Beispiel #1
0
        private void Evaluate(Playable playable, FrameData frameData)
        {
            if (m_IntervalTree == null)
            {
                return;
            }

            double localTime = playable.GetTime();

            m_ActiveBit = m_ActiveBit == 0 ? 1 : 0;

            m_CurrentListOfActiveClips.Clear();
            m_IntervalTree.IntersectsWith(DiscreteTime.GetNearestTick(localTime), m_CurrentListOfActiveClips);

            foreach (var c in m_CurrentListOfActiveClips)
            {
                c.intervalBit = m_ActiveBit;
                if (frameData.timeLooped)
                {
                    c.Reset();
                }
            }

            // all previously active clips having a different intervalBit flag are not
            // in the current intersection, therefore are considered becoming disabled at this frame
            var timelineEnd = playable.GetDuration();

            foreach (var c in m_ActiveClips)
            {
                if (c.intervalBit != m_ActiveBit)
                {
                    var clipEnd = (double)DiscreteTime.FromTicks(c.intervalEnd);
                    var time    = frameData.timeLooped ? Math.Min(clipEnd, timelineEnd) : Math.Min(localTime, clipEnd);
                    c.EvaluateAt(time, frameData);
                    c.enable = false;
                }
            }

            m_ActiveClips.Clear();
            // case 998642 - don't use m_ActiveClips.AddRange, as in 4.6 .Net scripting it causes GC allocs
            for (var a = 0; a < m_CurrentListOfActiveClips.Count; a++)
            {
                m_CurrentListOfActiveClips[a].EvaluateAt(localTime, frameData);
                m_ActiveClips.Add(m_CurrentListOfActiveClips[a]);
            }

            int count = m_EvaluateCallbacks.Count;

            for (int i = 0; i < count; i++)
            {
                m_EvaluateCallbacks[i].Evaluate();
            }
        }
        private void Evaluate(Playable playable, FrameData frameData)
        {
            if (m_IntervalTree == null)
            {
                return;
            }

            double localTime = playable.GetTime();

            m_ActiveBit = m_ActiveBit == 0 ? 1 : 0;

            m_CurrentListOfActiveClips.Clear();
            m_IntervalTree.IntersectsWith(DiscreteTime.GetNearestTick(localTime), m_CurrentListOfActiveClips);

            foreach (var c in m_CurrentListOfActiveClips)
            {
                c.intervalBit = m_ActiveBit;
            }


            // all previously active clips having a different intervalBit flag are not
            // in the current intersection, therefore are considered becoming disabled at this frame
            for (int a = 0; a < m_ActiveClips.Count; a++)
            {
                var c = m_ActiveClips[a];
                if (c.intervalBit != m_ActiveBit)
                {
                    // Set time to the latest timeline time before disabling the clip.
                    c.EvaluateAt(localTime, frameData);
                    c.enable = false;
                }
            }

            m_ActiveClips.Clear();
            // case 998642 - don't use m_ActiveClips.AddRange, as in 4.6 .Net scripting it causes GC allocs
            for (int a = 0; a < m_CurrentListOfActiveClips.Count; a++)
            {
                m_CurrentListOfActiveClips[a].EvaluateAt(localTime, frameData);
                m_ActiveClips.Add(m_CurrentListOfActiveClips[a]);
            }

            int count = m_EvaluateCallbacks.Count;

            for (int i = 0; i < count; i++)
            {
                m_EvaluateCallbacks[i].Evaluate();
            }
        }