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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
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+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);
+ }
+ }
+}