public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <AlembicShotPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); m_stream = streamPlayer.Resolve(graph.GetResolver()); behaviour.streamPlayer = m_stream; return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <AlembicShotPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); m_Stream = m_StreamPlayer.Resolve(graph.GetResolver()); behaviour.streamPlayer = m_Stream; behaviour.m_StartTimeOffset = m_StartOffset; behaviour.m_EndTimeClipOff = m_EndOffset; behaviour.m_TimeScale = m_TimeScale; behaviour.m_Cycle = m_Cycle; return(playable); }
public override PlayableHandle CreatePlayable(PlayableGraph graph, GameObject owner) { var handle = graph.CreateScriptPlayable <AlembicShotPlayable>(); var playable = handle.GetObject <AlembicShotPlayable>(); m_Stream = m_StreamPlayer.Resolve(graph.resolver); playable.streamPlayer = m_Stream; playable.m_StartTimeOffset = m_StartOffset; playable.m_EndTimeClipOff = m_EndOffset; playable.m_TimeScale = m_TimeScale; playable.m_Cycle = m_Cycle; return(handle); }
void ClampPlayer(AlembicStreamPlayer player, double distance, int side, double clipIn) { for (int i = 0, n = _clampedPlayers.Count; i < n; ++i) { var x = _clampedPlayers[i]; if (x.Item1 == player) { if (x.Item2 > distance && x.Item3 != 0) { _clampedPlayers[i] = (player, distance, side, clipIn); } return; } } _clampedPlayers.Add((player, distance, side, clipIn)); }