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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/ActivationTrack.cs
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Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationTrack.cs')
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1 files changed, 93 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationTrack.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationTrack.cs
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+using System;
+using UnityEngine.Playables;
+
+namespace UnityEngine.Timeline
+{
+ /// <summary>
+ /// Track that can be used to control the active state of a GameObject.
+ /// </summary>
+ [Serializable]
+ [TrackClipType(typeof(ActivationPlayableAsset))]
+ [TrackBindingType(typeof(GameObject))]
+ [ExcludeFromPreset]
+ public class ActivationTrack : TrackAsset
+ {
+ [SerializeField]
+ PostPlaybackState m_PostPlaybackState = PostPlaybackState.LeaveAsIs;
+ ActivationMixerPlayable m_ActivationMixer;
+
+ /// <summary>
+ /// Specify what state to leave the GameObject in after the Timeline has finished playing.
+ /// </summary>
+ public enum PostPlaybackState
+ {
+ /// <summary>
+ /// Set the GameObject to active.
+ /// </summary>
+ Active,
+
+ /// <summary>
+ /// Set the GameObject to Inactive.
+ /// </summary>
+ Inactive,
+
+ /// <summary>
+ /// Revert the GameObject to the state in was in before the Timeline was playing.
+ /// </summary>
+ Revert,
+
+ /// <summary>
+ /// Leave the GameObject in the state it was when the Timeline was stopped.
+ /// </summary>
+ LeaveAsIs
+ }
+
+ internal override bool CanCompileClips()
+ {
+ return !hasClips || base.CanCompileClips();
+ }
+
+ /// <summary>
+ /// Specifies what state to leave the GameObject in after the Timeline has finished playing.
+ /// </summary>
+ public PostPlaybackState postPlaybackState
+ {
+ get { return m_PostPlaybackState; }
+ set { m_PostPlaybackState = value; UpdateTrackMode(); }
+ }
+
+ /// <inheritdoc/>
+ public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
+ {
+ var mixer = ActivationMixerPlayable.Create(graph, inputCount);
+ m_ActivationMixer = mixer.GetBehaviour();
+
+ UpdateTrackMode();
+
+ return mixer;
+ }
+
+ internal void UpdateTrackMode()
+ {
+ if (m_ActivationMixer != null)
+ m_ActivationMixer.postPlaybackState = m_PostPlaybackState;
+ }
+
+ /// <inheritdoc/>
+ public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
+ {
+ var gameObject = GetGameObjectBinding(director);
+ if (gameObject != null)
+ {
+ driver.AddFromName(gameObject, "m_IsActive");
+ }
+ }
+
+ /// <inheritdoc/>
+ protected override void OnCreateClip(TimelineClip clip)
+ {
+ clip.displayName = "Active";
+ base.OnCreateClip(clip);
+ }
+ }
+}