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- 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<FSequence>();
- 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;
- }
- }
- }
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