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authorAndrew Lee <alee14498@protonmail.com>2020-08-20 23:40:50 -0400
committerAndrew Lee <alee14498@protonmail.com>2020-08-20 23:40:50 -0400
commit3af4c218c0e70167db23a6303d2af30aff37d2fe (patch)
tree927f29edcf54ab562f40f3d1c6cb69287c7f5980 /Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Events/Signals/SignalEmitter.cs
parentb6daed0af784f4e9bc13329dd87c671b06ee1c65 (diff)
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Removed a bunch of stuff; Changes
Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Events/Signals/SignalEmitter.cs')
-rw-r--r--Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Events/Signals/SignalEmitter.cs72
1 files changed, 0 insertions, 72 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Events/Signals/SignalEmitter.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Events/Signals/SignalEmitter.cs
deleted file mode 100644
index d4d4ca9..0000000
--- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Events/Signals/SignalEmitter.cs
+++ /dev/null
@@ -1,72 +0,0 @@
-using System;
-using UnityEngine;
-using UnityEngine.Playables;
-
-namespace UnityEngine.Timeline
-{
- /// <inheritdoc cref="UnityEngine.Timeline.IMarker" />
- /// <summary>
- /// Marker that emits a signal to a SignalReceiver.
- /// </summary>
- /// A SignalEmitter emits a notification through the playable system. A SignalEmitter is used with a SignalReceiver and a SignalAsset.
- /// <seealso cref="UnityEngine.Timeline.SignalAsset"/>
- /// <seealso cref="UnityEngine.Timeline.SignalReceiver"/>
- [Serializable]
- [CustomStyle("SignalEmitter")]
- [ExcludeFromPreset]
- public class SignalEmitter : Marker, INotification, INotificationOptionProvider
- {
- [SerializeField] bool m_Retroactive;
- [SerializeField] bool m_EmitOnce;
- [SerializeField] SignalAsset m_Asset;
-
- /// <summary>
- /// Use retroactive to emit the signal if playback starts after the SignalEmitter time.
- /// </summary>
- public bool retroactive
- {
- get { return m_Retroactive; }
- set { m_Retroactive = value; }
- }
-
- /// <summary>
- /// Use emitOnce to emit this signal once during loops.
- /// </summary>
- public bool emitOnce
- {
- get { return m_EmitOnce; }
- set { m_EmitOnce = value; }
- }
-
- /// <summary>
- /// Asset representing the signal being emitted.
- /// </summary>
- public SignalAsset asset
- {
- get { return m_Asset; }
- set { m_Asset = value; }
- }
-
- PropertyName INotification.id
- {
- get
- {
- if (m_Asset != null)
- {
- return new PropertyName(m_Asset.name);
- }
- return new PropertyName(string.Empty);
- }
- }
-
- NotificationFlags INotificationOptionProvider.flags
- {
- get
- {
- return (retroactive ? NotificationFlags.Retroactive : default(NotificationFlags)) |
- (emitOnce ? NotificationFlags.TriggerOnce : default(NotificationFlags)) |
- NotificationFlags.TriggerInEditMode;
- }
- }
- }
-}