AutoPlayVideo.cs 2.35 KB
// <copyright file="AutoPlayVideo.cs" company="Google Inc.">
// Copyright (C) 2016 Google Inc. All Rights Reserved.
//
//  Licensed under the Apache License, Version 2.0 (the "License");
//  you may not use this file except in compliance with the License.
//  You may obtain a copy of the License at
//
//  http://www.apache.org/licenses/LICENSE-2.0
//
//  Unless required by applicable law or agreed to in writing, software
//  distributed under the License is distributed on an "AS IS" BASIS,
//  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//  See the License for the specific language governing permissions and
//    limitations under the License.
// </copyright>

namespace GoogleVR.VideoDemo
{
    using UnityEngine;

    /// <summary>Auto play video.</summary>
    /// <remarks>
    /// This script exposes a delay value in seconds to start playing the TexturePlayer component on
    /// the same object.
    /// </remarks>
    [RequireComponent(typeof(GvrVideoPlayerTexture))]
    public class AutoPlayVideo : MonoBehaviour
    {
        /// <summary>
        /// The time in seconds to wait before starting to play the `GvrVideoPlayerTexture`.
        /// </summary>
        public float delay = 2f;

        /// <summary>Whether to loop playing the `GvrVideoPlayerTexture`.</summary>
        public bool loop = false;

        private bool done;
        private float t;
        private GvrVideoPlayerTexture player;

        private void Start()
        {
            t = 0;
            done = false;
            player = GetComponent<GvrVideoPlayerTexture>();
            if (player != null)
            {
                player.Init();
            }
        }

        private void Update()
        {
            if (player == null)
            {
                return;
            }
            else if (player.PlayerState == GvrVideoPlayerTexture.VideoPlayerState.Ended &&
                     done &&
                     loop)
            {
                player.Pause();
                player.CurrentPosition = 0;
                done = false;
                t = 0f;
                return;
            }

            if (done)
            {
                return;
            }

            t += Time.deltaTime;
            if (t >= delay && player != null && player.Play())
            {
                done = true;
            }
        }
    }
}