76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using UnityEngine;
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| using UnityEngine.Playables;
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| 
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| namespace UnityEngine.Timeline
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| {
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|     /// <summary>
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|     /// Marker that emits a signal to a SignalReceiver.
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|     /// </summary>
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|     /// <remarks>
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|     /// A SignalEmitter emits a notification through the playable system. A SignalEmitter is used with a SignalReceiver and a SignalAsset.
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|     /// </remarks>
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|     /// <seealso cref="UnityEngine.Timeline.SignalAsset"/>
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|     /// <seealso cref="UnityEngine.Timeline.SignalReceiver"/>
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|     /// <seealso cref="UnityEngine.Timeline.Marker"/>
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|     [Serializable]
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|     [CustomStyle("SignalEmitter")]
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|     [ExcludeFromPreset]
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|     [TimelineHelpURL(typeof(SignalEmitter))]
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|     public class SignalEmitter : Marker, INotification, INotificationOptionProvider
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|     {
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|         [SerializeField] bool m_Retroactive;
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|         [SerializeField] bool m_EmitOnce;
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|         [SerializeField] SignalAsset m_Asset;
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| 
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|         /// <summary>
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|         /// Use retroactive to emit the signal if playback starts after the SignalEmitter time.
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|         /// </summary>
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|         public bool retroactive
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|         {
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|             get { return m_Retroactive; }
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|             set { m_Retroactive = value; }
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|         }
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| 
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|         /// <summary>
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|         /// Use emitOnce to emit this signal once during loops.
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|         /// </summary>
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|         public bool emitOnce
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|         {
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|             get { return m_EmitOnce; }
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|             set { m_EmitOnce = value; }
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|         }
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| 
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|         /// <summary>
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|         /// Asset representing the signal being emitted.
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|         /// </summary>
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|         public SignalAsset asset
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|         {
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|             get { return m_Asset; }
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|             set { m_Asset = value; }
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|         }
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| 
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|         PropertyName INotification.id
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|         {
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|             get
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|             {
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|                 if (m_Asset != null)
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|                 {
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|                     return new PropertyName(m_Asset.name);
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|                 }
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|                 return new PropertyName(string.Empty);
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|             }
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|         }
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| 
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|         NotificationFlags INotificationOptionProvider.flags
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|         {
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|             get
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|             {
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|                 return (retroactive ? NotificationFlags.Retroactive : default(NotificationFlags)) |
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|                     (emitOnce ? NotificationFlags.TriggerOnce : default(NotificationFlags)) |
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|                     NotificationFlags.TriggerInEditMode;
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|             }
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|         }
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|     }
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| }
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