// NOTE: This function is called at runtime and edit time.  Keep that in mind when setting the values of properties.
    public override void ProcessFrame(Playable playable, FrameData info, object playerData)
    {
        Guard trackBinding = playerData as Guard;

        if (!trackBinding)
        {
            return;
        }

        int inputCount = playable.GetInputCount();

        for (int i = 0; i < inputCount; i++)
        {
            float inputWeight = playable.GetInputWeight(i);
            ScriptPlayable <SetGuardDistractedBehaviour> inputPlayable = (ScriptPlayable <SetGuardDistractedBehaviour>)playable.GetInput(i);
            SetGuardDistractedBehaviour input = inputPlayable.GetBehaviour();

            if (inputWeight > 0.5f && !input.guardDisabled)
            {
                if (input.disableGuard)
                {
                    trackBinding.GetDistracted();
                }
                else if (!input.disableGuard)
                {
                    trackBinding.GetNormal();
                }
                input.guardDisabled = true;
            }

            // Use the above variables to process each frame of this playable.
        }
    }
Beispiel #2
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    public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
    {
        var playable = ScriptPlayable <SetGuardDistractedBehaviour> .Create(graph, template);

        SetGuardDistractedBehaviour clone = playable.GetBehaviour();

        return(playable);
    }