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