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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
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tree927f29edcf54ab562f40f3d1c6cb69287c7f5980 /Library/PackageCache/com.unity.timeline@1.2.13/Runtime/ILayerable.cs
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Removed a bunch of stuff; Changes
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-using UnityEngine;
-using UnityEngine.Playables;
-
-namespace UnityEngine.Timeline
-{
- /// <summary>
- /// Implement this interface on a TrackAsset derived class to support layers
- /// </summary>
- public interface ILayerable
- {
- /// <summary>
- /// Creates a mixer that blends track mixers.
- /// </summary>
- /// <param name="graph">The graph where the mixer playable will be added.</param>
- /// <param name="go">The GameObject that requested the graph.</param>
- /// <param name="inputCount">The number of inputs on the mixer. There should be an input for each playable from each clip.</param>
- /// <returns>Returns a playable that is used as a mixer. If this method returns Playable.Null, it indicates that a layer mixer is not needed. In this case, a single track mixer blends all playables generated from all layers.</returns>
- Playable CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount);
- }
-}