public class EventExtraPlayableAsset : EventPlayableAssetBase
{
public enum ContentType
{
A, B, C
}
public int additionalValue = 2;
public ContentType contentType = ContentType.A;
public override string GetEditorDisplayName() {
return "Mod: " + clipName + "_" +contentType + "_" + additionalValue;
}
}
public class TimelineEventSample : TimelineEventBase
{
[SerializeField] Text debugText;
public override void OnEnter(string track, EventPlayableAssetBase asset) {
string str = "";
str += "OnEnter: " + asset._name;
if (asset is EventExtraPlayableAsset) {
str += "_Type: " + ((EventExtraPlayableAsset)asset).contentType;
}
debugText.text = track + " / " + str;
}
public override void OnExit(string track, EventPlayableAssetBase asset) {
string str = "";
str += "OnExit: " + asset._name;
debugText.text = track + " / " + str;
}
}
-
【Unity】Timelineで敵の”出現タイミング”や”動き”を制御してみる
http://tsubakit1.hateblo.jp/entry/2017/12/04/115255 -
【Unity】新・Timelineで字幕を作る
http://tsubakit1.hateblo.jp/entry/2018/08/26/173345 -
【Unity2018.2.14f1で更新中】Timelineの基本機能とCinema Directorとの違い
https://www.crossroad-tech.com/entry/Unity2017_2_0_timeline#4-4-Control-Track -
UnityのTimelineTrackを実装する
https://qiita.com/ousttrue/items/ac2f0b3847e76a36b1f0 -
そろそろUnity2017のTimelineの基礎を押さえておこう
https://www.shibuya24.info/entry/timeline_basis -
Timeline の拡張 ― 実践ガイド
https://blogs.unity3d.com/jp/2018/09/05/extending-timeline-a-practical-guide/ -
UnityのTimelineをいくらか理解する
https://framesynthesis.jp/blog/2018/06/18/ -
はじめてのScriptPlayable
https://labs.gree.jp/blog/2017/08/16547/ -
【Unity】TimelineでOnBehaviourPlayのタイミングでTrackの情報を使って初期化したい
http://tsubakit1.hateblo.jp/entry/2018/08/27/233000 -
Timelineを使ってみる
http://aizu-vr.hatenablog.com/entry/2018/05/05/Timeline%E3%82%92%E4%BD%BF%E3%81%A3%E3%81%A6%E3%81%BF%E3%82%8B -
Unity2017のTimelineをやってみた
https://blog.applibot.co.jp/2017/06/16/unity2017timeline/ -
[Unite2018] スクリプトによるTimelineがっつり拡張入門
http://turgure.hatenablog.com/entry/2018/06/26/091954