Unity 플레이어블 API 활용 가이드
이 문서는 Unity의 플레이어블 API를 사용하여 다양한 애니메이션 및 오디오 기능을 구현하는 방법에 대한 공식 가이드입니다. 아래에는 Unity에서 제공하는 플레이어블 API의 사용 예제와 함께 이를 간단히 설명합니다.
PlayableGraph Visualizer
모든 예제에서는 PlayableGraph Visualizer
를 사용하여 생성된 트리와 노드를 시각적으로 설명합니다. 이 도구는 GitHub에서 다운로드할 수 있습니다.
PlayableGraph Visualizer 사용법
- 사용 중인 Unity 버전에 해당하는 PlayableGraph Visualizer를 GitHub에서 다운로드합니다.
Window > PlayableGraph Visualizer
를 선택하여 도구를 엽니다.GraphVisualizerClient.Show(PlayableGraph 그래프, 문자열 이름)
를 사용하여 그래프를 등록합니다.
기본 애니메이션 재생
플레이어블 노드를 사용하여 단일 애니메이션 클립을 재생하는 기본 예제입니다.
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
[RequireComponent(typeof(Animator))]
public class PlayAnimationSample : MonoBehaviour
{
public AnimationClip clip;
PlayableGraph playableGraph;
void Start()
{
playableGraph = PlayableGraph.Create();
playableGraph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
var playableOutput = AnimationPlayableOutput.Create(playableGraph, "Animation", GetComponent<Animator>());
var clipPlayable = AnimationClipPlayable.Create(playableGraph, clip);
playableOutput.SetSourcePlayable(clipPlayable);
playableGraph.Play();
}
void OnDisable()
{
playableGraph.Destroy();
}
}
간소화된 애니메이션 플레이
AnimationPlayableUtilities
를 사용하여 애니메이션 플레이를 간소화할 수 있습니다.
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
[RequireComponent(typeof(Animator))]
public class PlayAnimationUtilitiesSample : MonoBehaviour
{
public AnimationClip clip;
PlayableGraph playableGraph;
void Start()
{
AnimationPlayableUtilities.PlayClip(GetComponent<Animator>(), clip, out playableGraph);
}
void OnDisable()
{
playableGraph.Destroy();
}
}
애니메이션 블렌드 트리 생성
애니메이션 클립 두 개를 블렌드하여 사용하는 방법입니다.
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
[RequireComponent(typeof(Animator))]
public class MixAnimationSample : MonoBehaviour
{
public AnimationClip clip0;
public AnimationClip clip1;
public float weight;
PlayableGraph playableGraph;
AnimationMixerPlayable mixerPlayable;
void Start()
{
playableGraph = PlayableGraph.Create();
var playableOutput = AnimationPlayableOutput.Create(playableGraph, "Animation", GetComponent<Animator>());
mixerPlayable = AnimationMixerPlayable.Create(playableGraph, 2);
playableOutput.SetSourcePlayable(mixerPlayable);
var clipPlayable0 = AnimationClipPlayable.Create(playableGraph, clip0);
var clipPlayable1 = AnimationClipPlayable.Create(playableGraph, clip1);
playableGraph.Connect(clipPlayable0, 0, mixerPlayable, 0);
playableGraph.Connect(clipPlayable1, 0, mixerPlayable, 1);
playableGraph.Play();
}
void Update()
{
weight = Mathf.Clamp01(weight);
mixerPlayable.SetInputWeight(0, 1.0f - weight);
mixerPlayable.SetInputWeight(1, weight);
}
void OnDisable()
{
playableGraph.Destroy();
}
}
여러 플레이어블 출력 생성
AudioPlayableOutput
과 AnimationPlayableOutput
을 포함한 PlayableGraph를 생성하는 방법입니다.
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Audio;
using UnityEngine.Playables;
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(AudioSource))]
public class MultiOutputSample : MonoBehaviour
{
public AnimationClip animationClip;
public AudioClip audioClip;
PlayableGraph playableGraph;
void Start()
{
playableGraph = PlayableGraph.Create();
var animationOutput = AnimationPlayableOutput.Create(playableGraph, "Animation", GetComponent<Animator>());
var audioOutput = AudioPlayableOutput.Create(playableGraph, "Audio", GetComponent<AudioSource>());
var animationClipPlayable = AnimationClipPlayable.Create(playableGraph, animationClip);
var audioClipPlayable = AudioClipPlayable.Create(playableGraph, audioClip, true);
animationOutput.SetSourcePlayable(animationClipPlayable);
audioOutput.SetSourcePlayable(audioClipPlayable);
playableGraph.Play();
}
void OnDisable()
{
playableGraph.Destroy();
}
}
커스텀 PlayableBehaviour 생성
자체적으로 커스텀 플레이어블을 생성하는 방법입니다.
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
public class PlayQueuePlayable : PlayableBehaviour
{
private int m_CurrentClipIndex = -1;
private float m_TimeToNextClip;
private Playable mixer;
public void Initialize(AnimationClip[] clipsToPlay, Playable owner, PlayableGraph graph)
{
owner.SetInputCount(1);
mixer = AnimationMixerPlayable.Create(graph, clipsToPlay.Length);
graph.Connect(mixer, 0, owner, 0);
owner.SetInputWeight(0, 1);
for (int clipIndex = 0; clipIndex < mixer.GetInputCount(); ++clipIndex)
{
graph.Connect(AnimationClipPlayable.Create(graph, clipsToPlay[clipIndex]), 0, mixer, clipIndex);
mixer.SetInputWeight(clipIndex, 1.0f);
}
}
override public void PrepareFrame(Playable owner, FrameData info)
{
if (mixer.GetInputCount() == 0)
return;
m_TimeToNextClip -= (float)info.deltaTime;
if (m_TimeToNextClip <= 0.0f)
{
m_CurrentClipIndex++;
if (m_CurrentClipIndex >= mixer.GetInputCount())
m_CurrentClipIndex = 0;
var currentClip = (AnimationClipPlayable)mixer.GetInput(m_CurrentClipIndex);
currentClip.SetTime(0);
m_TimeToNextClip = currentClip.GetAnimationClip().length;
}
for (int clipIndex = 0; clipIndex < mixer.GetInputCount(); ++clipIndex)
{
if (clipIndex == m_CurrentClipIndex)
mixer.SetInputWeight(clipIndex, 1.0f);
else
mixer.SetInputWeight(clipIndex, 0.0f);
}
}
}
[RequireComponent(typeof(Animator))]
public class PlayQueueSample : MonoBehaviour
{
public AnimationClip[] clipsToPlay;
PlayableGraph playableGraph;
void Start()
{
playableGraph = PlayableGraph.Create();
var playQueuePlayable = ScriptPlayable<PlayQueuePlayable>.Create(playableGraph);
var playQueue = playQueuePlayable.GetBehaviour();
playQueue.Initialize(clipsToPlay, playQueuePlayable, playableGraph);
var playableOutput = AnimationPlayableOutput.Create(playableGraph, "Animation", GetComponent<Animator>());
playableOutput.SetSourcePlayable(playQueuePlayable);
playableOutput.SetSourceInputPort(0);
playableGraph.Play();
}
void OnDisable()
{
playableGraph.Destroy();
}
}
결론
이 문서에서는 Unity의 플레이어블 API를 활용하여 애니메이션과 오디오를 효과적으로 관리하는 방법에 대해 설명했습니다. 다양한 예제를 통해 실제 게임 개발에 적용할 수 있는 방법들을 제시하였습니다. Unity의 플레이어블 API를 활용하여 더욱 풍부하고 역동적인 게임 경험을 만들어보세요!