static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Playables.FrameData o;
         o = new UnityEngine.Playables.FrameData();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Esempio n. 2
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        public override void PrepareFrame(Playable playable, UnityEngine.Playables.FrameData info)
        {
            if ((UnityEngine.Object) this.director == (UnityEngine.Object)null || !this.director.isActiveAndEnabled || (UnityEngine.Object) this.director.playableAsset == (UnityEngine.Object)null)
            {
                return;
            }
            if (this.director.playableGraph.IsValid())
            {
                int rootPlayableCount = this.director.playableGraph.GetRootPlayableCount();
                for (int index = 0; index < rootPlayableCount; ++index)
                {
                    Playable rootPlayable = this.director.playableGraph.GetRootPlayable(index);
                    if (rootPlayable.IsValid <Playable>())
                    {
                        rootPlayable.SetSpeed <Playable>((double)info.effectiveSpeed);
                        for (int i = 0; i < rootPlayable.GetInputCount(); i++)
                        {
                            rootPlayable.SetInputWeight(i, info.effectiveWeight);
                        }
                    }
                }
            }

            this.m_Time = playable.GetTime <Playable>();
            this.UpdateTime(playable);
        }
Esempio n. 3
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 public override void OnBehaviourPause(Playable playable, UnityEngine.Playables.FrameData info)
 {
     if (!((UnityEngine.Object) this.director != (UnityEngine.Object)null) || !((UnityEngine.Object) this.director.playableAsset != (UnityEngine.Object)null))
     {
         return;
     }
     this.director.Pause();
 }
Esempio n. 4
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 public override void OnBehaviourPlay(Playable playable, UnityEngine.Playables.FrameData info)
 {
     if (!((UnityEngine.Object) this.director != (UnityEngine.Object)null) || !((UnityEngine.Object) this.director.playableAsset != (UnityEngine.Object)null))
     {
         return;
     }
     this.UpdateTime(playable);
     this.director.Evaluate();
     this.director.Play();
 }
 //----------------------------------------------------------------------------
 // PlayableGraphのProcessFrameフェーズの間に呼び出される
 // ProcessFrameはあなたのPlayableがその仕事をする段階です。
 // PlayableがPlayPlayableOutputを直接または間接的に再生して接続するときに、各フレームに対して呼び出されます。
 public override void ProcessFrame(
     UnityEngine.Playables.Playable playable,
     UnityEngine.Playables.FrameData info,
     object playerData
     )
 {
     if (Application.isPlaying)
     {
         luaUpdate?.Invoke();
     }
 }
    //----------------------------------------------------------------------------
    // PlayState.Pausedに変更されたときに呼び出される
    public override void OnBehaviourPause(
        UnityEngine.Playables.Playable playable,
        UnityEngine.Playables.FrameData info
        )
    {
        luaOnDestroy?.Invoke();
        luaOnDestroy = null;

        scriptEnv?.Dispose();
        scriptEnv = null;
        luaUpdate = null;
    }
Esempio n. 7
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 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Playables.FrameData o;
         o = new UnityEngine.Playables.FrameData();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    //----------------------------------------------------------------------------
    // PlayState.Playingに変更されたときに呼び出される
    public override void OnBehaviourPlay(
        UnityEngine.Playables.Playable playable,
        UnityEngine.Playables.FrameData info
        )
    {
        if (textAsset != null)
        {
            scriptEnv = LuaEngine.LuaEnv.NewTable();
            // スクリプトごとに別々の環境を設定すると、スクリプト間でのグローバル変数と関数の競合をある程度防ぐことができます。
            XLua.LuaTable meta = LuaEngine.LuaEnv.NewTable();
            meta.Set("__index", LuaEngine.LuaEnv.Global);
            scriptEnv.SetMetaTable(meta);
            meta.Dispose();

            scriptEnv.Set("self", owner);
            LuaEngine.LuaEnv.DoString(textAsset.text, textAsset.GetHashCode().ToString(), scriptEnv);

            Action luaAwake = scriptEnv.Get <Action>("awake");
            scriptEnv.Get("update", out luaUpdate);
            scriptEnv.Get("ondestroy", out luaOnDestroy);

            luaAwake?.Invoke();
        }
    }