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