private float _lastAppliedFrame; // 最後に計算を適応したframe。変わってなければスルーする。 public void AddCallback(int frame, System.Action action) { if (_callbackTimeline == null) { _callbackTimeline = new CallbackTimeline(); } _callbackTimeline.Add(frame, action); }
public void Dispose() { _resource = null; _cut = null; _onEnd = null; _onLoop = null; _scaleCurves = null; _rotationCurves = null; _graphicPositionCurves = null; _graphicSizeCurves = null; _spriteRendererPositionCurves = null; _graphicOpacityCurves = null; _canvasGroupOpacityCurves = null; _spriteRendererOpacityCurves = null; _graphicVisibilityCurves = null; _spriteRendererVisibilityCurves = null; _gameObjectVisibilityCurves = null; _callbackTimeline = null; }
public CallbackTimelinePlayer(bool loop = false, float frameRate = 30f) { _timeline = new CallbackTimeline(loop); _frameRate = frameRate; _timelineIsMine = true; }
public void Dispose() { _timeline = null; }
public CallbackTimelinePlayer(CallbackTimeline timeline, float frameRate = 30f) { Debug.Assert(timeline != null); _timeline = timeline; _frameRate = frameRate; }