| 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> | |
| [] | |
| [] | |
| public class BasicPlayableBehaviour : ScriptableObject, IPlayableAsset, IPlayableBehaviour | |
| { | |
| /// <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); | |
| } | |
| } | |
| } | |