bcirpggithubmirror/GameEngineResearch/ErpgUnity3d/Library/PackageCache/com.unity.timeline@1.3.4/Runtime/Playables/ActivationControlPlayable.cs

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2021-02-03 03:59:14 +00:00
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// Playable that controls the active state of a GameObject.
/// </summary>
public class ActivationControlPlayable : PlayableBehaviour
{
/// <summary>
/// The state of a GameObject's activeness when a PlayableGraph stops.
/// </summary>
public enum PostPlaybackState
{
/// <summary>
/// Set the GameObject to active when the PlayableGraph stops.
/// </summary>
Active,
/// <summary>
/// Set the GameObject to inactive when the [[PlayableGraph]] stops.
/// </summary>
Inactive,
/// <summary>
/// Revert the GameObject to the active state it was before the [[PlayableGraph]] started.
/// </summary>
Revert
}
enum InitialState
{
Unset,
Active,
Inactive
}
public GameObject gameObject = null;
public PostPlaybackState postPlayback = PostPlaybackState.Revert;
InitialState m_InitialState;
/// <summary>
/// Creates a ScriptPlayable with an ActivationControlPlayable behaviour attached
/// </summary>
/// <param name="graph">PlayableGraph that will own the playable</param>
/// <param name="gameObject">The GameObject that triggered the graph build</param>
/// <param name="postPlaybackState">The state to leave the gameObject after the graph is stopped</param>
/// <returns>Returns a playable that controls activation of a game object</returns>
public static ScriptPlayable<ActivationControlPlayable> Create(PlayableGraph graph, GameObject gameObject, ActivationControlPlayable.PostPlaybackState postPlaybackState)
{
if (gameObject == null)
return ScriptPlayable<ActivationControlPlayable>.Null;
var handle = ScriptPlayable<ActivationControlPlayable>.Create(graph);
var playable = handle.GetBehaviour();
playable.gameObject = gameObject;
playable.postPlayback = postPlaybackState;
return handle;
}
/// <summary>
/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
/// <param name="info">The information about this frame</param>
public override void OnBehaviourPlay(Playable playable, FrameData info)
{
if (gameObject == null)
return;
gameObject.SetActive(true);
}
/// <summary>
/// This function is called when the Playable play state is changed to PlayState.Paused.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
/// <param name="info">The information about this frame</param>
public override void OnBehaviourPause(Playable playable, FrameData info)
{
// OnBehaviourPause can be called if the graph is stopped for a variety of reasons
// the effectivePlayState will test if the pause is due to the clip being out of bounds
if (gameObject != null && info.effectivePlayState == PlayState.Paused)
{
gameObject.SetActive(false);
}
}
/// <summary>
/// This function is called during the ProcessFrame phase of the PlayableGraph.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
/// <param name="userData">unused</param>
public override void ProcessFrame(Playable playable, FrameData info, object userData)
{
if (gameObject != null)// && !gameObject.activeSelf)
gameObject.SetActive(true);
}
/// <summary>
/// This function is called when the PlayableGraph that owns this PlayableBehaviour starts.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
public override void OnGraphStart(Playable playable)
{
if (gameObject != null)
{
if (m_InitialState == InitialState.Unset)
m_InitialState = gameObject.activeSelf ? InitialState.Active : InitialState.Inactive;
}
}
/// <summary>
/// This function is called when the Playable that owns the PlayableBehaviour is destroyed.
/// </summary>
/// <param name="playable">The playable this behaviour is attached to.</param>
public override void OnPlayableDestroy(Playable playable)
{
if (gameObject == null || m_InitialState == InitialState.Unset)
return;
switch (postPlayback)
{
case PostPlaybackState.Active:
gameObject.SetActive(true);
break;
case PostPlaybackState.Inactive:
gameObject.SetActive(false);
break;
case PostPlaybackState.Revert:
gameObject.SetActive(m_InitialState == InitialState.Active);
break;
}
}
}
}