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40 lines
1.6 KiB
C#

1 year ago
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Timeline track to play videos.
// This sample demonstrates the following
// * Using built in blending, speed and clip-in capabilities in custom clips.
// * Using ClipEditors to customize clip drawing.
// * Using a mixer PlayableBehaviour to perform look-ahead operations.
// * Managing UnityEngine.Object lifetime (VideoPlayer) with a PlayableBehaviour.
// * Using ExposedReferences to reference Components in the scene from a PlayableAsset.
[Serializable]
[TrackClipType(typeof(VideoPlayableAsset))]
[TrackColor(0.008f, 0.698f, 0.655f)]
public class VideoTrack : TrackAsset
{
// Called to create a PlayableBehaviour instance to represent the instance of the track, commonly referred
// to as a Mixer playable.
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
// This is called immediately before CreatePlayable on VideoPlayableAsset.
// Each playable asset needs to be updated to the last clip values.
foreach (var clip in GetClips())
{
var asset = clip.asset as VideoPlayableAsset;
if (asset != null)
{
asset.clipInTime = clip.clipIn;
asset.startTime = clip.start;
}
}
return ScriptPlayable<VideoSchedulerPlayableBehaviour>.Create(graph, inputCount);
}
}
}