public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
        {
            var playable = ScriptPlayable <TimelineAnimatorBehaviour> .Create(graph, template);

            TimelineAnimatorBehaviour clone = playable.GetBehaviour();

            clone.target     = target.Resolve(graph.GetResolver());
            _targetReference = clone.target;
            return(playable);
        }
Ejemplo n.º 2
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 void Animate(TimelineAnimatorBehaviour input, float progress)
 {
     if (input.target.GetComponent(input.type) is IAnimatable animatable)
     {
         if (input.targetChildren)
         {
             animatable.AnimateChildren(progress, input.curve, input.from, input.to, input.ascendingOrder);
         }
         else
         {
             float curveProgress = input.curve.Evaluate(progress);
             animatable.Animate(curveProgress, input.from, input.to);
         }
     }
 }
Ejemplo n.º 3
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        // 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)
        {
            int inputCount = playable.GetInputCount();

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

                if (!input.target || !input.target.activeSelf)
                {
                    continue;
                }

                if (inputPlayable.GetPlayState() != PlayState.Playing)
                {
                    continue;
                }

                // Use the above variables to process each frame of this playable.
                float timeNormalized = (float)(inputPlayable.GetTime() / input.duration);
                Animate(input, timeNormalized);
            }
        }