90 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			90 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | 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 | ||
|  |     { | ||
|  |         /// <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); | ||
|  |         } | ||
|  |     } | ||
|  | } |