unity2020中使用PlayableGraph顺序播放多个AnimationClip

在这里插入图片描述
1.模型身上挂脚本和Animation clips

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;

public class AnimationClipQueuePlayable : PlayableBehaviour
{
    public AnimationMixerPlayable mixer;
    public float playedTime;
    private int currentClipIndex;

    public void Init(AnimationClip[] clips,Playable owner,PlayableGraph graph)
    {
        // 输出的接收者只有一个
        owner.SetInputCount(1);
        mixer = AnimationMixerPlayable.Create(graph, clips.Length);

        graph.Connect(mixer, 0, owner, 0);
        owner.SetInputWeight(0, 1);

        for (int i = 0; i < clips.Length; i++)
        {
            graph.Connect(AnimationClipPlayable.Create(graph,clips[i]),0,mixer,i); ;
            mixer.SetInputWeight(i, 1);
        }

    }
    public override void PrepareFrame(Playable playable,FrameData info)
    {
        if (mixer.GetInputCount() == 0)
        {
            return;
        }

        playedTime += info.deltaTime;
        var currentClip = (AnimationClipPlayable)mixer.GetInput(currentClipIndex);
        if (playedTime >= currentClip.GetAnimationClip().length)
        {
            currentClipIndex++;
            if (currentClipIndex >= mixer.GetInputCount())
            {
                currentClipIndex = 0;
            }
            playedTime = 0;
            currentClip = (AnimationClipPlayable)mixer.GetInput(currentClipIndex);
            currentClip.SetTime(0); 
        }
        for (int i = 0; i < mixer.GetInputCount(); i++)
        {
            if (i == currentClipIndex)
            {
                mixer.SetInputWeight(i, 1);
            }
            else
                mixer.SetInputWeight(i, 0);
        }
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;

public class PlayAnimationClips : MonoBehaviour
{
    private PlayableGraph PlayableGraph;
    public AnimationClip[] clips;

    // Start is called before the first frame update
    void Start()
    {
        PlayableGraph = PlayableGraph.Create("PlayAnimationClips");

        var output = AnimationPlayableOutput.Create(PlayableGraph, "Animations", GetComponent<Animator>());
        var playQueuePlayable = ScriptPlayable<AnimationClipQueuePlayable>.Create(PlayableGraph);
        var playQueue = playQueuePlayable.GetBehaviour();
        playQueue.Init(clips, playQueuePlayable, PlayableGraph);

        output.SetSourcePlayable(playQueuePlayable);
        PlayableGraph.Play();
    }

    private void OnDestroy()
    {
        PlayableGraph.Destroy();
    }
}

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