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authorAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
committerAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
commitc55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 (patch)
treeee4d51c7c1d633e11f46453ef1edd3c77c4ef9f7 /Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs
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Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs')
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1 files changed, 71 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs
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+++ b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs
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+using UnityEngine.Playables;
+
+namespace UnityEngine.Timeline
+{
+ class ActivationMixerPlayable : PlayableBehaviour
+ {
+ ActivationTrack.PostPlaybackState m_PostPlaybackState;
+ bool m_BoundGameObjectInitialStateIsActive;
+
+ private GameObject m_BoundGameObject;
+
+
+ public static ScriptPlayable<ActivationMixerPlayable> Create(PlayableGraph graph, int inputCount)
+ {
+ return ScriptPlayable<ActivationMixerPlayable>.Create(graph, inputCount);
+ }
+
+ public ActivationTrack.PostPlaybackState postPlaybackState
+ {
+ get { return m_PostPlaybackState; }
+ set { m_PostPlaybackState = value; }
+ }
+
+ public override void OnPlayableDestroy(Playable playable)
+ {
+ if (m_BoundGameObject == null)
+ return;
+
+ switch (m_PostPlaybackState)
+ {
+ case ActivationTrack.PostPlaybackState.Active:
+ m_BoundGameObject.SetActive(true);
+ break;
+ case ActivationTrack.PostPlaybackState.Inactive:
+ m_BoundGameObject.SetActive(false);
+ break;
+ case ActivationTrack.PostPlaybackState.Revert:
+ m_BoundGameObject.SetActive(m_BoundGameObjectInitialStateIsActive);
+ break;
+ case ActivationTrack.PostPlaybackState.LeaveAsIs:
+ default:
+ break;
+ }
+ }
+
+ public override void ProcessFrame(Playable playable, FrameData info, object playerData)
+ {
+ if (m_BoundGameObject == null)
+ {
+ m_BoundGameObject = playerData as GameObject;
+ m_BoundGameObjectInitialStateIsActive = m_BoundGameObject != null && m_BoundGameObject.activeSelf;
+ }
+
+ if (m_BoundGameObject == null)
+ return;
+
+ int inputCount = playable.GetInputCount();
+ bool hasInput = false;
+ for (int i = 0; i < inputCount; i++)
+ {
+ if (playable.GetInputWeight(i) > 0)
+ {
+ hasInput = true;
+ break;
+ }
+ }
+
+ m_BoundGameObject.SetActive(hasInput);
+ }
+ }
+}