public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { template.Animator = Animator; var playable = ScriptPlayable <AnimatorControllerBehaviour> .Create(graph, template); AnimatorControllerBehaviour clone = playable.GetBehaviour(); return(playable); }
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties. public override void ProcessFrame(Playable playable, FrameData info, object playerData) { Animator trackBinding = playerData as Animator; if (!trackBinding) { return; } int inputCount = playable.GetInputCount(); for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); ScriptPlayable <AnimatorControllerBehaviour> inputPlayable = (ScriptPlayable <AnimatorControllerBehaviour>)playable.GetInput(i); AnimatorControllerBehaviour input = inputPlayable.GetBehaviour(); // Use the above variables to process each frame of this playable. } }