forked from BilalY/Rasagar
259 lines
10 KiB
C#
259 lines
10 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Use this PlayableBehaviour to send notifications at a given time.
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/// </summary>
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/// <seealso cref="UnityEngine.Timeline.NotificationFlags"/>
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public class TimeNotificationBehaviour : PlayableBehaviour
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{
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struct NotificationEntry
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{
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public double time;
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public INotification payload;
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public bool notificationFired;
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public NotificationFlags flags;
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public bool triggerInEditor
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{
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get { return (flags & NotificationFlags.TriggerInEditMode) != 0; }
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}
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public bool prewarm
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{
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get { return (flags & NotificationFlags.Retroactive) != 0; }
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}
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public bool triggerOnce
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{
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get { return (flags & NotificationFlags.TriggerOnce) != 0; }
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}
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}
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readonly List<NotificationEntry> m_Notifications = new List<NotificationEntry>();
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double m_PreviousTime;
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bool m_NeedSortNotifications;
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Playable m_TimeSource;
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/// <summary>
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/// Sets an optional Playable that provides duration and Wrap mode information.
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/// </summary>
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/// <remarks>
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/// timeSource is optional. By default, the duration and Wrap mode will come from the current Playable.
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/// </remarks>
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public Playable timeSource
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{
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set { m_TimeSource = value; }
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}
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/// <summary>
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/// Creates and initializes a ScriptPlayable with a TimeNotificationBehaviour.
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/// </summary>
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/// <param name="graph">The playable graph.</param>
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/// <param name="duration">The duration of the playable.</param>
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/// <param name="loopMode">The loop mode of the playable.</param>
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/// <returns>A new TimeNotificationBehaviour linked to the PlayableGraph.</returns>
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public static ScriptPlayable<TimeNotificationBehaviour> Create(PlayableGraph graph, double duration, DirectorWrapMode loopMode)
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{
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var notificationsPlayable = ScriptPlayable<TimeNotificationBehaviour>.Create(graph);
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notificationsPlayable.SetDuration(duration);
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notificationsPlayable.SetTimeWrapMode(loopMode);
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notificationsPlayable.SetPropagateSetTime(true);
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return notificationsPlayable;
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}
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/// <summary>
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/// Adds a notification to be sent with flags, at a specific time.
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/// </summary>
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/// <param name="time">The time to send the notification.</param>
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/// <param name="payload">The notification.</param>
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/// <param name="flags">The notification flags that determine the notification behaviour. This parameter is set to Retroactive by default.</param>
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/// <seealso cref="UnityEngine.Timeline.NotificationFlags"/>
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public void AddNotification(double time, INotification payload, NotificationFlags flags = NotificationFlags.Retroactive)
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{
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m_Notifications.Add(new NotificationEntry
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{
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time = time,
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payload = payload,
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flags = flags
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});
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m_NeedSortNotifications = true;
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}
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/// <summary>
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/// This method is called when the PlayableGraph that owns this PlayableBehaviour starts.
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/// </summary>
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/// <param name="playable">The reference to the playable associated with this PlayableBehaviour.</param>
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public override void OnGraphStart(Playable playable)
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{
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SortNotifications();
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var currentTime = playable.GetTime();
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for (var i = 0; i < m_Notifications.Count; i++)
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{
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// case 1257208 - when a timeline is _resumed_, only reset notifications after the resumed time
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if (m_Notifications[i].time > currentTime && !m_Notifications[i].triggerOnce)
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{
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var notification = m_Notifications[i];
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notification.notificationFired = false;
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m_Notifications[i] = notification;
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}
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}
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m_PreviousTime = playable.GetTime();
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}
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/// <summary>
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/// This method is called when the Playable play state is changed to PlayState.Paused
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/// </summary>
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/// <param name="playable">The reference to the playable associated with this PlayableBehaviour.</param>
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/// <param name="info">Playable context information such as weight, evaluationType, and so on.</param>
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public override void OnBehaviourPause(Playable playable, FrameData info)
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{
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if (playable.IsDone())
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{
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SortNotifications();
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for (var i = 0; i < m_Notifications.Count; i++)
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{
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var e = m_Notifications[i];
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if (!e.notificationFired)
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{
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var duration = playable.GetDuration();
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var canTrigger = m_PreviousTime <= e.time && e.time <= duration;
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if (canTrigger)
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{
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Trigger_internal(playable, info.output, ref e);
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m_Notifications[i] = e;
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}
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}
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}
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}
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}
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/// <summary>
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/// This method is called during the PrepareFrame phase of the PlayableGraph.
