From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Runtime/Playables/ActivationControlPlayable.cs | 140 --------------------- 1 file changed, 140 deletions(-) delete mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ActivationControlPlayable.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ActivationControlPlayable.cs') diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ActivationControlPlayable.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ActivationControlPlayable.cs deleted file mode 100644 index 3efb818..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/ActivationControlPlayable.cs +++ /dev/null @@ -1,140 +0,0 @@ -using UnityEngine.Playables; - -namespace UnityEngine.Timeline -{ - /// - /// Playable that controls the active state of a GameObject. - /// - public class ActivationControlPlayable : PlayableBehaviour - { - /// - /// The state of a GameObject's activeness when a PlayableGraph stops. - /// - public enum PostPlaybackState - { - /// - /// Set the GameObject to active when the PlayableGraph stops. - /// - Active, - - /// - /// Set the GameObject to inactive when the [[PlayableGraph]] stops. - /// - Inactive, - - /// - /// Revert the GameObject to the active state it was before the [[PlayableGraph]] started. - /// - Revert - } - - enum InitialState - { - Unset, - Active, - Inactive - } - - public GameObject gameObject = null; - public PostPlaybackState postPlayback = PostPlaybackState.Revert; - InitialState m_InitialState; - - /// - /// Creates a ScriptPlayable with an ActivationControlPlayable behaviour attached - /// - /// PlayableGraph that will own the playable - /// The GameObject that triggered the graph build - /// The state to leave the gameObject after the graph is stopped - /// Returns a playable that controls activation of a game object - public static ScriptPlayable Create(PlayableGraph graph, GameObject gameObject, ActivationControlPlayable.PostPlaybackState postPlaybackState) - { - if (gameObject == null) - return ScriptPlayable.Null; - - var handle = ScriptPlayable.Create(graph); - var playable = handle.GetBehaviour(); - playable.gameObject = gameObject; - playable.postPlayback = postPlaybackState; - - return handle; - } - - /// - /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. - /// - /// The playable this behaviour is attached to. - /// The information about this frame - public override void OnBehaviourPlay(Playable playable, FrameData info) - { - if (gameObject == null) - return; - - gameObject.SetActive(true); - } - - /// - /// This function is called when the Playable play state is changed to PlayState.Paused. - /// - /// The playable this behaviour is attached to. - /// The information about this frame - public override void OnBehaviourPause(Playable playable, FrameData info) - { - // OnBehaviourPause can be called if the graph is stopped for a variety of reasons - // the effectivePlayState will test if the pause is due to the clip being out of bounds - if (gameObject != null && info.effectivePlayState == PlayState.Paused) - { - gameObject.SetActive(false); - } - } - - /// - /// This function is called during the ProcessFrame phase of the PlayableGraph. - /// - /// The playable this behaviour is attached to. - /// A FrameData structure that contains information about the current frame context. - /// unused - public override void ProcessFrame(Playable playable, FrameData info, object userData) - { - if (gameObject != null)// && !gameObject.activeSelf) - gameObject.SetActive(true); - } - - /// - /// This function is called when the PlayableGraph that owns this PlayableBehaviour starts. - /// - /// The playable this behaviour is attached to. - public override void OnGraphStart(Playable playable) - { - if (gameObject != null) - { - if (m_InitialState == InitialState.Unset) - m_InitialState = gameObject.activeSelf ? InitialState.Active : InitialState.Inactive; - } - } - - /// - /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. - /// - /// The playable this behaviour is attached to. - public override void OnPlayableDestroy(Playable playable) - { - if (gameObject == null || m_InitialState == InitialState.Unset) - return; - - switch (postPlayback) - { - case PostPlaybackState.Active: - gameObject.SetActive(true); - break; - - case PostPlaybackState.Inactive: - gameObject.SetActive(false); - break; - - case PostPlaybackState.Revert: - gameObject.SetActive(m_InitialState == InitialState.Active); - break; - } - } - } -} -- cgit v1.2.3