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Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/BasicScriptPlayable.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/BasicScriptPlayable.cs | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/BasicScriptPlayable.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/BasicScriptPlayable.cs new file mode 100644 index 0000000..0157958 --- /dev/null +++ b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/BasicScriptPlayable.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// <summary> + /// This class is deprecated. It is recommended to use Playable Asset and Playable Behaviour derived classes instead. + /// </summary> + [Serializable] + [Obsolete("For best performance use PlayableAsset and PlayableBehaviour.")] + public class BasicPlayableBehaviour : ScriptableObject, IPlayableAsset, IPlayableBehaviour + { + public BasicPlayableBehaviour() {} + + /// <summary> + /// The playback duration in seconds of the instantiated Playable. + /// </summary> + public virtual double duration { get { return PlayableBinding.DefaultDuration; } } + + /// <summary> + ///A description of the outputs of the instantiated Playable. + /// </summary> + public virtual IEnumerable<PlayableBinding> outputs { get { return PlayableBinding.None; } } + + /// <summary> + /// <para>This function is called when the PlayableGraph that owns this PlayableBehaviour starts.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + public virtual void OnGraphStart(Playable playable) {} + + /// <summary> + /// <para>This function is called when the PlayableGraph that owns this PlayableBehaviour stops.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + public virtual void OnGraphStop(Playable playable) {} + + /// <summary> + /// <para>This function is called when the Playable that owns the PlayableBehaviour is created.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + public virtual void OnPlayableCreate(Playable playable) {} + + /// <summary> + /// <para>This function is called when the Playable that owns the PlayableBehaviour is destroyed.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + public virtual void OnPlayableDestroy(Playable playable) {} + + /// <summary> + /// <para>This function is called when the Playable play state is changed to Playables.PlayState.Playing.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + /// <param name="info">A FrameData structure that contains information about the current frame context.</param> + public virtual void OnBehaviourPlay(Playable playable, FrameData info) {} + + /// <summary> + /// <para>This function is called when the Playable play state is changed to Playables.PlayState.Paused.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + /// <param name="info">A FrameData structure that contains information about the current frame context.</param> + public virtual void OnBehaviourPause(Playable playable, FrameData info) {} + + /// <summary> + /// <para>This function is called during the PrepareFrame phase of the PlayableGraph.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + /// <param name="info">A FrameData structure that contains information about the current frame context.</param> + public virtual void PrepareFrame(Playable playable, FrameData info) {} + + /// <summary> + /// <para>This function is called during the ProcessFrame phase of the PlayableGraph.</para> + /// </summary> + /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> + /// <param name="info">A FrameData structure that contains information about the current frame context.</param> + /// <param name="playerData">The user data of the ScriptPlayableOutput that initiated the process pass.</param> + public virtual void ProcessFrame(Playable playable, FrameData info, object playerData) {} + + /// <summary> + /// Implement this method to have your asset inject playables into the given graph. + /// </summary> + /// <param name="graph">The graph to inject playables into.</param> + /// <param name="owner">The game object which initiated the build.</param> + /// <returns>The playable injected into the graph, or the root playable if multiple playables are injected.</returns> + public virtual Playable CreatePlayable(PlayableGraph graph, GameObject owner) + { + return ScriptPlayable<BasicPlayableBehaviour>.Create(graph, this); + } + } +} |
