diff options
Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs | 71 |
1 files changed, 0 insertions, 71 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 deleted file mode 100644 index 61054f7..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Activation/ActivationMixerPlayable.cs +++ /dev/null @@ -1,71 +0,0 @@ -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); - } - } -} |
