private float Time(UnityEngine.Playables.Playable playable)
        {
            if (PlayReversed)
            {
                return((float)(playable.GetDuration() - playable.GetTime()));
            }

            return((float)playable.GetTime());
        }
Пример #2
0
        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;
        }
Пример #3
0
 // 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();
 }