Processes animation tracks and connects them to the correct mixer on the playable graph. Use the TrackProcessor attribute to set the track type the processor will be in charge of. This track processor is VERY specialized, and should not be used as a basic example.
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AnimatorControllerPlayable | CreateAnimatorControllerPlayable (Animator animator, PlayableGraph graph, ref PlayableConnectionInfo info) |
| Clones the RuntimeAnimatorController created by the AnimatorController, splices it into TimelineMixers graph, and removes the Animator Component reference to prevent conflicts. Even though the Animator holds no reference you can still use Animator methods on it as normal to set parameters, this doesn't change. More...
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List< AnimationClipPlayable > | GetAnimationClipPlayablesWithEvents (Playable rootPlayable) |
| Part of a bug workaround, clips with events need to be reset a certain way to prevent retroactive firing of events. More...
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PlayableNode | GetExternalSystemMixerNode (Animator animator) |
| Allows you to get the node for the AnimationMixer that the AnimatorControllers are connected to. This mixer is intended for external systems, if you want to integrate your animation playables, use this to retrieve the mixer. More...
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virtual void | DisconnectTrack (PlayableNode timelineNode, int trackIndex, ref PlayableConnectionInfo info) |
| Use this to cleanly disconnect tracks from their mixers and destroys any intermediary Playables. If you have added a lot of mixers or other playables between the timeline and output destroy them here. This is used when rebinding a timeline track at runtime. More...
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void | TraverseGraph (Playable playable, List< AnimationClipPlayable > clipsWithEvents) |
| Recursively find all AnimationClipPlayable nodes and check if they have events, store in a list More...
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Processes animation tracks and connects them to the correct mixer on the playable graph. Use the TrackProcessor attribute to set the track type the processor will be in charge of. This track processor is VERY specialized, and should not be used as a basic example.
◆ CreateAnimatorControllerPlayable()
AnimatorControllerPlayable TimelineMixer.AnimationTrackProcessor.CreateAnimatorControllerPlayable |
( |
Animator |
animator, |
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PlayableGraph |
graph, |
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ref PlayableConnectionInfo |
info |
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) |
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inline |
Clones the RuntimeAnimatorController created by the AnimatorController, splices it into TimelineMixers graph, and removes the Animator Component reference to prevent conflicts. Even though the Animator holds no reference you can still use Animator methods on it as normal to set parameters, this doesn't change.
- Parameters
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animator | The Animator component we will use to clone the animator controller |
graph | The graph that will house the new |
- Returns
◆ GetAnimationClipPlayablesWithEvents()
List< AnimationClipPlayable > TimelineMixer.AnimationTrackProcessor.GetAnimationClipPlayablesWithEvents |
( |
Playable |
rootPlayable | ) |
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inline |
Part of a bug workaround, clips with events need to be reset a certain way to prevent retroactive firing of events.
- Returns
◆ GetExternalSystemMixerNode()
PlayableNode TimelineMixer.AnimationTrackProcessor.GetExternalSystemMixerNode |
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Animator |
animator | ) |
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inline |
Allows you to get the node for the AnimationMixer that the AnimatorControllers are connected to. This mixer is intended for external systems, if you want to integrate your animation playables, use this to retrieve the mixer.
- Parameters
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- Returns
◆ TraverseGraph()
void TimelineMixer.AnimationTrackProcessor.TraverseGraph |
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Playable |
playable, |
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List< AnimationClipPlayable > |
clipsWithEvents |
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) |
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inlineprivate |
Recursively find all AnimationClipPlayable nodes and check if they have events, store in a list
- Parameters
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