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/// </summary>
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/// <remarks>
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/// Called once before processing starts.
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/// </remarks>
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/// <param name="playable">The reference to the playable associated with this PlayableBehaviour.</param>
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/// <param name="info">Playable context information such as weight, evaluationType, and so on.</param>
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public override void PrepareFrame(Playable playable, FrameData info)
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{
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// Never trigger on scrub
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if (info.evaluationType == FrameData.EvaluationType.Evaluate)
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{
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return;
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}
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SyncDurationWithExternalSource(playable);
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SortNotifications();
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var currentTime = playable.GetTime();
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// Fire notifications from previousTime till the end
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if (info.timeLooped)
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{
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var duration = playable.GetDuration();
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TriggerNotificationsInRange(m_PreviousTime, duration, info, playable, true);
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var dx = playable.GetDuration() - m_PreviousTime;
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var nFullTimelines = (int)((info.deltaTime * info.effectiveSpeed - dx) / playable.GetDuration());
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for (var i = 0; i < nFullTimelines; i++)
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{
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TriggerNotificationsInRange(0, duration, info, playable, false);
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}
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TriggerNotificationsInRange(0, currentTime, info, playable, false);
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}
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else
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{
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var pt = playable.GetTime();
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TriggerNotificationsInRange(m_PreviousTime, pt, info,
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playable, true);
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}
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for (var i = 0; i < m_Notifications.Count; ++i)
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{
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var e = m_Notifications[i];
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if (e.notificationFired && CanRestoreNotification(e, info, currentTime, m_PreviousTime))
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{
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Restore_internal(ref e);
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m_Notifications[i] = e;
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}
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}
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m_PreviousTime = playable.GetTime();
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}
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void SortNotifications()
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{
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if (m_NeedSortNotifications)
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{
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m_Notifications.Sort((x, y) => x.time.CompareTo(y.time));
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m_NeedSortNotifications = false;
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}
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}
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static bool CanRestoreNotification(NotificationEntry e, FrameData info, double currentTime, double previousTime)
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{
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if (e.triggerOnce)
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return false;
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if (info.timeLooped)
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return true;
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//case 1111595: restore the notification if the time is manually set before it
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return previousTime > currentTime && currentTime <= e.time;
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}
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void TriggerNotificationsInRange(double start, double end, FrameData info, Playable playable, bool checkState)
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{
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if (start <= end)
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{
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var playMode = Application.isPlaying;
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for (var i = 0; i < m_Notifications.Count; i++)
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{
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var e = m_Notifications[i];
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if (e.notificationFired && (checkState || e.triggerOnce))
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continue;
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var notificationTime = e.time;
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if (e.prewarm && notificationTime < end && (e.triggerInEditor || playMode))
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{
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Trigger_internal(playable, info.output, ref e);
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m_Notifications[i] = e;
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}
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else
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{
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if (notificationTime < start || notificationTime > end)
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continue;
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if (e.triggerInEditor || playMode)
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{
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Trigger_internal(playable, info.output, ref e);
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m_Notifications[i] = e;
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}
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}
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}
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}
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}
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void SyncDurationWithExternalSource(Playable playable)
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{
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if (m_TimeSource.IsValid())
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{
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playable.SetDuration(m_TimeSource.GetDuration());
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playable.SetTimeWrapMode(m_TimeSource.GetTimeWrapMode());
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}
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}
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static void Trigger_internal(Playable playable, PlayableOutput output, ref NotificationEntry e)
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{
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output.PushNotification(playable, e.payload);
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e.notificationFired = true;
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}
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static void Restore_internal(ref NotificationEntry e)
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{
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e.notificationFired = false;
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}
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}
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}
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