forked from BilalY/Rasagar
242 lines
9.5 KiB
C#
242 lines
9.5 KiB
C#
#if !UNITY_2019_1_OR_NEWER
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#define CINEMACHINE_TIMELINE
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#endif
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#if CINEMACHINE_TIMELINE
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using UnityEditor;
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using UnityEngine;
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using Cinemachine.Editor;
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using System.Collections.Generic;
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using UnityEditor.Timeline;
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using Cinemachine;
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//namespace Cinemachine.Timeline
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//{
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[CustomEditor(typeof(CinemachineShot))]
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internal sealed class CinemachineShotEditor : BaseEditor<CinemachineShot>
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{
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static string kAutoCreateKey = "CM_Timeline_AutoCreateShotFromSceneView";
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public static bool AutoCreateShotFromSceneView
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{
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get { return EditorPrefs.GetBool(kAutoCreateKey, false); }
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set
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{
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if (value != AutoCreateShotFromSceneView)
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EditorPrefs.SetBool(kAutoCreateKey, value);
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}
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}
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#if UNITY_2019_2_OR_NEWER
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static string kUseScrubbingCache = "CNMCN_Timeline_CachedScrubbing";
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public static bool UseScrubbingCache
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{
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get { return EditorPrefs.GetBool(kUseScrubbingCache, false); }
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set
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{
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if (UseScrubbingCache != value)
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{
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EditorPrefs.SetBool(kUseScrubbingCache, value);
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TargetPositionCache.UseCache = value;
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}
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}
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}
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[InitializeOnLoad]
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public class SyncCacheEnabledSetting
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{
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static SyncCacheEnabledSetting()
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{
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TargetPositionCache.UseCache = UseScrubbingCache;
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}
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}
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#endif
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static public CinemachineVirtualCameraBase CreatePassiveVcamFromSceneView()
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{
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var vcam = CinemachineMenu.CreatePassiveVirtualCamera("Virtual Camera", null, false);
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vcam.m_StandbyUpdate = CinemachineVirtualCameraBase.StandbyUpdateMode.Never;
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#if false
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// GML this is too bold. What if timeline is a child of something moving?
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// also, SetActive(false) prevents the animator from being able to animate the object
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vcam.gameObject.SetActive(false);
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var d = TimelineEditor.inspectedDirector;
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if (d != null)
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Undo.SetTransformParent(vcam.transform, d.transform, "");
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#endif
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return vcam;
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}
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private static readonly GUIContent kVirtualCameraLabel
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= new GUIContent("Virtual Camera", "The virtual camera to use for this shot");
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private static readonly GUIContent kAutoCreateLabel = new GUIContent(
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"Auto-create new shots", "When enabled, new clips will be "
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+ "automatically populated to match the scene view camera. "
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+ "This is a global setting");
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#if UNITY_2019_2_OR_NEWER
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private static readonly GUIContent kScrubbingCacheLabel = new GUIContent(
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"Cached Scrubbing",
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"For preview scrubbing, caches target positions and pre-simulates each frame to "
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+ "approximate damping and noise playback. Target position cache is built when timeline is "
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+ "played forward, and used when timeline is scrubbed within the indicated zone. "
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+ "This is a global setting,.");
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GUIContent m_ClearText = new GUIContent("Clear", "Clear the target position scrubbing cache");
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#endif
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/// <summary>Get the property names to exclude in the inspector.</summary>
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/// <param name="excluded">Add the names to this list</param>
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protected override void GetExcludedPropertiesInInspector(List<string> excluded)
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{
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base.GetExcludedPropertiesInInspector(excluded);
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excluded.Add(FieldPath(x => x.VirtualCamera));
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}
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private void OnDisable()
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{
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DestroyComponentEditors();
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}
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private void OnDestroy()
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{
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DestroyComponentEditors();
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}
