public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
        {
            bool autoRebalance = false;
            bool createOutputs = graph.GetPlayableCount() == 0;
            ScriptPlayable <TimelinePlayable> playable = TimelinePlayable.Create(graph, this.GetOutputTracks(), go, autoRebalance, createOutputs);

            return((!playable.IsValid <ScriptPlayable <TimelinePlayable> >()) ? Playable.Null : playable);
        }
Example #2
0
        /// <summary>
        /// Creates an instance of the timeline
        /// </summary>
        /// <param name="graph">PlayableGraph that will own the playable</param>
        /// <param name="go">The gameobject that triggered the graph build</param>
        /// <returns>The Root Playable of the Timeline</returns>
        public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
        {
            bool autoRebalanceTree = false;

            #if UNITY_EDITOR
            autoRebalanceTree = true;
            #endif

            // only create outputs if we are not nested
            bool createOutputs = graph.GetPlayableCount() == 0;
            var  timeline      = TimelinePlayable.Create(graph, GetOutputTracks(), go, autoRebalanceTree, createOutputs);
            timeline.SetPropagateSetTime(true);
            return(timeline.IsValid() ? timeline : Playable.Null);
        }