public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     AmbientLightControlBehaviour.originalColor = RenderSettings.ambientLight;
 }
Ejemplo n.º 2
0
 public void GatherProperties
     (PlayableDirector director, IPropertyCollector driver)
 {
 }
Ejemplo n.º 3
0
 public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     base.GatherProperties(director, driver);
 }
        /// <inheritdoc/>
        public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
        {
            if (director == null)
            {
                return;
            }

            // prevent infinite recursion
            if (s_ProcessedDirectors.Contains(director))
            {
                return;
            }
            s_ProcessedDirectors.Add(director);

            var gameObject = sourceGameObject.Resolve(director);

            if (gameObject != null)
            {
                if (updateParticle)
                {
                    // case 1076850 -- drive all emitters, not just roots.
                    foreach (var ps in gameObject.GetComponentsInChildren <ParticleSystem>(true))
                    {
                        driver.AddFromName <ParticleSystem>(ps.gameObject, "randomSeed");
                        driver.AddFromName <ParticleSystem>(ps.gameObject, "autoRandomSeed");
                    }
                }

                if (active)
                {
                    driver.AddFromName(gameObject, "m_IsActive");
                }

                if (updateITimeControl)
                {
                    foreach (var script in GetControlableScripts(gameObject))
                    {
                        var propertyPreview = script as IPropertyPreview;
                        if (propertyPreview != null)
                        {
                            propertyPreview.GatherProperties(director, driver);
                        }
                        else
                        {
                            driver.AddFromComponent(script.gameObject, script);
                        }
                    }
                }

                if (updateDirector)
                {
                    foreach (var childDirector in GetComponent <PlayableDirector>(gameObject))
                    {
                        if (childDirector == null)
                        {
                            continue;
                        }

                        var timeline = childDirector.playableAsset as TimelineAsset;
                        if (timeline == null)
                        {
                            continue;
                        }

                        timeline.GatherProperties(childDirector, driver);
                    }
                }
            }
            s_ProcessedDirectors.Remove(director);
        }
Ejemplo n.º 5
0
 public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     driver.AddFromName <HapPlayer>(gameObject, "_time");
 }
Ejemplo n.º 6
0
    public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
    {
#if UNITY_EDITOR
#endif
        base.GatherProperties(director, driver);
    }
 public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     //driver.AddFromName("playbackState");
 }
Ejemplo n.º 8
0
    public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) => default;     // 0x00797480-0x00797800

    public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
    {
    }                                                                                                  // 0x00797800-0x00797810
Ejemplo n.º 9
0
 public override void CollectConditionProperties(IPropertyCollector properties)
 {
     left.CollectConditionProperties(properties);
     right.CollectConditionProperties(properties);
 }
Ejemplo n.º 10
0
 public override void CollectConditionProperties(IPropertyCollector properties)
 {
     expression.CollectConditionProperties(properties);
 }
 public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     // pass all changable properties to preview timeline.
 }
Ejemplo n.º 12
0
            public override void GatherProperties([NotNull] PlayableDirector director, IPropertyCollector driver)
            {
#if UNITY_EDITOR
                // Boilerplate to make sure the track (when running in editor mode) does not permanently overwrite properties
                var comp = director.GetGenericBinding(this) as TBinding;
                if (comp == null)
                {
                    return;
                }
                var so   = new UnityEditor.SerializedObject(comp);
                var iter = so.GetIterator();
                while (iter.NextVisible(true))
                {
                    if (iter.hasVisibleChildren)
                    {
                        continue;
                    }

                    driver.AddFromName <TBinding>(comp.gameObject, iter.propertyPath);
                }
#endif
                base.GatherProperties(director, driver);
            }
 public virtual void CollectConditionProperties(IPropertyCollector properties)
 {
 }
Ejemplo n.º 14
0
 public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     // There is nothing controllable.
 }
Ejemplo n.º 15
0
        public virtual void GatherProperties(PlayableDirector director, IPropertyCollector driver)
        {
#if UNITY_EDITOR
#endif
        }
Ejemplo n.º 16
0
 /// <inheritdoc/>
 public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
 {
     driver.AddFromClip(m_Clip);
 }
Ejemplo n.º 17
0
        /// <inheritdoc/>
        public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
        {
            if (director == null)
            {
                return;
            }

            // avoid recursion
            if (s_ProcessedDirectors.Contains(director))
            {
                return;
            }

            s_ProcessedDirectors.Add(director);

            var particlesToPreview    = new HashSet <ParticleSystem>();
            var activationToPreview   = new HashSet <GameObject>();
            var timeControlToPreview  = new HashSet <MonoBehaviour>();
            var subDirectorsToPreview = new HashSet <PlayableDirector>();

            foreach (var clip in GetClips())
            {
                var controlPlayableAsset = clip.asset as ControlPlayableAsset;
                if (controlPlayableAsset == null)
                {
                    continue;
                }

                var gameObject = controlPlayableAsset.sourceGameObject.Resolve(director);
                if (gameObject == null)
                {
                    continue;
                }

                if (controlPlayableAsset.updateParticle)
                {
                    particlesToPreview.UnionWith(gameObject.GetComponentsInChildren <ParticleSystem>(true));
                }
                if (controlPlayableAsset.active)
                {
                    activationToPreview.Add(gameObject);
                }
                if (controlPlayableAsset.updateITimeControl)
                {
                    timeControlToPreview.UnionWith(ControlPlayableAsset.GetControlableScripts(gameObject));
                }
                if (controlPlayableAsset.updateDirector)
                {
                    subDirectorsToPreview.UnionWith(controlPlayableAsset.GetComponent <PlayableDirector>(gameObject));
                }
            }

            ControlPlayableAsset.PreviewParticles(driver, particlesToPreview);
            ControlPlayableAsset.PreviewActivation(driver, activationToPreview);
            ControlPlayableAsset.PreviewTimeControl(driver, director, timeControlToPreview);
            ControlPlayableAsset.PreviewDirectors(driver, subDirectorsToPreview);

            s_ProcessedDirectors.Remove(director);

            particlesToPreview.Clear();
            activationToPreview.Clear();
            timeControlToPreview.Clear();
            subDirectorsToPreview.Clear();
        }