Tanoda
TransitionAfterPlayable.cs
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/******************************************************************************
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* Copyright (C) Ultraleap, Inc. 2011-2020. *
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* *
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* Use subject to the terms of the Apache License 2.0 available at *
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* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
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* between Ultraleap and you, your company or other organization. *
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******************************************************************************/
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using
UnityEngine
;
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using
UnityEngine
.Playables;
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namespace
Leap.Unity.Recording
{
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public
class
TransitionAfterPlayable
:
TransitionBehaviour
{
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#pragma warning disable 0649
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[SerializeField]
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private
PlayableDirector _director;
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#pragma warning restore 0649
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private
bool
_hasStartedPlaying =
false
;
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private
void
OnEnable() {
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_hasStartedPlaying =
false
;
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}
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private
void
Update() {
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if
(_hasStartedPlaying) {
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if
(_director.state != PlayState.Playing) {
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Transition
();
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}
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}
else
if
(_director.state == PlayState.Playing) {
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_hasStartedPlaying =
true
;
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}
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Debug
.Log(_director.state);
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}
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}
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}
Debug
UnityEngine.Debug Debug
Definition:
TanodaServer.cs:19
Leap.Unity.Recording.TransitionAfterPlayable
Definition:
TransitionAfterPlayable.cs:14
Leap.Unity.Recording.TransitionBehaviour
Definition:
TransitionBehaviour.cs:15
Leap.Unity.Recording.TransitionBehaviour.Transition
void Transition()
Definition:
TransitionBehaviour.cs:22
Leap.Unity.Recording
Definition:
HierarchyPostProcessEditor.cs:15
UnityEngine
Definition:
HSVPicker/UtilityScripts/BoxSlider.cs:7
Source
Assets
Plugins
LeapMotion
Experimental
HierarchyRecording
Scripts
StateMachine
Transitions
TransitionAfterPlayable.cs
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