public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <SwitchSceneBehaviour> .Create(graph, template); SwitchSceneBehaviour clone = playable.GetBehaviour(); 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) { int inputCount = playable.GetInputCount(); for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); ScriptPlayable <SwitchSceneBehaviour> inputPlayable = (ScriptPlayable <SwitchSceneBehaviour>)playable.GetInput(i); SwitchSceneBehaviour input = inputPlayable.GetBehaviour(); if (inputWeight > 0.5f && !input.SceneSwitched) { // Debug.Log(SceneManager.GetActiveScene().buildIndex); //SceneManager.LoadScene(input.nextScene); LoadManager.instance.ChangeToLoadScene(SceneManager.GetActiveScene().buildIndex); input.SceneSwitched = true; } // Use the above variables to process each frame of this playable. } }