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);
 | |
|         }
 | |
|     }
 | |
| }
 |