forked from BilalY/Rasagar
71 lines
2.7 KiB
C#
71 lines
2.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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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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/// A Track whose clips control time-related elements on a GameObject.
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/// </summary>
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[TrackClipType(typeof(ControlPlayableAsset), false)]
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[ExcludeFromPreset]
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[TimelineHelpURL(typeof(ControlTrack))]
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public class ControlTrack : TrackAsset
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{
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#if UNITY_EDITOR
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private static readonly HashSet<PlayableDirector> s_ProcessedDirectors = new HashSet<PlayableDirector>();
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/// <inheritdoc/>
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public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
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{
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if (director == null)
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return;
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// avoid recursion
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if (s_ProcessedDirectors.Contains(director))
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return;
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s_ProcessedDirectors.Add(director);
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var particlesToPreview = new HashSet<ParticleSystem>();
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var activationToPreview = new HashSet<GameObject>();
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var timeControlToPreview = new HashSet<MonoBehaviour>();
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var subDirectorsToPreview = new HashSet<PlayableDirector>();
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foreach (var clip in GetClips())
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{
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var controlPlayableAsset = clip.asset as ControlPlayableAsset;
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if (controlPlayableAsset == null)
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continue;
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var gameObject = controlPlayableAsset.sourceGameObject.Resolve(director);
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if (gameObject == null)
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continue;
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if (controlPlayableAsset.updateParticle)
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particlesToPreview.UnionWith(gameObject.GetComponentsInChildren<ParticleSystem>(true));
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if (controlPlayableAsset.active)
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activationToPreview.Add(gameObject);
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if (controlPlayableAsset.updateITimeControl)
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timeControlToPreview.UnionWith(ControlPlayableAsset.GetControlableScripts(gameObject));
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if (controlPlayableAsset.updateDirector)
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subDirectorsToPreview.UnionWith(controlPlayableAsset.GetComponent<PlayableDirector>(gameObject));
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}
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ControlPlayableAsset.PreviewParticles(driver, particlesToPreview);
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ControlPlayableAsset.PreviewActivation(driver, activationToPreview);
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ControlPlayableAsset.PreviewTimeControl(driver, director, timeControlToPreview);
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ControlPlayableAsset.PreviewDirectors(driver, subDirectorsToPreview);
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s_ProcessedDirectors.Remove(director);
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particlesToPreview.Clear();
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activationToPreview.Clear();
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timeControlToPreview.Clear();
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subDirectorsToPreview.Clear();
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}
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#endif
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}
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}
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