public unsafe bool SetInputs(IEnumerable <Playable> sources) { for (int i = 0; i < this.inputCount; i++) { Playable.Disconnect(*((Playable *)this), i); } bool flag = false; int targetInputPort = 0; foreach (Playable playable in sources) { if (targetInputPort < this.inputCount) { flag |= Playable.Connect(playable, *((Playable *)this), -1, targetInputPort); } else { flag |= Playable.Connect(playable, *((Playable *)this), -1, -1); } this.node.SetInputWeight(targetInputPort, 1f); targetInputPort++; } for (int j = targetInputPort; j < this.inputCount; j++) { this.node.SetInputWeight(j, 0f); } return(flag); }
public virtual bool SetInputs(IEnumerable <AnimationPlayable> sources) { int length = this.GetInputs().Length; for (int inputPort = 0; inputPort < length; ++inputPort) { Playable.Disconnect((Playable)this, inputPort); } bool flag = false; int num = 0; foreach (AnimationPlayable source in sources) { if (num < length) { flag |= Playable.Connect((Playable)source, (Playable)this, -1, num); } else { flag |= Playable.Connect((Playable)source, (Playable)this, -1, -1); } this.SetInputWeight(num, 1f); ++num; } for (int inputIndex = num; inputIndex < length; ++inputIndex) { this.SetInputWeight(inputIndex, 0.0f); } return(flag); }
public virtual bool SetInputs(IEnumerable <AnimationPlayable> sources) { Playable[] inputs = base.GetInputs(); int num = inputs.Length; for (int i = 0; i < num; i++) { Playable.Disconnect(this, i); } bool flag = false; int num2 = 0; foreach (AnimationPlayable current in sources) { if (num2 < num) { flag |= Playable.Connect(current, this, -1, num2); } else { flag |= Playable.Connect(current, this, -1, -1); } base.SetInputWeight(num2, 1f); num2++; } for (int j = num2; j < num; j++) { base.SetInputWeight(j, 0f); } return(flag); }
public bool SetInputs(IEnumerable <Playable> sources) { for (int i = 0; i < this.inputCount; i++) { Playable.Disconnect(this, i); } bool flag = false; int num = 0; foreach (Playable current in sources) { if (num < this.inputCount) { flag |= Playable.Connect(current, this, -1, num); } else { flag |= Playable.Connect(current, this, -1, -1); } this.node.SetInputWeight(num, 1f); num++; } for (int j = num; j < this.inputCount; j++) { this.node.SetInputWeight(j, 0f); } return(flag); }
/// <summary> /// <para>Adds an Playable as an input.</para> /// </summary> /// <param name="input">The [[Playable] to connect.</param> /// <returns> /// <para>Returns the index of the port the playable was connected to.</para> /// </returns> public unsafe int AddInput(Playable input) { if (!Playable.Connect(input, *((Playable *)this), -1, -1)) { throw new InvalidOperationException("AddInput Failed. Either the connected playable is incompatible or this AnimationPlayable type doesn't support adding inputs"); } return(this.inputCount - 1); }
/// <summary> /// <para>Sets an AnimationPlayable as an input.</para> /// </summary> /// <param name="source">AnimationPlayable to be used as input.</param> /// <param name="index">Index of the input.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public virtual bool SetInput(AnimationPlayable source, int index) { if (!this.CheckInputBounds(index)) { return(false); } if (this.GetInputs()[index] != (Playable)null) { Playable.Disconnect((Playable)this, index); } return(Playable.Connect((Playable)source, (Playable)this, -1, index)); }
/// <summary> /// <para>Sets an Playable as an input.</para> /// </summary> /// <param name="source">Playable to be used as input.</param> /// <param name="index">Index of the input.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public unsafe bool SetInput(Playable source, int index) { if (!this.node.CheckInputBounds(index)) { return(false); } if (this.GetInput(index).IsValid()) { Playable.Disconnect(*((Playable *)this), index); } return(Playable.Connect(source, *((Playable *)this), -1, index)); }
