This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
// A behaviour that is attached to a playable | |
public class donut_behaviour : PlayableBehaviour | |
{ | |
Material [] mats; | |
// Called when the owning graph starts playing | |
public override void OnGraphStart(Playable playable) { | |
mats = GameObject.Find("donut").GetComponent<Renderer>().sharedMaterials; | |
} | |
// Called when the owning graph stops playing | |
public override void OnGraphStop(Playable playable) { | |
} | |
// Called when the state of the playable is set to Play | |
public override void OnBehaviourPlay(Playable playable, FrameData info) { | |
//クリップ開始時に呼ばれる | |
//いちご風味に色を変更 | |
mats[0].EnableKeyword("_EMISSION"); | |
mats[0].SetColor("_EmissionColor", new Color(0.88f,0.31f,0.41f)); | |
} | |
// Called when the state of the playable is set to Paused | |
public override void OnBehaviourPause(Playable playable, FrameData info) { | |
//クリップ終了時に呼ばれる | |
//チョコレート風味に色を戻す | |
mats[0].EnableKeyword("_EMISSION"); | |
mats[0].SetColor("_EmissionColor", new Color(0,0,0)); | |
} | |
// Called each frame while the state is set to Play | |
public override void PrepareFrame(Playable playable, FrameData info) { | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment