UnityEngine.Timeline.TrackAsset.CreateNotificationsPlayable(UnityEngine.Playables.PlayableGraph, UnityEngine.Playables.Playable, UnityEngine.GameObject, UnityEngine.Playables.Playable)

Here are the examples of the csharp api UnityEngine.Timeline.TrackAsset.CreateNotificationsPlayable(UnityEngine.Playables.PlayableGraph, UnityEngine.Playables.Playable, UnityEngine.GameObject, UnityEngine.Playables.Playable) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

2 Examples 7

19 View Source File : TrackAsset.cs
License : MIT License
Project Creator : BattleDawnNZ

internal Playable CreatePlayableGraph(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree, Playable timelinePlayable)
        {
            UpdateDuration();
            var mixerPlayable = Playable.Null;
            if (CanCompileClipsRecursive())
                mixerPlayable = OnCreateClipPlayableGraph(graph, go, tree);

            var notificationsPlayable = CreateNotificationsPlayable(graph, mixerPlayable, go, timelinePlayable);
            if (!notificationsPlayable.IsValid() && !mixerPlayable.IsValid())
            {
                Debug.LogErrorFormat("Track {0} of type {1} has no notifications and returns an invalid mixer Playable", name,
                    GetType().FullName);

                return Playable.Create(graph);
            }

            return notificationsPlayable.IsValid() ? notificationsPlayable : mixerPlayable;
        }

19 View Source File : TrackAsset.cs
License : GNU Lesser General Public License v3.0
Project Creator : disruptorbeam

internal Playable CreatePlayableGraph(PlayableGraph graph, GameObject go, IntervalTree<RuntimeElement> tree, Playable timelinePlayable)
        {
            UpdateDuration();
            var mixerPlayable = Playable.Null;
            if (CanCompileClipsRecursive())
                mixerPlayable = OnCreateClipPlayableGraph(graph, go, tree);

            var notificationsPlayable = CreateNotificationsPlayable(graph, mixerPlayable, go, timelinePlayable);

            // clear the temporary build data to avoid holding references
            // case 1253974
            s_BuildData.Clear();
            if (!notificationsPlayable.IsValid() && !mixerPlayable.IsValid())
            {
                Debug.LogErrorFormat("Track {0} of type {1} has no notifications and returns an invalid mixer Playable", name,
                    GetType().FullName);

                return Playable.Create(graph);
            }

            return notificationsPlayable.IsValid() ? notificationsPlayable : mixerPlayable;
        }