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; }
public virtual void AddEventAtTime(EventTrack.TrackEventDelegate newEvent, float eventTime) { ((EventTrack)GetTrack()).AddEventAtTime(newEvent, eventTime); }
public virtual void AddEventAtTimeRemaining(EventTrack.TrackEventDelegate newEvent, float eventTimeRemaining) { ((EventTrack)GetTrack()).AddEventAtTimeRemaining(newEvent, eventTimeRemaining); }
public TimingEvent(EventTrack.TrackEventDelegate function, float occurOnTimeRemaining) { this.function = function; this.time = occurOnTimeRemaining; }
public override void AddEventAtTime(EventTrack.TrackEventDelegate newEvent, float eventTime) { ((EventTrack)GetTrack()).AddEventAtTime(newEvent, eventTime); cloneTrack.AddEventAtTime(newEvent, eventTime); }
// 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); }