Unity之TImeLine动态创建轨道添加轨道内容

using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;

public class TimeLinePut : MonoBehaviour
{
    public PlayableDirector playableDirector;

    public TimelineAsset timelineAsset;    //TimeLin资产

    Animator animator;  //动画播放器

    public AnimationClip animationClip; //动画文件

    public AnimationClip animationClip2; //动画文件2

    public CinemachineBrain cinemachineBrain;   //相机组件

    public CinemachineVirtualCamera virtualCamera;  //虚拟相机

    public CinemachineVirtualCamera virtualCamera2;  //虚拟相机

    public GameObject game;
    void Start()
    {
        foreach (var item in playableDirector.playableAsset.outputs)
        {
            (playableDirector.playableAsset as TimelineAsset).DeleteTrack(item.sourceObject as TrackAsset);
        }
        animator = GameObject.Find("Player(Clone)").GetComponent<Animator>();
        //创建动画轨道
        AnimationTrack animationTrack = timelineAsset.CreateTrack<AnimationTrack>();
        playableDirector.SetGenericBinding(animationTrack, animator);
        //创建相机轨道
        CinemachineTrack cinemachineTrack = timelineAsset.CreateTrack<CinemachineTrack>();
        playableDirector.SetGenericBinding(cinemachineTrack, cinemachineBrain);
        //创建Control轨道
        ControlTrack controlTrack = timelineAsset.CreateTrack<ControlTrack>();
        playableDirector.SetGenericBinding(controlTrack, null);

        foreach (var item in playableDirector.playableAsset.outputs)
        {
            TrackAsset track = item.sourceObject as TrackAsset;
            if (track != null)
            {
                //判断是否为Animator类型
                if (playableDirector.GetGenericBinding(item.sourceObject) is Animator)
                {
                    CreatAnimatorClip(track, 0, 5, this.animationClip);
                    CreatAnimatorClip(track, 4, 5, this.animationClip2);
                }
                //判断是否为CinemachineBrain类型
                else if (playableDirector.GetGenericBinding(item.sourceObject) is CinemachineBrain)
                {
                    CrearCameClip(track, 0, 5, this.virtualCamera);
                    CrearCameClip(track, 4, 5, this.virtualCamera2);
                }
                else if(playableDirector.GetGenericBinding(item.sourceObject) is null)
                {
                    AddContoleCilp(track,0,5,game);
                }
            }
        }
        playableDirector.Play();
    }
    /// <summary>
    /// control的Clip添加
    /// </summary>
    /// <param name="track"></param>
    /// <param name="startTime"></param>
    /// <param name="endTime"></param>
    /// <param name="gameObject"></param>
    private void AddContoleCilp(TrackAsset track, float startTime, float endTime, GameObject gameObject)
    {
        //创建存储数据
        var timeClip = track.CreateClip<ControlPlayableAsset>();
        //转为自己需要的类型
        var clip = timeClip.asset as ControlPlayableAsset;
        //赋值
        clip.sourceGameObject.defaultValue = gameObject;
        //设置开始播放时间,总的播放时长,Clip的名
        timeClip.start = startTime;
        timeClip.duration = endTime;
        timeClip.displayName = gameObject.name;
    }
    /// <summary>
    /// 相机轨道的文件添加
    /// </summary>
    /// <param name="track"></param>
    /// <param name="startTime"></param>
    /// <param name="endTime"></param>
    /// <param name="virtualCamera"></param>
    private void CrearCameClip(TrackAsset track, float startTime, float endTime, CinemachineVirtualCamera virtualCamera)
    {
        //创建存储数据
        var timeClip = track.CreateDefaultClip();
        //转为自己需要的类型
        var clip = timeClip.asset as CinemachineShot;
        var came = new ExposedReference<CinemachineVirtualCameraBase> { defaultValue = virtualCamera };
        //赋值
        if (clip != null) { clip.VirtualCamera = came; }

        timeClip.start = startTime;
        timeClip.duration = endTime;
        timeClip.displayName = virtualCamera.name;
    }
    /// <summary>
    /// 动画轨道的文件添加
    /// </summary>
    /// <param name="track"></param>
    /// <param name="startTime"></param>
    /// <param name="endTime"></param>
    /// <param name="animationClip"></param>
    private void CreatAnimatorClip(TrackAsset track, float startTime, float endTime, AnimationClip animationClip)
    {
        var timeClip = track.CreateClip<AnimationPlayableAsset>();
        var clip = timeClip.asset as AnimationPlayableAsset;
        if (clip != null) { clip.clip = animationClip; }

        timeClip.start = startTime;
        timeClip.duration = endTime;
        clip.loop = AnimationPlayableAsset.LoopMode.On;
        timeClip.displayName = animationClip.name;
    }
}

Unity中,你可以使用Timeline系统来创建和编辑动画、剪辑和序列。要获取轨道信息,你可以使用Timeline API提供的一些方法和属性。 首先,你需要获取一个Timeline实例的引用。你可以通过使用`TimelineAsset`来获取,该类代表整个Timeline资源。例如,你可以使用如下代码获取当前Scene中的Timeline实例: ```csharp using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; public class TimelineExample : MonoBehaviour { public TimelineAsset timelineAsset; // 参考场景中的Timeline资源 void Start() { PlayableDirector playableDirector = GetComponent<PlayableDirector>(); playableDirector.Play(timelineAsset); // 播放指定的Timeline资源 // 获取轨道信息 foreach (TrackAsset track in timelineAsset.GetOutputTracks()) { Debug.Log("Track name: " + track.name); // 获取轨道上的片段信息 foreach (PlayableBinding binding in track.outputs) { Debug.Log("Clip name: " + binding.clip.displayName); } } } } ``` 这个示例中,我们使用`PlayableDirector`来播放指定的Timeline资源。然后,通过调用`GetOutputTracks()`方法,我们可以获取到所有输出轨道的列表。对于每个轨道,我们可以通过`name`属性获取轨道名称,并使用`outputs`属性获取轨道上的所有片段信息。在这个示例中,我们简单地打印了轨道和片段的名称。 请注意,要使Timeline系统正常工作,你需要确保场景中存在一个`PlayableDirector`组件,并将其与Timeline资源关联起来。你可以在Inspector视图中的Playable Director组件的“Play On Awake”选项中选择播放模式,以及将Timeline资源分配给“Play On Awake”选项中的“Playable Asset”字段。 希望这可以帮助到你!如有其他问题,请随时提问。
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