public void Evaluate(float dt) { m_SyncSceneToStreamLayer?.Update(m_RigLayers); if (m_RigLayers != null) { foreach (var layer in m_RigLayers) { if (layer.IsValid() && layer.active) { layer.Update(); } } } m_Graph.Evaluate(dt); }
public void Evaluate(float time) { if (!AnimationMode.InAnimationMode()) { return; } m_SyncSceneToStreamLayer.Update(m_RigLayers); foreach (var layer in m_RigLayers) { if (layer.IsValid() && layer.active) { layer.Update(); } } AnimationMode.BeginSampling(); AnimationMode.SamplePlayableGraph(m_Graph, 0, time); AnimationMode.EndSampling(); }