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