using UnityEngine; public class TimelineClipManager : AClipManager { [HideInInspector] public ClipItem[] clips; public override void Init() { clips = transform.GetComponentsInChildren(); if (clips.Length > 0) { for (int i = 0; i < clips.Length; i++) { clips[i].Init(); } } } public override float GetNormalTime(string value) { if (clips.Length == 0) return 0; for (int i = 0; i < clips.Length; i++) { if (clips[i].name == value) { return clips[i].GetNormalLength(); } } return 0; } public override void PlayNormalClip(string value) { if (clips.Length == 0) return; for (int i = 0; i < clips.Length; i++) { if (clips[i].name == value) { clips[i].PlayNormal(); } } } public override void StopNormalClip(string value) { if (clips.Length == 0) return; for (int i = 0; i < clips.Length; i++) { if (clips[i].name == value) { clips[i].StopNormal(); } } } public override void PlayResetClip(string value) { if (clips.Length == 0) return; for (int i = 0; i < clips.Length; i++) { if (clips[i].name == value) { clips[i].PlayReset(); } } } public override void StopNormalCilp(string value) { if (clips.Length == 0) return; for (int i = 0; i < clips.Length; i++) { if (clips[i].name == value) { clips[i].StopNormal(); } } } }