private float Time(UnityEngine.Playables.Playable playable) { if (PlayReversed) { return((float)(playable.GetDuration() - playable.GetTime())); } return((float)playable.GetTime()); }
public override void OnBehaviourPause(UnityEngine.Playables.Playable playable, FrameData info) { // When the playable is being finished, signals laying in the rest // of the clip should be all triggered. if (!playable.IsDone()) { return; } _playable = playable; _frameData = info; var currentTime = (float)playable.GetDuration(); _trackPlayer.PlayByDeltaTime(_previousTime - currentTime); _previousTime = currentTime; }
// Called when the state of the playable is set to Play public override void OnBehaviourPlay(UnityEngine.Playables.Playable playable, FrameData info) { maxTime = (float)playable.GetDuration(); }