/// <summary> /// <para>Sets an AnimationPlayable as an input.</para> /// </summary> /// <param name="source">AnimationPlayable to be used as input.</param> /// <param name="index">Index of the input.</param> /// <returns> /// <para>Returns false if the operation could not be completed.</para> /// </returns> public virtual bool SetInput(AnimationPlayable source, int index) { if (!base.CheckInputBounds(index)) { return(false); } Playable[] inputs = base.GetInputs(); if (inputs[index] != null) { Playable.Disconnect(this, index); } return(Playable.Connect(source, this, -1, index)); }
public bool SetInput(Playable source, int index) { bool result; if (!this.node.CheckInputBounds(index)) { result = false; } else { if (this.GetInput(index).IsValid()) { Playable.Disconnect(this, index); } result = Playable.Connect(source, this, -1, index); } return(result); }
public virtual bool SetInputs(IEnumerable <AnimationPlayable> sources) { int length = base.GetInputs().Length; for (int i = 0; i < length; i++) { Playable.Disconnect(this, i); } bool flag = false; int targetInputPort = 0; IEnumerator <AnimationPlayable> enumerator = sources.GetEnumerator(); try { while (enumerator.MoveNext()) { AnimationPlayable current = enumerator.Current; if (targetInputPort < length) { flag |= Playable.Connect(current, this, -1, targetInputPort); } else { flag |= Playable.Connect(current, this, -1, -1); } base.SetInputWeight(targetInputPort, 1f); targetInputPort++; } } finally { if (enumerator == null) { } enumerator.Dispose(); } for (int j = targetInputPort; j < length; j++) { base.SetInputWeight(j, 0f); } return(flag); }
public unsafe bool SetInputs(IEnumerable <Playable> sources) { for (int i = 0; i < this.inputCount; i++) { Playable.Disconnect(*((Playable *)this), i); } bool flag = false; int targetInputPort = 0; IEnumerator <Playable> enumerator = sources.GetEnumerator(); try { while (enumerator.MoveNext()) { Playable current = enumerator.Current; if (targetInputPort < this.inputCount) { flag |= Playable.Connect(current, *((Playable *)this), -1, targetInputPort); } else { flag |= Playable.Connect(current, *((Playable *)this), -1, -1); } this.node.SetInputWeight(targetInputPort, 1f); targetInputPort++; } } finally { if (enumerator == null) { } enumerator.Dispose(); } for (int j = targetInputPort; j < this.inputCount; j++) { this.node.SetInputWeight(j, 0f); } return(flag); }
public virtual bool SetInputs(IEnumerable <AnimationPlayable> sources) { Playable[] inputs = GetInputs(); int num = inputs.Length; for (int i = 0; i < num; i++) { Playable.Disconnect(this, i); } bool flag = false; int num2 = 0; foreach (AnimationPlayable source in sources) { flag = ((num2 >= num) ? (flag | Playable.Connect(source, this, -1, -1)) : (flag | Playable.Connect(source, this, -1, num2))); SetInputWeight(num2, 1f); num2++; } for (int j = num2; j < num; j++) { SetInputWeight(j, 0f); } return(flag); }
/// <summary> /// <para>Adds an AnimationPlayable as an input.</para> /// </summary> /// <param name="source">A playable to connect.</param> /// <returns> /// <para>Returns the index of the port the playable was connected to.</para> /// </returns> public virtual int AddInput(AnimationPlayable source) { Playable.Connect((Playable)source, (Playable)this, -1, -1); return(this.GetInputs().Length - 1); }
public static bool Connect(Playable source, Playable target) { return(Playable.Connect(source, target, -1, -1)); }
/// <summary> /// <para>Adds an AnimationPlayable as an input.</para> /// </summary> /// <param name="source">A playable to connect.</param> /// <returns> /// <para>Returns the index of the port the playable was connected to.</para> /// </returns> public virtual int AddInput(AnimationPlayable source) { Playable.Connect(source, this, -1, -1); Playable[] inputs = base.GetInputs(); return(inputs.Length - 1); }