public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <EventTrackBehaviour> .Create(graph); _Resolver = graph.GetResolver(); EventTrackBehaviour clone = playable.GetBehaviour(); clone._EventClip = this; 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) { int inputCount = playable.GetInputCount(); double time = playable.GetGraph().GetRootPlayable(0).GetTime(); for (int i = 0; i < inputCount; i++) { ScriptPlayable <EventTrackBehaviour> inputPlayable = (ScriptPlayable <EventTrackBehaviour>)playable.GetInput(i); EventTrackBehaviour input = inputPlayable.GetBehaviour(); input.Update(playable, _clips[i], time); } }