static public int GetInputWeight(IntPtr l) { try { UnityEngine.Experimental.Director.Playable self = (UnityEngine.Experimental.Director.Playable)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); var ret = self.GetInputWeight(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
internal static float GetInputWeightValidated(Playable playable, int index, System.Type typeofPlayable) { return(playable.GetInputWeight(index)); }
internal static float GetInputWeightValidated(Playable playable, int index, Type typeofPlayable) { return playable.GetInputWeight(index); }
// First pass to identify the nodes, and place them at a default initial position private void RecursiveAddNodes(Playable node, int currentDepth, float weight, float parentWeight) { NodeInfo info = new NodeInfo(); info.playable = node; info.weight = weight; info.propagatedWeight = weight * parentWeight; info.depth = currentDepth; if (currentDepth > m_TreeMaxDepth) m_TreeMaxDepth = currentDepth; // Assign vertex ID right away for ease of debugging info.vertexId = m_Nodes.Keys.Count; m_Nodes.Add(node, info); Playable[] inputs = node.GetInputs(); int nbInputs = inputs.Length; for (int c = 0; c < nbInputs; c++) { if (inputs[c] != null) RecursiveAddNodes(inputs[c], currentDepth + 1, node.GetInputWeight(c), weight * parentWeight); } }
internal static float GetInputWeightValidated(Playable playable, int index, Type typeofPlayable) => playable.GetInputWeight(index);