75 lines
1.8 KiB
C#

using UnityEngine;
public class TimelineClipManager : AClipManager
{
[HideInInspector]
public ClipItem[] clips;
public override void Init()
{
clips = transform.GetComponentsInChildren<ClipItem>();
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();
}
}
}
}