// 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) { Targetable trackBinding = playerData as Targetable; if (!trackBinding) { return; } int inputCount = playable.GetInputCount(); for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); if (inputWeight < 1f) { continue; } ScriptPlayable <TargetSwitcherBehaviour> inputPlayable = (ScriptPlayable <TargetSwitcherBehaviour>)playable.GetInput(i); TargetSwitcherBehaviour input = inputPlayable.GetBehaviour(); // Use the above variables to process each frame of this playable. trackBinding.Target = input.Target; } }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <TargetSwitcherBehaviour> .Create(graph, template); TargetSwitcherBehaviour clone = playable.GetBehaviour(); clone.Target = Target.Resolve(graph.GetResolver()); return(playable); }