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					30 lines
				
				838 B
			
		
		
			
		
	
	
					30 lines
				
				838 B
			| 
											3 years ago
										 | #if UNITY_EDITOR
 | ||
|  | using System.ComponentModel; | ||
|  | #endif
 | ||
|  | using UnityEngine.Playables; | ||
|  | 
 | ||
|  | namespace UnityEngine.Timeline | ||
|  | { | ||
|  |     /// <summary>
 | ||
|  |     /// Playable Asset class for Activation Tracks
 | ||
|  |     /// </summary>
 | ||
|  | #if UNITY_EDITOR
 | ||
|  |     [DisplayName("Activation Clip")] | ||
|  | #endif
 | ||
|  |     class ActivationPlayableAsset : PlayableAsset, ITimelineClipAsset | ||
|  |     { | ||
|  |         /// <summary>
 | ||
|  |         /// Returns a description of the features supported by activation clips
 | ||
|  |         /// </summary>
 | ||
|  |         public ClipCaps clipCaps { get { return ClipCaps.None; } } | ||
|  | 
 | ||
|  |         /// <summary>
 | ||
|  |         /// Overrides PlayableAsset.CreatePlayable() to inject needed Playables for an activation asset
 | ||
|  |         /// </summary>
 | ||
|  |         public override Playable CreatePlayable(PlayableGraph graph, GameObject go) | ||
|  |         { | ||
|  |             return Playable.Create(graph); | ||
|  |         } | ||
|  |     } | ||
|  | } |