public override void ProcessFrame(Playable playable, FrameData info, object playerData) { IEZAnimation controller = playerData as IEZAnimation; if (controller == null) { return; } controller.Process((float)playable.GetTime()); }
protected virtual void OnEnable() { anim = target as IEZAnimation; m_Loop = serializedObject.FindProperty("m_Loop"); m_RestartOnEnable = serializedObject.FindProperty("m_RestartOnEnable"); m_UpdateMode = serializedObject.FindProperty("m_UpdateMode"); m_PhaseList = serializedObject.FindProperty("m_PhaseList"); phaseList = new ReorderableList(serializedObject, m_PhaseList, true, true, true, true); phaseList.drawHeaderCallback = DrawPhaseListHeader; phaseList.drawElementCallback = DrawPhaseListElement; }
protected virtual void OnEnable() { anim = target as IEZAnimation; m_Loop = serializedObject.FindProperty("m_Loop"); m_RestartOnEnable = serializedObject.FindProperty("m_RestartOnEnable"); m_UpdateMode = serializedObject.FindProperty("m_UpdateMode"); m_Segments = serializedObject.FindProperty("m_Segments"); segments = new ReorderableList(serializedObject, m_Segments, true, true, true, true) { drawHeaderCallback = DrawSegmentListHeader, drawElementCallback = DrawSegmentListElement }; }
protected virtual void OnEnable() { animation = target as IEZAnimation; m_Target = serializedObject.FindProperty(animationTargetPropertyName); m_Loop = serializedObject.FindProperty("m_Loop"); m_PlayOnAwake = serializedObject.FindProperty("m_PlayOnAwake"); m_RestartOnEnable = serializedObject.FindProperty("m_RestartOnEnable"); m_UpdateMode = serializedObject.FindProperty("m_UpdateMode"); m_Status = serializedObject.FindProperty("m_Status"); m_Time = serializedObject.FindProperty("m_Time"); m_Segments = serializedObject.FindProperty("m_Segments"); segments = new ReorderableList(serializedObject, m_Segments, true, true, true, true) { drawHeaderCallback = DrawSegmentListHeader, elementHeightCallback = GetSegmentListElementHeight, drawElementCallback = DrawSegmentListElement, }; }