#if HDRP_HAS_TIMELINE using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace UnityEngine.Rendering.HighDefinition { public class WaterPlayableAsset : PlayableAsset { // This is required to propagate the data at the creation of the track to the playable behavior public double clipStart = 0.0; public double clipEnd = 0.0; public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable.Create(graph); var behaviour = playable.GetBehaviour(); // Propagate the clip start and end to the playable behavior behaviour.clipStart = clipStart; behaviour.clipEnd = clipEnd; return playable; } } } #endif