// 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)
        {
            GameObject trackBinding = playerData as GameObject;

            Transform speaker = (trackBinding != null) ? trackBinding.transform : null;

            int inputCount = playable.GetInputCount();

            for (int i = 0; i < inputCount; i++)
            {
                float inputWeight = playable.GetInputWeight(i);
                if (inputWeight > 0.001f && !played.Contains(i))
                {
                    played.Add(i);
                    ScriptPlayable <PlaySequenceBehaviour> inputPlayable = (ScriptPlayable <PlaySequenceBehaviour>)playable.GetInput(i);
                    PlaySequenceBehaviour input = inputPlayable.GetBehaviour();
                    var sequence = input.sequence;
                    if (Application.isPlaying)
                    {
                        DialogueManager.PlaySequence(sequence, speaker, input.listener);
                    }
                    else
                    {
                        PreviewUI.ShowMessage(sequence, 3, -1);
                    }
                }
                else if (inputWeight <= 0.001f && played.Contains(i))
                {
                    played.Remove(i);
                }
            }
        }
Ejemplo n.º 2
0
        public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
        {
            var playable = ScriptPlayable <PlaySequenceBehaviour> .Create(graph, template);

            PlaySequenceBehaviour clone = playable.GetBehaviour();

            clone.listener = listener.Resolve(graph.GetResolver());
            return(playable);
        }