public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { AmbientLightControlBehaviour.originalColor = RenderSettings.ambientLight; }
public void GatherProperties (PlayableDirector director, IPropertyCollector driver) { }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { base.GatherProperties(director, driver); }
/// <inheritdoc/> public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (director == null) { return; } // prevent infinite recursion if (s_ProcessedDirectors.Contains(director)) { return; } s_ProcessedDirectors.Add(director); var gameObject = sourceGameObject.Resolve(director); if (gameObject != null) { if (updateParticle) { // case 1076850 -- drive all emitters, not just roots. foreach (var ps in gameObject.GetComponentsInChildren <ParticleSystem>(true)) { driver.AddFromName <ParticleSystem>(ps.gameObject, "randomSeed"); driver.AddFromName <ParticleSystem>(ps.gameObject, "autoRandomSeed"); } } if (active) { driver.AddFromName(gameObject, "m_IsActive"); } if (updateITimeControl) { foreach (var script in GetControlableScripts(gameObject)) { var propertyPreview = script as IPropertyPreview; if (propertyPreview != null) { propertyPreview.GatherProperties(director, driver); } else { driver.AddFromComponent(script.gameObject, script); } } } if (updateDirector) { foreach (var childDirector in GetComponent <PlayableDirector>(gameObject)) { if (childDirector == null) { continue; } var timeline = childDirector.playableAsset as TimelineAsset; if (timeline == null) { continue; } timeline.GatherProperties(childDirector, driver); } } } s_ProcessedDirectors.Remove(director); }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { driver.AddFromName <HapPlayer>(gameObject, "_time"); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR #endif base.GatherProperties(director, driver); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { //driver.AddFromName("playbackState"); }
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) => default; // 0x00797480-0x00797800 public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { } // 0x00797800-0x00797810
public override void CollectConditionProperties(IPropertyCollector properties) { left.CollectConditionProperties(properties); right.CollectConditionProperties(properties); }
public override void CollectConditionProperties(IPropertyCollector properties) { expression.CollectConditionProperties(properties); }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { // pass all changable properties to preview timeline. }
public override void GatherProperties([NotNull] PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR // Boilerplate to make sure the track (when running in editor mode) does not permanently overwrite properties var comp = director.GetGenericBinding(this) as TBinding; if (comp == null) { return; } var so = new UnityEditor.SerializedObject(comp); var iter = so.GetIterator(); while (iter.NextVisible(true)) { if (iter.hasVisibleChildren) { continue; } driver.AddFromName <TBinding>(comp.gameObject, iter.propertyPath); } #endif base.GatherProperties(director, driver); }
public virtual void CollectConditionProperties(IPropertyCollector properties) { }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { // There is nothing controllable. }
public virtual void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR #endif }
/// <inheritdoc/> public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { driver.AddFromClip(m_Clip); }
/// <inheritdoc/> public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (director == null) { return; } // avoid recursion if (s_ProcessedDirectors.Contains(director)) { return; } s_ProcessedDirectors.Add(director); var particlesToPreview = new HashSet <ParticleSystem>(); var activationToPreview = new HashSet <GameObject>(); var timeControlToPreview = new HashSet <MonoBehaviour>(); var subDirectorsToPreview = new HashSet <PlayableDirector>(); foreach (var clip in GetClips()) { var controlPlayableAsset = clip.asset as ControlPlayableAsset; if (controlPlayableAsset == null) { continue; } var gameObject = controlPlayableAsset.sourceGameObject.Resolve(director); if (gameObject == null) { continue; } if (controlPlayableAsset.updateParticle) { particlesToPreview.UnionWith(gameObject.GetComponentsInChildren <ParticleSystem>(true)); } if (controlPlayableAsset.active) { activationToPreview.Add(gameObject); } if (controlPlayableAsset.updateITimeControl) { timeControlToPreview.UnionWith(ControlPlayableAsset.GetControlableScripts(gameObject)); } if (controlPlayableAsset.updateDirector) { subDirectorsToPreview.UnionWith(controlPlayableAsset.GetComponent <PlayableDirector>(gameObject)); } } ControlPlayableAsset.PreviewParticles(driver, particlesToPreview); ControlPlayableAsset.PreviewActivation(driver, activationToPreview); ControlPlayableAsset.PreviewTimeControl(driver, director, timeControlToPreview); ControlPlayableAsset.PreviewDirectors(driver, subDirectorsToPreview); s_ProcessedDirectors.Remove(director); particlesToPreview.Clear(); activationToPreview.Clear(); timeControlToPreview.Clear(); subDirectorsToPreview.Clear(); }