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

        AnimationTriggerGuardBehaviour clone = playable.GetBehaviour();

        clone.Guard = Guard.Resolve(graph.GetResolver());
        return(playable);
    }
    // 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)
    {
        Animator trackBinding = playerData as Animator;

        if (!trackBinding)
        {
            return;
        }

        int inputCount = playable.GetInputCount();

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

            // Use the above variables to process each frame of this playable.
        }
    }