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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// A PlayableBehaviour that manages a component that implements the ITimeControl interface
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/// </summary>
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public class TimeControlPlayable : PlayableBehaviour
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{
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ITimeControl m_timeControl;
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bool m_started;
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/// <summary>
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/// Creates a Playable with a TimeControlPlayable behaviour attached
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/// </summary>
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/// <param name="graph">The PlayableGraph to inject the Playable into.</param>
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/// <param name="timeControl"></param>
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/// <returns></returns>
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public static ScriptPlayable<TimeControlPlayable> Create(PlayableGraph graph, ITimeControl timeControl)
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{
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if (timeControl == null)
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return ScriptPlayable<TimeControlPlayable>.Null;
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var handle = ScriptPlayable<TimeControlPlayable>.Create(graph);
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handle.GetBehaviour().Initialize(timeControl);
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return handle;
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}
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/// <summary>
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/// Initializes the behaviour
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/// </summary>
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/// <param name="timeControl">Component that implements the ITimeControl interface</param>
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public void Initialize(ITimeControl timeControl)
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{
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m_timeControl = timeControl;
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}
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/// <summary>
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/// This function is called during the PrepareFrame phase of the PlayableGraph.
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public override void PrepareFrame(Playable playable, FrameData info)
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{
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Debug.Assert(m_started, "PrepareFrame has been called without OnControlTimeStart being called first.");
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if (m_timeControl != null)
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m_timeControl.SetTime(playable.GetTime());
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}
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/// <summary>
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/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public override void OnBehaviourPlay(Playable playable, FrameData info)
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{
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if (m_timeControl == null)
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return;
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if (!m_started)
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{
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m_timeControl.OnControlTimeStart();
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m_started = true;
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}
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}
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/// <summary>
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/// This function is called when the Playable play state is changed to PlayState.Paused.
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/// </summary>
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/// <param name="playable">The playable this behaviour is attached to.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public override void OnBehaviourPause(Playable playable, FrameData info)
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{
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if (m_timeControl == null)
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return;
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if (m_started)
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{
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m_timeControl.OnControlTimeStop();
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m_started = false;
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}
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}
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}
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}
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