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using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
class ActivationMixerPlayable : PlayableBehaviour
{
ActivationTrack.PostPlaybackState m_PostPlaybackState;
bool m_BoundGameObjectInitialStateIsActive;
private GameObject m_BoundGameObject;
public static ScriptPlayable<ActivationMixerPlayable> Create(PlayableGraph graph, int inputCount)
{
return ScriptPlayable<ActivationMixerPlayable>.Create(graph, inputCount);
}
public ActivationTrack.PostPlaybackState postPlaybackState
{
get { return m_PostPlaybackState; }
set { m_PostPlaybackState = value; }
}
public override void OnPlayableDestroy(Playable playable)
{
if (m_BoundGameObject == null)
return;
switch (m_PostPlaybackState)
{
case ActivationTrack.PostPlaybackState.Active:
m_BoundGameObject.SetActive(true);
break;
case ActivationTrack.PostPlaybackState.Inactive:
m_BoundGameObject.SetActive(false);
break;
case ActivationTrack.PostPlaybackState.Revert:
m_BoundGameObject.SetActive(m_BoundGameObjectInitialStateIsActive);
break;
case ActivationTrack.PostPlaybackState.LeaveAsIs:
default:
break;
}
}
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
if (m_BoundGameObject == null)
{
m_BoundGameObject = playerData as GameObject;
m_BoundGameObjectInitialStateIsActive = m_BoundGameObject != null && m_BoundGameObject.activeSelf;
}
if (m_BoundGameObject == null)
return;
int inputCount = playable.GetInputCount();
bool hasInput = false;
for (int i = 0; i < inputCount; i++)
{
if (playable.GetInputWeight(i) > 0)
{
hasInput = true;
break;
}
}
m_BoundGameObject.SetActive(hasInput);
}
}
}