using UnityEngine;
using UnityEngine.Playables;
namespace GameWrapper.Timeline.CommonAction
{
///
/// 通用动作混合器行为
/// 处理轨道级别的逻辑和多个Clip的混合
///
public class CommonActionMixerBehaviour : PlayableBehaviour
{
private GameObject boundObject;
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
// 获取绑定的GameObject
if (boundObject == null && playerData is GameObject go)
{
boundObject = go;
}
if (boundObject == null)
return;
// 遍历所有输入的Clip,找到当前正在播放的
int inputCount = playable.GetInputCount();
for (int i = 0; i < inputCount; i++)
{
float weight = playable.GetInputWeight(i);
// 只处理权重大于0的输入(正在播放的Clip)
if (weight > 0)
{
ScriptPlayable inputPlayable =
(ScriptPlayable)playable.GetInput(i);
CommonActionBehaviour behaviour = inputPlayable.GetBehaviour();
// 这里可以添加混合逻辑
// 例如:处理多个Clip同时作用于同一对象的情况
}
}
}
public override void OnPlayableDestroy(Playable playable)
{
boundObject = null;
}
}
}