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