey

++++D4.4、RemoveKey

++++D4.5、SmoothTangents

++++D4.6、YanlzXREngine.AnimationCurve.PublicFunctions

 

 

++D4.1、Addkey

++D4.1、Addkey

++D4.1、Addkey

++++立钻哥哥:添加帧

public int AddKey(float time, float value);

public int AddKey(Keyframe key);

++++[time]:在时间轴上添加关键帧(在曲线图的水平位置)

++++[value]:关键帧的值(在曲线图的垂直位置)

++++[key]:添加关键帧到曲线

++++添加关键帧的索引,或者如果关键帧没有被添加值为-1

++++添加新的关键帧到曲线

++++关键帧的平滑切线是自动计算的;返回添加的关键帧的索引;如果没有关键帧被添加可能因为这儿已经有另一个相同的关键帧返回-1

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

 

 

 

 

 

++D4.2、Evaluate

++D4.2、Evaluate

++D4.2、Evaluate

++++立钻哥哥:评估

public float Evaluate(float time);

++++[time]:求值曲线的时间(在曲线图中的水平轴)

++++返回值:曲线的值,在指定时间轴上的点

++++在时间轴上求曲线的值

 

 

 

 

 

++D4.3、MoveKey

++D4.3、MoveKey

++D4.3、MoveKey

++++立钻哥哥:移动关键帧

public int MoveKey(int index, Keyframe key);

++++[index]:移动关键帧的索引

++++[key]:内置关键帧

++++返回值:移动后关键帧的索引

++++移除关键帧索引和内置关键帧

++++如果关键帧已经存在key.time时间轴的旧的关键帧的位置,/key[index].time/将会被用于替代;这是曲线编辑器中拖动关键帧所需的行为;返回移动后的关键帧的索引

++++[Keyframe关键帧]:https://blog.csdn.net/VRunSoftYanlz/article/details/107008908

 

 

 

 

 

 

++D4.4、RemoveKey

++D4.4、RemoveKey

++D4.4、RemoveKey

++++立钻哥哥:移除关键帧

public void RemoveKey(int index);

++++移除关键帧

 

 

 

 

 

++D4.5、SmoothTangents

++D4.5、SmoothTangents

++D4.5、SmoothTangents

++++立钻哥哥:平滑切线

public void SmoothTangents(int index, float weight);

++++[index]:平滑关键帧的索引

++++[weight]:应用于关键帧平滑的平滑权重

++++平滑关键帧的内切和外切的索引

++++外切权重为0

 

 

 

 

 

 

 

#E5、Static Functions静态函数

#E5、Static Functions静态函数

++E5、Static Functions静态函数

++++D5.1、EaseInOut

++++D5.2、Linear

++++D5.3、YanlzXREngine.AnimationCurve.StaticFunctions

 

 

++D5.1、EaseInOut

++D5.1、EaseInOut

++D5.1、EaseInOut

++++立钻哥哥:缓入缓出

public static AnimationCurve EaseInOut(float timeStart, float valueStart, float timeEnd, float valueEnd);

++++[timeStart]:曲线开始时间

++++[valueStart]:曲线开始值

++++[timeEnd]:曲线结束时间

++++[valueEnd]:曲线结束值

++++返回值:根据指定值生成缓入缓出曲线

++++创建缓入缓出曲线开始时间,开始值和结束时间,结束值

 

 

 

 

 

++D5.2、Linear

++D5.2、Linear

++D5.2、Linear

++++立钻哥哥:线性

public static AnimationCurve Linear(float timeStart, float valueStart, float timeEnd, float valueEnd);

++++[timeStart]:线性曲线开始时间

++++[valueStart]:线性曲线开始值

++++[timeEnd]:线性曲线结束时间

++++[valueEnd]:线性曲线结束值

++++返回值:根据指定值生成曲线(直线)

++++直线包括开始时间,开始值和结束时间结束值

++++在某些方面这是矛盾的生成的“曲线”实际上是条直线,但是依然被称为“曲线”并表示AnimationCurve对象

 

 

 

 

 

 

#F6、立钻哥哥对AnimationCurve类的拓展

#F6、立钻哥哥对AnimationCurve类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Transform变换]:https://blog.csdn.net/VRunSoftYanlz/article/details/106607761

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[Collider碰撞器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106696886

++++[Rigidbody刚体]:https://blog.csdn.net/VRunSoftYanlz/article/details/106698042

++++[Animator动画]:https://blog.csdn.net/VRunSoftYanlz/article/details/106863517

++++[Animation]:https://blog.csdn.net/VRunSoftYanlz/article/details/106931626

++++[Joint关节]:https://blog.csdn.net/VRunSoftYanlz/article/details/106771226

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Input输入]:https://blog.csdn.net/VRunSoftYanlz/article/details/106843487

++++[Resources资源]:https://blog.csdn.net/VRunSoftYanlz/article/details/106818524

++++[Network网络]:https://blog.csdn.net/VRunSoftYanlz/article/details/106795026

++++[Collision碰撞]:https://blog.csdn.net/VRunSoftYanlz/article/details/106697669

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

 

 

 

 

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

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++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

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--_--VRunSoft:lovezuanzuan--_--

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