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

86 lines
3.2 KiB
C#

using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// A PlayableBehaviour that manages a component that implements the ITimeControl interface
/// </summary>
public class TimeControlPlayable : PlayableBehaviour
{
ITimeControl m_timeControl;
bool m_started;
/// <summary>
/// Creates a Playable with a TimeControlPlayable behaviour attached
/// </summary>
/// <param name="graph">The PlayableGraph to inject the Playable into.</param>
/// <param name="timeControl"></param>
/// <returns></returns>
public static ScriptPlayable<TimeControlPlayable> Create(PlayableGraph graph, ITimeControl timeControl)
{
if (timeControl == null)
return ScriptPlayable<TimeControlPlayable>.Null;
var handle = ScriptPlayable<TimeControlPlayable>.Create(graph);
handle.GetBehaviour().Initialize(timeControl);
return handle;
}
/// <summary>
/// Initializes the behaviour
/// </summary>
/// <param name="timeControl">Component that implements the ITimeControl interface</param>
public void Initialize(ITimeControl timeControl)
{
m_timeControl = timeControl;
}
/// <summary>
/// This function is called during the PrepareFrame phase of the PlayableGraph.
/// </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 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());
}
/// <summary>
/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
/// </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 override void OnBehaviourPlay(Playable playable, FrameData info)
{
if (m_timeControl == null)
return;
if (!m_started)
{
m_timeControl.OnControlTimeStart();
m_started = true;
}
}
/// <summary>
/// This function is called when the Playable play state is changed to PlayState.Paused.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
public override void OnBehaviourPause(Playable playable, FrameData info)
{
if (m_timeControl == null)
return;
if (m_started)
{
m_timeControl.OnControlTimeStop();
m_started = false;
}
}
}
}