有没有人有任何解决这个问题的统一的视频播放器组件?
基本上,我有一个半交互式的应用程序,当事情发生时,它会背靠背地播放一系列视频。问题是,一旦第一个视频结束,就会有一个很好的3-5秒间隔,因为第二个视频需要时间来加载,但是在我的应用程序中,这看起来不太好。
我需要一种方式,要么预装第二个视频(理想)或相当简单的方式隐藏差距(如静止帧顶部)。对于后一种想法,我应该提到这些视频都是球形的。
using UnityEngine;
using UnityEngine.Video;
public class selectAndPlay_video : MonoBehaviour {
public VideoPlayer videoPlayer;
public VideoClip NewClip;
void OnEnable()
{
videoPlayer.loopPointReached += loopPointReached;
}
void OnDisable()
{
videoPlayer.loopPointReached -= loopPointReached;
}
void loopPointReached(VideoPlayer v)
{
videoPlayer.clip = NewClip;
videoPlayer.Play();
}
}发布于 2017-11-21 14:27:35
解决这个问题的关键是VideoPlayer.Prepare()函数、VideoPlayer.time和VideoPlayer.clip.length属性。首先,我建议你忘记当前播放视频的方式。使用coroutine,正如this问题中的示例所做的那样,因为下面答案中的所有内容都假设您处于协同函数中。下面是如何播放不同的视频,而不需要等待很长时间:
1.Have数组/要播放的VideoClip列表。
2.Create来自#1中VideoClip数组的新VideoPlayer列表。只需使用来自VideoPlayer.clip #1的VideoClips设置属性。
3.Call VideoPlayer.Prepare()首先在列表中准备 VideoPlayer,然后在while循环中等待,直到准备完成或VideoPlayer.isPrepared变为true。
4.Call VideoPlayer.Play()播放您刚刚在#3中准备的视频。
连续播放不同的视频。
这是最重要的部分。
播放视频时,请检查正在播放的VideoPlayer的当前时间是否为视频长度的一半。如果是一半,在数组中的下一个视频上调用VideoPlayer.Prepare(),然后等待来自#4的视频在播放下一个视频之前完成播放。
通过这样做,下一个视频将开始准备自己,而当前的视频仍在播放,准备过程应在当前视频完成播放之前完成。然后,您可以播放下一个视频,而不等待它加载很长时间。
5.Wait从#4获得视频,在while循环中完成播放,直到VideoPlayer.isPlaying变成false为止。
6.While在#5中的while循环中等待,检查视频是否与if (videoPlayerList[videoIndex].time >= (videoPlayerList[videoIndex].clip.length / 2))播放了一半。如果这是真的,请调用列表中下一个VideoPlayer上的VideoPlayer以保持其就绪。
7.After while循环存在,当前视频正在播放。播放列表中的下一个VideoPlayer,然后从#5中再次重复,以准备列表中的下一个VideoPlayer。
下面的脚本应该完成我上面描述的所有事情。只需创建一个RawImage并将其插入图像插槽即可。您所有的视频都到了videoClipList变量。它应该一个一个地播放视频,而不需要很长的加载时间。Debug.Log很昂贵,所以一旦您验证它是否正常工作,就将它们删除。
//Raw Image to Show Video Images [Assign from the Editor]
public RawImage image;
//Set from the Editor
public List<VideoClip> videoClipList;
private List<VideoPlayer> videoPlayerList;
private int videoIndex = 0;
void Start()
{
StartCoroutine(playVideo());
}
IEnumerator playVideo(bool firstRun = true)
{
if (videoClipList == null || videoClipList.Count <= 0)
{
Debug.LogError("Assign VideoClips from the Editor");
yield break;
}
//Init videoPlayerList first time this function is called
if (firstRun)
{
videoPlayerList = new List<VideoPlayer>();
for (int i = 0; i < videoClipList.Count; i++)
{
//Create new Object to hold the Video and the sound then make it a child of this object
GameObject vidHolder = new GameObject("VP" + i);
vidHolder.transform.SetParent(transform);
//Add VideoPlayer to the GameObject
VideoPlayer videoPlayer = vidHolder.AddComponent<VideoPlayer>();
videoPlayerList.Add(videoPlayer);
//Add AudioSource to the GameObject
AudioSource audioSource = vidHolder.AddComponent<AudioSource>();
//Disable Play on Awake for both Video and Audio
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;
//We want to play from video clip not from url
videoPlayer.source = VideoSource.VideoClip;
//Set Audio Output to AudioSource
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
//Assign the Audio from Video to AudioSource to be played
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);
//Set video Clip To Play
videoPlayer.clip = videoClipList[i];
}
}
//Make sure that the NEXT VideoPlayer index is valid
if (videoIndex >= videoPlayerList.Count)
yield break;
//Prepare video
videoPlayerList[videoIndex].Prepare();
//Wait until this video is prepared
while (!videoPlayerList[videoIndex].isPrepared)
{
Debug.Log("Preparing Index: " + videoIndex);
yield return null;
}
Debug.LogWarning("Done Preparing current Video Index: " + videoIndex);
//Assign the Texture from Video to RawImage to be displayed
image.texture = videoPlayerList[videoIndex].texture;
//Play first video
videoPlayerList[videoIndex].Play();
//Wait while the current video is playing
bool reachedHalfWay = false;
int nextIndex = (videoIndex + 1);
while (videoPlayerList[videoIndex].isPlaying)
{
Debug.Log("Playing time: " + videoPlayerList[videoIndex].time + " INDEX: " + videoIndex);
//(Check if we have reached half way)
if (!reachedHalfWay && videoPlayerList[videoIndex].time >= (videoPlayerList[videoIndex].clip.length / 2))
{
reachedHalfWay = true; //Set to true so that we don't evaluate this again
//Make sure that the NEXT VideoPlayer index is valid. Othereise Exit since this is the end
if (nextIndex >= videoPlayerList.Count)
{
Debug.LogWarning("End of All Videos: " + videoIndex);
yield break;
}
//Prepare the NEXT video
Debug.LogWarning("Ready to Prepare NEXT Video Index: " + nextIndex);
videoPlayerList[nextIndex].Prepare();
}
yield return null;
}
Debug.Log("Done Playing current Video Index: " + videoIndex);
//Wait until NEXT video is prepared
while (!videoPlayerList[nextIndex].isPrepared)
{
Debug.Log("Preparing NEXT Video Index: " + nextIndex);
yield return null;
}
Debug.LogWarning("Done Preparing NEXT Video Index: " + videoIndex);
//Increment Video index
videoIndex++;
//Play next prepared video. Pass false to it so that some codes are not executed at-all
StartCoroutine(playVideo(false));
}https://stackoverflow.com/questions/47401759
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