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Support for 5.6.0b6
- Namespace changes UnityEngine.Experimental.Director to UnityEngine.Playables - Use IPlayable interface instead of Playable where possible
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-6
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Assets/Clients/GraphVisualizerClient.cs

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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.Experimental.Director;
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using UnityEngine.Playables;
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// Bridge between runtime and editor code: the graph created in runtime code can call GraphVisualizerClient.Show(...)
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// and the EditorWindow will register itself with the client to display any available graph.

Assets/Editor/GraphVisualizer/Graph/Renderer/DefaultGraphRenderer.cs

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using System.Linq;
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using System.Text.RegularExpressions;
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using GraphVisualizer;
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using UnityEngine.Experimental.Director;
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using UnityEngine.Playables;
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public class DefaultGraphRenderer : IGraphRenderer
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{

Assets/Editor/GraphVisualizer/PlayableGraphVisualizer.cs

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using System.Collections.Generic;
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using System.Text;
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using GraphVisualizer;
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using UnityEngine.Experimental.Director;
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using UnityEngine.Playables;
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public class PlayableGraphNode : Node
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{
@@ -13,10 +13,10 @@ public PlayableGraphNode(PlayableHandle content, float weight = 1, bool active =
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public override Type GetContentType()
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{
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Playable p = null;
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IPlayable p = null;
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try
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{
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p = ((PlayableHandle)content).GetObject<Playable>();
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p = ((PlayableHandle)content).GetObject<IPlayable>();
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}
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catch
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{

Assets/Editor/GraphVisualizer/PlayableGraphVisualizerWindow.cs

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using System.Collections.Generic;
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using System.Linq;
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using GraphVisualizer;
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using UnityEngine.Experimental.Director;
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using UnityEngine.Playables;
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using UnityEditor.Animations;
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public class PlayableGraphVisualizerWindow : EditorWindow, IHasCustomMenu

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