void Start()
    {
        CTI = new Rect(0, 0, 0, 0);

        style.fontSize         = timecodeSize;
        style.normal.textColor = Color.white;

        if (playMode == UVT_PlayMode.PingPong && pingpongStartsWithReverse)
        {
            //loopNumber--;
            index         = lastFrame;
            playDirection = UVT_PlayDirection.backward;
        }
        else
        {
            index = firstFrame;
        }

        if (audioAttached)
        {
            myAudio.attachedAudioSource = GetComponent <AudioSource>();
            myAudio.fps        = FPS;
            myAudio.frameIndex = firstFrame;
        }

        playState = UVT_PlayState.Paused;

        if (autoPlay)
        {
            Play();
        }
    }
示例#2
0
	// Pauses the video texture
	
	public void Stop()
	{
		if (playState != UVT_PlayState.Paused)
		{
			if (enableAudio)
				myAudio.Stop();
		
			playState = UVT_PlayState.Paused;
			UpdatePlayFactor();
		}
	}
示例#3
0
	// Plays the video texture
	
	public void Play()
	{
		if (enableAudio)
			{
				myAudio.frameIndex = index;
				myAudio.Sync();
				myAudio.UnMute();
				myAudio.Play();
			}
			
			playState = UVT_PlayState.Playing;
			UpdatePlayFactor();
	}	
    // Plays the video texture

    public void Play()
    {
        enableGUI = true;

        if (enableAudio && playDirection == UVT_PlayDirection.forward)
        {
            myAudio.frameIndex = index;
            myAudio.Sync();
            myAudio.UnMute();
            myAudio.Play();
        }

        playState = UVT_PlayState.Playing;
        UpdatePlayFactor();
    }
    // Pauses the video texture

    public void Stop()
    {
        if (playState != UVT_PlayState.Paused)
        {
            if (enableAudio)
            {
                myAudio.Stop();
            }

            playState = UVT_PlayState.Paused;
            UpdatePlayFactor();
        }

        if (autoHideWhenDone)
        {
            enableGUI = false;
        }
    }
示例#6
0
	void Start ()
	{
		// Enables / Disables controls
		
		if (enableControls)
		{
			scrollBar.gameObject.active = true;
			CTI.gameObject.active = true;
			timeCode.gameObject.active = true;
			
			HandleControls();
			
			scrollBarLength = scrollBar.GetComponent<MeshFilter>().mesh.bounds.extents.x;
			timeCode.GetComponent<Renderer>().sharedMaterial.shader = Shader.Find("GUI/3D Text Depth Aware Shader");
		}	
		else
		{
			if (scrollBar != null)
				scrollBar.gameObject.active = false;
			if (CTI != null)
				CTI.gameObject.active = false;
			if (timeCode != null)
				timeCode.gameObject.active = false;
		}
		
		if (playMode == UVT_PlayMode .PingPong && pingpongStartsWithReverse)
		{
			currentLoop--;
			index = lastFrame;
			playDirection = UVT_PlayDirection.backward;
		}
		else
			index = firstFrame;
		
		// Sets up audio for playback
		
		if (audioAttached)
		{
			myAudio.attachedAudioSource = GetComponent<AudioSource>();
			myAudio.fps = FPS;
			myAudio.frameIndex = firstFrame;
		}
		
		// Assigns the layer to the chosen channel
		
		switch (textureType)
		{
		case TextureType.Diffuse:
			texType = "_MainTex";
			break;
		case TextureType.NormalMap:
			texType = "_BumpMap";
			break;
		case TextureType.DetailMap:
			texType = "_Detail";
			break;
		case TextureType.Illumination:
			texType = "_Illum";
			break;
		case TextureType.HeightMap:
			texType = "_ParallaxMap";
			break;
		}
		
		playState = UVT_PlayState.Paused;
		
		if (autoPlay)
			Play();
	}
	void Start ()
	{	
		CTI = new Rect(0,0,0,0);
		
		style.fontSize = timecodeSize;
	 	style.normal.textColor = Color.white;
		
		if (playMode == UVT_PlayMode.PingPong && pingpongStartsWithReverse)
		{
			//loopNumber--;
			index = lastFrame;
			playDirection = UVT_PlayDirection.backward;
		}
		else
			index = firstFrame;
		
		if (audioAttached)
		{
			myAudio.attachedAudioSource = GetComponent<AudioSource>();
			myAudio.fps = FPS;
			myAudio.frameIndex = firstFrame;
		}
		
			playState = UVT_PlayState.Paused;
			
		if (autoPlay)
			Play();
	}
	// Pauses the video texture
	
	public void Stop()
	{
		if (playState != UVT_PlayState.Paused)
		{
			if (enableAudio)
				myAudio.Stop();
		
			playState = UVT_PlayState.Paused;
			UpdatePlayFactor();
		}

		if (autoHideWhenDone){
			enableGUI = false;

		}
	}
	// Plays the video texture
	
	public void Play()
	{
		enableGUI = true;

		if (enableAudio && playDirection == UVT_PlayDirection.forward)
			{
				myAudio.frameIndex = index;
				myAudio.Sync();
				myAudio.UnMute();
				myAudio.Play();
			}
			
			playState = UVT_PlayState.Playing;
			UpdatePlayFactor();

	}