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89 lines
4.7 KiB
89 lines
4.7 KiB
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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/// <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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