using UnityEngine; using System.Collections.Generic; namespace Flux { public class FSequenceTrack : FTrack { private FSequence _ownerSequence = null; private FSequence OwnerSequence { get { if( _ownerSequence == null ) _ownerSequence = Owner.GetComponent(); return _ownerSequence; } } public override CacheMode RequiredCacheMode { get { return CacheMode.Editor | CacheMode.RuntimeBackwards; } } public override CacheMode AllowedCacheMode { get { return RequiredCacheMode | CacheMode.RuntimeForward; } } public override void CreateCache() { if( HasCache ) return; Cache = new FSequenceTrackCache( this ); Cache.Build(); } public override void ClearCache() { if( !HasCache ) return; Cache.Clear(); Cache = null; } public override void Init () { base.Init(); if( Application.isPlaying ) enabled = true; } } }