public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playableScript = ScriptPlayable <RoleEffectBehaviour> .Create(graph); var behaviour = playableScript.GetBehaviour(); if (behaviour == null) { return(playableScript); } behaviour.type = type; behaviour.roleData = roleData; behaviour.isForAppear = isForAppear; behaviour.speed = speed; behaviour.begein = begein; behaviour.end = end; //behaviour.isSetGradually = isSetGradually; // behaviour.scale = scale; behaviour.curve = curve; behaviour.activateType = activateType; behaviour.playbackState = playbackState; behaviour.executer = BehaviourExecuterFactory.GetRoleEffectExecuter(behaviour, type); if (behaviour.executer == null) { return(playableScript); } behaviour.executer.OnPlayableCreate(playableScript); return(playableScript); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <TextBubbleBehaviour> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.bubbleData = bubbleData; behaviour.executer = BehaviourExecuterFactory.GetBubbleUIExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <AnimationPlayable> .Create(graph); AnimationPlayable animationPlayable = playable.GetBehaviour(); if (animationPlayable == null) { return(playable); } animationPlayable.AnimationName = AnimationName; animationPlayable.Role = Role; animationPlayable.executer = BehaviourExecuterFactory.GetAnimationExecuter(animationPlayable); if (animationPlayable.executer == null) { return(playable); } animationPlayable.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <PlotDialogueBehaviour> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.isPauseTimeline = isPauseTimeline; behaviour.dialogues = dialogues; behaviour.executer = BehaviourExecuterFactory.GetPlotDialogueUIExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <MYAudioPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.audioName = audioName; behaviour.isLoop = isLoop; behaviour.executer = BehaviourExecuterFactory.GetAudioExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <ActivationControlPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.playbackState = playbackState; behaviour.role = role; behaviour.type = type; behaviour.executer = BehaviourExecuterFactory.GetActivationControlExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <ObjectScaleControlPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.role = role; behaviour.scale = scale; behaviour.isSetGradually = isSetGradually; behaviour.executer = BehaviourExecuterFactory.GetScaleControlExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <CameraEffectPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.effectType = effectType; behaviour.shockFrequency = shockFrequency; behaviour.shockScope = shockScope; behaviour.role = role; behaviour.executer = BehaviourExecuterFactory.GetCameraEffectExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <VMOperateBehaviour> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.cinemachineCamera = cinemachineCamera; behaviour.roleData = roleData.Resolve(graph.GetResolver()); behaviour.priority = priority; behaviour.operateType = operateType; behaviour.executer = BehaviourExecuterFactory.GetVMOperateExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable <EffectPlayable> .Create(graph); var behaviour = playable.GetBehaviour(); if (behaviour == null) { return(playable); } behaviour.pos = pos; behaviour.scale = scale; behaviour.rotation = rotation; behaviour.effectName = effectName; behaviour.destroyOnClipOver = destroyOnClipOver; behaviour.isUIEffect = isUIEffect; behaviour.executer = BehaviourExecuterFactory.GetEffectExecuter(behaviour); if (behaviour.executer == null) { return(playable); } behaviour.executer.OnPlayableCreate(playable); return(playable); }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { PlayableDirector director = owner.GetComponent <PlayableDirector>(); var playable = ScriptPlayable <RoleMovePlayable> .Create(graph); RoleMovePlayable movePlayable = playable.GetBehaviour(); if (movePlayable == null) { return(playable); } movePlayable.roleData = roleData; movePlayable.points = points; movePlayable.moveWay = moveWay; movePlayable.rotateWay = rotateWay; movePlayable.moveMotion = moveMotion; movePlayable.executer = BehaviourExecuterFactory.GetMoveExecuter(movePlayable); if (movePlayable.executer == null) { return(playable); } movePlayable.executer.OnPlayableCreate(playable); return(playable); }