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2.å¦ä½å¨XMLä¸ä½¿ç¨èªå®ä¹Animationå¨ç»ç±»
3.UE4AnimNotify 相关源码分析
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C:Object C:Object
C:Animation C:Animator
C:AlphaAnimation C:AnimatorSet
C:AnimationSet C:ValueAnimator
C:DummyAnimation C:ObjectAnimator
C:Rotate3dAnimation C:TimeAnbimator
C:RotateAniamtion
C:ScaleAnimation
C:TranslateAnimation
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1. ObjectAnimatorä»ç»
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2. AnimatorSetä»ç»
AnimatorSet主è¦æ¯ç»åå¤ä¸ªAnimatorSetåObjectAnimatorå½¢æä¸ä¸ªå¨ç»ï¼å¹¶å¯ä»¥æ§å¶å¨ç»çææ¾é¡ºåºï¼å ¶ä¸è¿æä¸ªè¾ å©ç±»éè¿è°ç¨playå½æ°è·å¾ã
3. AnimatorUpdateListnerä»ç»
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ShapeHolder newBall =addBall(event.getX(), event.getY());
// Bouncing animation with squash and stretch
float startY = newBall.getY();
float endY = getHeight() - f;
float h = (float)getHeight();
float eventY = event.getY();
int duration = (int)( * ((h - eventY)/h));
ValueAnimator bounceAnim = ObjectAnimator.ofFloat(newBall, "y", startY, endY);
bounceAnim.setDuration(duration);
bounceAnim.setInterpolator(new AccelerateInterpolator());
ValueAnimator squashAnim1 = ObjectAnimator.ofFloat(newBall, "x", newBall.getX(),
newBall.getX() - f);
squashAnim1.setDuration(duration/4);
squashAnim1.setRepeatCount(1);
squashAnim1.setRepeatMode(ValueAnimator.REVERSE);
squashAnim1.setInterpolator(new DecelerateInterpolator());
ValueAnimator squashAnim2 = ObjectAnimator.ofFloat(newBall, "width", newBall.getWidth(),
newBall.getWidth() + );
squashAnim2.setDuration(duration/4);
squashAnim2.setRepeatCount(1);
squashAnim2.setRepeatMode(ValueAnimator.REVERSE);
squashAnim2.setInterpolator(new DecelerateInterpolator());
ValueAnimator stretchAnim1 = ObjectAnimator.ofFloat(newBall, "y", endY,
endY + f);
stretchAnim1.setDuration(duration/4);
stretchAnim1.setRepeatCount(1);
stretchAnim1.setInterpolator(new DecelerateInterpolator());
stretchAnim1.setRepeatMode(ValueAnimator.REVERSE);
ValueAnimator stretchAnim2 = ObjectAnimator.ofFloat(newBall, "height",
newBall.getHeight(),newBall.getHeight() - );
stretchAnim2.setDuration(duration/4);
stretchAnim2.setRepeatCount(1);
stretchAnim2.setInterpolator(new DecelerateInterpolator());
stretchAnim2.setRepeatMode(ValueAnimator.REVERSE);
ValueAnimator bounceBackAnim = ObjectAnimator.ofFloat(newBall, "y", endY,
startY);
bounceBackAnim.setDuration(duration);
bounceBackAnim.setInterpolator(newDecelerateInterpolator());
// Sequence the down/squash&stretch/upanimations
AnimatorSet bouncer = new AnimatorSet();
bouncer.play(bounceAnim).before(squashAnim1);
bouncer.play(squashAnim1).with(squashAnim2);
bouncer.play(squashAnim1).with(stretchAnim1);
bouncer.play(squashAnim1).with(stretchAnim2);
bouncer.play(bounceBackAnim).after(stretchAnim2);
// Fading animation - remove the ball when theanimation is done
ValueAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f);
fadeAnim.setDuration();
fadeAnim.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animatoranimation) {
balls.remove(((ObjectAnimator)animation).getTarget());
}
});
// Sequence the two animations to play oneafter the other
AnimatorSet animatorSet = new AnimatorSet();
animatorSet.play(bouncer).before(fadeAnim);
// Start the animation
animatorSet.start();
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UE4AnimNotify 相关源码分析
深入解析UE4的动画通知机制:揭秘AnimNotify与AnimNotifyState的协作舞蹈动画通知的起舞序列</
在UE4的动画世界里,每帧的Tick函数是核心舞者。首先,AnimNotify</优雅地起舞,技术指标kdtb源码接着是Tick Pose的轻盈转身,然后是骨矩阵的更新与FinalizeBoneTransform的深情凝视,这是处理Notify/Event Handling的关键环节。而在ConditionallyDispatchQueuedAnimEvents中,AnimNotify和Montage的结束篇章被巧妙触发。Tick的华丽编舞</
Tick的步骤如下:AnimNotify</(即启)→ Tick Pose(轻盈步伐)→ 更新骨矩阵(RefreshBoneTransforms)→ FinalizeBoneTransform(情感升华)→ 释放AnimNotifyEvent的绚丽尾声。通知处理的c 内网穿透源码细微转折</
