public override void ProcessFrame(Playable playable, FrameData info, object playerData) { TimelineUtility.GetActiveTimelineClipInto(m_clips, m_playableDirector.time, out TimelineClip clip, out SceneCachePlayableAsset activePlayableAsset); if (null == clip) { UpdateObjectActiveStates(); return; } SceneCacheClipData clipData = activePlayableAsset.GetBoundClipData(); Assert.IsNotNull(clipData); SceneCachePlayer scPlayer = activePlayableAsset.GetSceneCachePlayer(); if (null == scPlayer) { UpdateObjectActiveStates(); return; } UpdateObjectActiveStates(activeObject: scPlayer.gameObject); }
internal void SetClipData(SceneCacheClipData clipData) { m_clipData = clipData; }