using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
    /// 
    /// This class is deprecated. It is recommended to use Playable Asset and Playable Behaviour derived classes instead.
    /// 
    [Serializable]
    [Obsolete("For best performance use PlayableAsset and PlayableBehaviour.")]
    public class BasicPlayableBehaviour : ScriptableObject, IPlayableAsset, IPlayableBehaviour
    {
        /// 
        /// The playback duration in seconds of the instantiated Playable.
        /// 
        public virtual double duration { get { return PlayableBinding.DefaultDuration; } }
        /// 
        ///A description of the outputs of the instantiated Playable.
        /// 
        public virtual IEnumerable outputs { get { return PlayableBinding.None; } }
        /// 
        ///   This function is called when the PlayableGraph that owns this PlayableBehaviour starts.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        public virtual void OnGraphStart(Playable playable) { }
        /// 
        ///   This function is called when the PlayableGraph that owns this PlayableBehaviour stops.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        public virtual void OnGraphStop(Playable playable) { }
        /// 
        ///   This function is called when the Playable that owns the PlayableBehaviour is created.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        public virtual void OnPlayableCreate(Playable playable) { }
        /// 
        ///   This function is called when the Playable that owns the PlayableBehaviour is destroyed.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        public virtual void OnPlayableDestroy(Playable playable) { }
        /// 
        ///   This function is called when the Playable play state is changed to Playables.PlayState.Playing.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        /// A FrameData structure that contains information about the current frame context.
        public virtual void OnBehaviourPlay(Playable playable, FrameData info) { }
        /// 
        ///   This function is called when the Playable play state is changed to Playables.PlayState.Paused.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        /// A FrameData structure that contains information about the current frame context.
        public virtual void OnBehaviourPause(Playable playable, FrameData info) { }
        /// 
        ///   This function is called during the PrepareFrame phase of the PlayableGraph.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        /// A FrameData structure that contains information about the current frame context.
        public virtual void PrepareFrame(Playable playable, FrameData info) { }
        /// 
        ///   This function is called during the ProcessFrame phase of the PlayableGraph.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        /// A FrameData structure that contains information about the current frame context.
        /// The user data of the ScriptPlayableOutput that initiated the process pass.
        public virtual void ProcessFrame(Playable playable, FrameData info, object playerData) { }
        /// 
        /// Implement this method to have your asset inject playables into the given graph.
        /// 
        /// The graph to inject playables into.
        /// The game object which initiated the build.
        /// The playable injected into the graph, or the root playable if multiple playables are injected.
        public virtual Playable CreatePlayable(PlayableGraph graph, GameObject owner)
        {
            return ScriptPlayable.Create(graph, this);
        }
    }
}