在UAnimInstance::TriggerAnimNotifies的舞台上,每个新加入的动画通知(AnimNotifyState)都会被逐一审视,可能延后'NotifyBegin'的时机。同时,旧的AnimNotifyState会在触发'NotifyEnd'后优雅谢幕。新状态的jquery 双击事件源码'NotifyBegin'随之登场,而'NotifyTick'则在活跃状态下悄然进行。重要的是,尽管'NotifyEnd'总在'NotifyBegin'之前,但可能因帧率变化而稍显滞后。意外的美女支付网站源码节奏混乱</
帧率的波动可能导致微妙的混乱,例如,当从帧到帧,'NotifyEnd'可能会延迟到下一帧才奏响,尽管时间跨度看似短暂。比如,连线机游戏源码当检测到Projectile_0消失时,尽管它在第六帧才真正结束,但'NotifyEnd'却可能在第五帧后才触发,使得动画逻辑出现短暂的不协调。状态转换的精准切换</
以SpawnProjectile_0和SpawnProjectile_1为例,Begin阶段的切换精准有序:新状态在检测到新出现的Projectile_1时启动,而当旧状态的Projectile_0消失时,'NotifyEnd'才宣告其结束。从2到2.5帧的过渡,动画队列如丝般流畅地从SpawnProjectile_0切换到SpawnProjectile_1,确保了逻辑的连贯性。探索更深层次的机制</
要深入了解动画通知的奥秘,记得查阅官方文档Animation Notifications (Notifies),如果你是一位热衷于开发的舞者,不妨通过邮件gaoyuan.bob@bytedance.com或投递简历链接,加入我们的舞蹈团队,共同探索更精彩的动画世界。
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C:Object C:Object
C:Animation C:Animator
C:AlphaAnimation C:AnimatorSet
C:AnimationSet C:ValueAnimator
C:DummyAnimation C:ObjectAnimator
C:Rotate3dAnimation C:TimeAnbimator
C:RotateAniamtion
C:ScaleAnimation
C:TranslateAnimation
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1. ObjectAnimatorä»ç»
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2. AnimatorSetä»ç»
AnimatorSet主è¦æ¯ç»åå¤ä¸ªAnimatorSetåObjectAnimatorå½¢æä¸ä¸ªå¨ç»ï¼å¹¶å¯ä»¥æ§å¶å¨ç»çææ¾é¡ºåºï¼å ¶ä¸è¿æä¸ªè¾ å©ç±»éè¿è°ç¨playå½æ°è·å¾ã
3. AnimatorUpdateListnerä»ç»
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ShapeHolder newBall =addBall(event.getX(), event.getY());
// Bouncing animation with squash and stretch
float startY = newBall.getY();
float endY = getHeight() - f;
float h = (float)getHeight();
float eventY = event.getY();
int duration = (int)( * ((h - eventY)/h));
ValueAnimator bounceAnim = ObjectAnimator.ofFloat(newBall, "y", startY, endY);
bounceAnim.setDuration(duration);
bounceAnim.setInterpolator(new AccelerateInterpolator());
ValueAnimator squashAnim1 = ObjectAnimator.ofFloat(newBall, "x", newBall.getX(),
newBall.getX() - f);
squashAnim1.setDuration(duration/4);
squashAnim1.setRepeatCount(1);
squashAnim1.setRepeatMode(ValueAnimator.REVERSE);
squashAnim1.setInterpolator(new DecelerateInterpolator());
ValueAnimator squashAnim2 = ObjectAnimator.ofFloat(newBall, "width", newBall.getWidth(),
newBall.getWidth() + );
squashAnim2.setDuration(duration/4);
squashAnim2.setRepeatCount(1);
squashAnim2.setRepeatMode(ValueAnimator.REVERSE);
squashAnim2.setInterpolator(new DecelerateInterpolator());
ValueAnimator stretchAnim1 = ObjectAnimator.ofFloat(newBall, "y", endY,
endY + f);
stretchAnim1.setDuration(duration/4);
stretchAnim1.setRepeatCount(1);
stretchAnim1.setInterpolator(new DecelerateInterpolator());
stretchAnim1.setRepeatMode(ValueAnimator.REVERSE);
ValueAnimator stretchAnim2 = ObjectAnimator.ofFloat(newBall, "height",
newBall.getHeight(),newBall.getHeight() - );
stretchAnim2.setDuration(duration/4);
stretchAnim2.setRepeatCount(1);
stretchAnim2.setInterpolator(new DecelerateInterpolator());
stretchAnim2.setRepeatMode(ValueAnimator.REVERSE);
ValueAnimator bounceBackAnim = ObjectAnimator.ofFloat(newBall, "y", endY,
startY);
bounceBackAnim.setDuration(duration);
bounceBackAnim.setInterpolator(newDecelerateInterpolator());
// Sequence the down/squash&stretch/upanimations
AnimatorSet bouncer = new AnimatorSet();
bouncer.play(bounceAnim).before(squashAnim1);
bouncer.play(squashAnim1).with(squashAnim2);
bouncer.play(squashAnim1).with(stretchAnim1);
bouncer.play(squashAnim1).with(stretchAnim2);
bouncer.play(bounceBackAnim).after(stretchAnim2);
// Fading animation - remove the ball when theanimation is done
ValueAnimator fadeAnim = ObjectAnimator.ofFloat(newBall, "alpha", 1f, 0f);
fadeAnim.setDuration();
fadeAnim.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animatoranimation) {
balls.remove(((ObjectAnimator)animation).getTarget());
}
});
// Sequence the two animations to play oneafter the other
AnimatorSet animatorSet = new AnimatorSet();
animatorSet.play(bouncer).before(fadeAnim);
// Start the animation
animatorSet.start();