forked from BilalY/Rasagar
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace Timeline.Samples
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{
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// A track mixer behaviour that modifies the timeScale. This affects how fast the game plays back
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public class TimeDilationMixerBehaviour : PlayableBehaviour
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{
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private float m_DefaultTimeScale = 1;
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// Called every frame that the timeline is Evaluated.
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public override void ProcessFrame(Playable playable, FrameData info, object playerData)
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{
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int inputCount = playable.GetInputCount();
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float timeScale = 0f;
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float totalWeight = 0f;
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// blend clips together
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for (int i = 0; i < inputCount; i++)
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{
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float inputWeight = playable.GetInputWeight(i);
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ScriptPlayable<TimeDilationBehaviour> playableInput = (ScriptPlayable<TimeDilationBehaviour>)playable.GetInput(i);
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TimeDilationBehaviour input = playableInput.GetBehaviour();
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timeScale += inputWeight * input.timeScale;
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totalWeight += inputWeight;
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}
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// blend to/from the default timeline
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Time.timeScale = Mathf.Max(0.0001f, Mathf.Lerp(m_DefaultTimeScale, timeScale, Mathf.Clamp01(totalWeight)));
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}
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// Called when the playable graph is created, typically when the timeline is played.
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public override void OnPlayableCreate(Playable playable)
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{
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m_DefaultTimeScale = Time.timeScale;
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}
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// Called when the playable is destroyed, typically when the timeline stops.
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public override void OnPlayableDestroy(Playable playable)
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{
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Time.timeScale = m_DefaultTimeScale;
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}
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}
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}
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