GlobalGameJame/Library/PackageCache/com.unity.timeline@1.2.10/Runtime/Playables/BasicScriptPlayable.cs
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

92 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// This class is deprecated. It is recommended to use Playable Asset and Playable Behaviour derived classes instead.
/// </summary>
[Serializable]
[Obsolete("For best performance use PlayableAsset and PlayableBehaviour.")]
public class BasicPlayableBehaviour : ScriptableObject, IPlayableAsset, IPlayableBehaviour
{
public BasicPlayableBehaviour() {}
/// <summary>
/// The playback duration in seconds of the instantiated Playable.
/// </summary>
public virtual double duration { get { return PlayableBinding.DefaultDuration; } }
/// <summary>
///A description of the outputs of the instantiated Playable.
/// </summary>
public virtual IEnumerable<PlayableBinding> outputs { get { return PlayableBinding.None; } }
/// <summary>
/// <para>This function is called when the PlayableGraph that owns this PlayableBehaviour starts.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
public virtual void OnGraphStart(Playable playable) {}
/// <summary>
/// <para>This function is called when the PlayableGraph that owns this PlayableBehaviour stops.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
public virtual void OnGraphStop(Playable playable) {}
/// <summary>
/// <para>This function is called when the Playable that owns the PlayableBehaviour is created.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
public virtual void OnPlayableCreate(Playable playable) {}
/// <summary>
/// <para>This function is called when the Playable that owns the PlayableBehaviour is destroyed.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
public virtual void OnPlayableDestroy(Playable playable) {}
/// <summary>
/// <para>This function is called when the Playable play state is changed to Playables.PlayState.Playing.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
public virtual void OnBehaviourPlay(Playable playable, FrameData info) {}
/// <summary>
/// <para>This function is called when the Playable play state is changed to Playables.PlayState.Paused.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
public virtual void OnBehaviourPause(Playable playable, FrameData info) {}
/// <summary>
/// <para>This function is called during the PrepareFrame phase of the PlayableGraph.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
public virtual void PrepareFrame(Playable playable, FrameData info) {}
/// <summary>
/// <para>This function is called during the ProcessFrame phase of the PlayableGraph.</para>
/// </summary>
/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
/// <param name="playerData">The user data of the ScriptPlayableOutput that initiated the process pass.</param>
public virtual void ProcessFrame(Playable playable, FrameData info, object playerData) {}
/// <summary>
/// Implement this method to have your asset inject playables into the given graph.
/// </summary>
/// <param name="graph">The graph to inject playables into.</param>
/// <param name="owner">The game object which initiated the build.</param>
/// <returns>The playable injected into the graph, or the root playable if multiple playables are injected.</returns>
public virtual Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
return ScriptPlayable<BasicPlayableBehaviour>.Create(graph, this);
}
}
}