GetInputWeight() public method

public GetInputWeight ( int inputIndex ) : float
inputIndex int
return float
 static public int GetInputWeight(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Director.Playable self = (UnityEngine.Experimental.Director.Playable)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         var ret = self.GetInputWeight(a1);
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 2
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 internal static float GetInputWeightValidated(Playable playable, int index, System.Type typeofPlayable)
 {
     return(playable.GetInputWeight(index));
 }
Ejemplo n.º 3
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 internal static float GetInputWeightValidated(Playable playable, int index, Type typeofPlayable)
 {
     return playable.GetInputWeight(index);
 }
Ejemplo n.º 4
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        // First pass to identify the nodes, and place them at a default initial position
        private void RecursiveAddNodes(Playable node, int currentDepth, float weight, float parentWeight)
        {
            NodeInfo info = new NodeInfo();
            info.playable = node;
            info.weight = weight;
            info.propagatedWeight = weight * parentWeight;
            info.depth = currentDepth;

            if (currentDepth > m_TreeMaxDepth)
                m_TreeMaxDepth = currentDepth;

            // Assign vertex ID right away for ease of debugging
            info.vertexId = m_Nodes.Keys.Count;
            m_Nodes.Add(node, info);

            Playable[] inputs = node.GetInputs();
            int nbInputs = inputs.Length;

            for (int c = 0; c < nbInputs; c++)
            {
                if (inputs[c] != null)
                    RecursiveAddNodes(inputs[c], currentDepth + 1, node.GetInputWeight(c), weight * parentWeight);
            }
        }
Ejemplo n.º 5
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 internal static float GetInputWeightValidated(Playable playable, int index, Type typeofPlayable) =>
 playable.GetInputWeight(index);