using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
///
/// A PlayableBehaviour that manages a component that implements the ITimeControl interface
///
public class TimeControlPlayable : PlayableBehaviour
{
ITimeControl m_timeControl;
bool m_started;
///
/// Creates a Playable with a TimeControlPlayable behaviour attached
///
/// The PlayableGraph to inject the Playable into.
///
///
public static ScriptPlayable Create(PlayableGraph graph, ITimeControl timeControl)
{
if (timeControl == null)
return ScriptPlayable.Null;
var handle = ScriptPlayable.Create(graph);
handle.GetBehaviour().Initialize(timeControl);
return handle;
}
///
/// Initializes the behaviour
///
/// Component that implements the ITimeControl interface
public void Initialize(ITimeControl timeControl)
{
m_timeControl = timeControl;
}
///
/// This function is called during the PrepareFrame phase of the PlayableGraph.
///
/// The Playable that owns the current PlayableBehaviour.
/// A FrameData structure that contains information about the current frame context.
public override void PrepareFrame(Playable playable, FrameData info)
{
Debug.Assert(m_started, "PrepareFrame has been called without OnControlTimeStart being called first.");
if (m_timeControl != null)
m_timeControl.SetTime(playable.GetTime());
}
///
/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
///
/// The Playable that owns the current PlayableBehaviour.
/// A FrameData structure that contains information about the current frame context.
public override void OnBehaviourPlay(Playable playable, FrameData info)
{
if (m_timeControl == null)
return;
if (!m_started)
{
m_timeControl.OnControlTimeStart();
m_started = true;
}
}
///
/// This function is called when the Playable play state is changed to PlayState.Paused.
///
/// The playable this behaviour is attached to.
/// A FrameData structure that contains information about the current frame context.
public override void OnBehaviourPause(Playable playable, FrameData info)
{
if (m_timeControl == null)
return;
if (m_started)
{
m_timeControl.OnControlTimeStop();
m_started = false;
}
}
}
}