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91 lines
4.7 KiB
C#
91 lines
4.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// This class is deprecated. It is recommended to use Playable Asset and Playable Behaviour derived classes instead.
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/// </summary>
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[Serializable]
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[Obsolete("For best performance use PlayableAsset and PlayableBehaviour.")]
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public class BasicPlayableBehaviour : ScriptableObject, IPlayableAsset, IPlayableBehaviour
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{
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public BasicPlayableBehaviour() {}
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/// <summary>
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/// The playback duration in seconds of the instantiated Playable.
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/// </summary>
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public virtual double duration { get { return PlayableBinding.DefaultDuration; } }
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/// <summary>
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///A description of the outputs of the instantiated Playable.
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/// </summary>
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public virtual IEnumerable<PlayableBinding> outputs { get { return PlayableBinding.None; } }
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/// <summary>
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/// <para>This function is called when the PlayableGraph that owns this PlayableBehaviour starts.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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public virtual void OnGraphStart(Playable playable) {}
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/// <summary>
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/// <para>This function is called when the PlayableGraph that owns this PlayableBehaviour stops.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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public virtual void OnGraphStop(Playable playable) {}
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/// <summary>
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/// <para>This function is called when the Playable that owns the PlayableBehaviour is created.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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public virtual void OnPlayableCreate(Playable playable) {}
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/// <summary>
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/// <para>This function is called when the Playable that owns the PlayableBehaviour is destroyed.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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public virtual void OnPlayableDestroy(Playable playable) {}
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/// <summary>
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/// <para>This function is called when the Playable play state is changed to Playables.PlayState.Playing.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public virtual void OnBehaviourPlay(Playable playable, FrameData info) {}
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/// <summary>
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/// <para>This function is called when the Playable play state is changed to Playables.PlayState.Paused.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public virtual void OnBehaviourPause(Playable playable, FrameData info) {}
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/// <summary>
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/// <para>This function is called during the PrepareFrame phase of the PlayableGraph.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public virtual void PrepareFrame(Playable playable, FrameData info) {}
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/// <summary>
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/// <para>This function is called during the ProcessFrame phase of the PlayableGraph.</para>
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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/// <param name="playerData">The user data of the ScriptPlayableOutput that initiated the process pass.</param>
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public virtual void ProcessFrame(Playable playable, FrameData info, object playerData) {}
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/// <summary>
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/// Implement this method to have your asset inject playables into the given graph.
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/// </summary>
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/// <param name="graph">The graph to inject playables into.</param>
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/// <param name="owner">The game object which initiated the build.</param>
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/// <returns>The playable injected into the graph, or the root playable if multiple playables are injected.</returns>
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public virtual Playable CreatePlayable(PlayableGraph graph, GameObject owner)
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{
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return ScriptPlayable<BasicPlayableBehaviour>.Create(graph, this);
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}
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}
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}
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