예제 #1
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 public RegionTimingEvent(CustomRegionTrackTimeEvent e)
 {
     this.startFunction = e.CustomEvent;
     this.endFunction   = e.CustomExitRegionEvent;
     this.skipFunction  = e.SkipRegionEvent;
     this.startTime     = e.occurAtTime;
     this.endTime       = e.GetRegionEndTime();
     this.eventName     = e.gameObject.name;
 }
예제 #2
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 public virtual void AddEventAtTime(EventTrack.TrackEventDelegate newEvent, float eventTime)
 {
     ((EventTrack)GetTrack()).AddEventAtTime(newEvent, eventTime);
 }
예제 #3
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 public virtual void AddEventAtTimeRemaining(EventTrack.TrackEventDelegate newEvent, float eventTimeRemaining)
 {
     ((EventTrack)GetTrack()).AddEventAtTimeRemaining(newEvent, eventTimeRemaining);
 }
예제 #4
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 public TimingEvent(EventTrack.TrackEventDelegate function, float occurOnTimeRemaining)
 {
     this.function = function;
     this.time     = occurOnTimeRemaining;
 }
예제 #5
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 public override void AddEventAtTime(EventTrack.TrackEventDelegate newEvent, float eventTime)
 {
     ((EventTrack)GetTrack()).AddEventAtTime(newEvent, eventTime);
     cloneTrack.AddEventAtTime(newEvent, eventTime);
 }
예제 #6
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 // These is a bit crude. Meant as a way to allow changing all nested tracks
 // overrided, for example, in LoopingTracklistEntry.
 public override void AddStateEventAtTimeRemaining(EventTrack.TrackEventDelegate newEvent, float eventTimeRemaining)
 {
     ((EventTrack)GetTrack()).AddStateEventAtTimeRemaining(newEvent, eventTimeRemaining);
     cloneTrack.AddStateEventAtTimeRemaining(newEvent, eventTimeRemaining);
 }