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public override void OnInspectorGUI()
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{
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BeginInspector();
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SerializedProperty vcamProperty = FindProperty(x => x.VirtualCamera);
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EditorGUI.indentLevel = 0; // otherwise subeditor layouts get screwed up
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AutoCreateShotFromSceneView
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= EditorGUILayout.Toggle(kAutoCreateLabel, AutoCreateShotFromSceneView);
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Rect rect;
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#if UNITY_2019_2_OR_NEWER
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GUI.enabled = !Application.isPlaying;
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rect = EditorGUILayout.GetControlRect();
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var r = rect;
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r.width = EditorGUIUtility.labelWidth + EditorGUIUtility.singleLineHeight;
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if (Application.isPlaying)
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EditorGUI.Toggle(r, kScrubbingCacheLabel, false);
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else
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UseScrubbingCache = EditorGUI.Toggle(r, kScrubbingCacheLabel, UseScrubbingCache);
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r.x += r.width; r.width = rect.width - r.width;
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var buttonWidth = GUI.skin.button.CalcSize(m_ClearText).x;
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r.width -= buttonWidth;
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EditorGUI.LabelField(r, "(experimental)");
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r.x += r.width; r.width =buttonWidth;
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GUI.enabled &= !TargetPositionCache.IsEmpty;
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if (GUI.Button(r, m_ClearText))
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TargetPositionCache.ClearCache();
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GUI.enabled = true;
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#endif
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EditorGUILayout.Space();
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CinemachineVirtualCameraBase vcam
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= vcamProperty.exposedReferenceValue as CinemachineVirtualCameraBase;
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if (vcam != null)
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EditorGUILayout.PropertyField(vcamProperty, kVirtualCameraLabel);
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else
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{
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GUIContent createLabel = new GUIContent("Create");
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Vector2 createSize = GUI.skin.button.CalcSize(createLabel);
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rect = EditorGUILayout.GetControlRect(true);
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rect.width -= createSize.x;
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EditorGUI.PropertyField(rect, vcamProperty, kVirtualCameraLabel);
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rect.x += rect.width; rect.width = createSize.x;
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if (GUI.Button(rect, createLabel))
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{
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vcam = CreatePassiveVcamFromSceneView();
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vcamProperty.exposedReferenceValue = vcam;
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}
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serializedObject.ApplyModifiedProperties();
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}
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EditorGUI.BeginChangeCheck();
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DrawRemainingPropertiesInInspector();
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if (vcam != null)
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DrawSubeditors(vcam);
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// by default timeline rebuilds the entire graph when something changes,
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// but if a property of the virtual camera changes, we only need to re-evaluate the timeline.
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// this prevents flicker on post processing updates
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if (EditorGUI.EndChangeCheck())
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{
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TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
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GUI.changed = false;
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}
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}
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void DrawSubeditors(CinemachineVirtualCameraBase vcam)
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{
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// Create an editor for each of the cinemachine virtual cam and its components
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GUIStyle foldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold };
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UpdateComponentEditors(vcam);
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if (m_editors != null)
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{
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foreach (UnityEditor.Editor e in m_editors)
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{
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if (e == null || e.target == null || (e.target.hideFlags & HideFlags.HideInInspector) != 0)
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continue;
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// Separator line - how do you make a thinner one?
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GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) } );
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bool expanded = true;
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if (!s_EditorExpanded.TryGetValue(e.target.GetType(), out expanded))
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expanded = true;
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expanded = EditorGUILayout.Foldout(
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expanded, e.target.GetType().Name, true, foldoutStyle);
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if (expanded)
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e.OnInspectorGUI();
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s_EditorExpanded[e.target.GetType()] = expanded;
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}
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}
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}
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CinemachineVirtualCameraBase m_cachedReferenceObject;
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UnityEditor.Editor[] m_editors = null;
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static Dictionary<System.Type, bool> s_EditorExpanded = new Dictionary<System.Type, bool>();
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void UpdateComponentEditors(CinemachineVirtualCameraBase obj)
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{
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MonoBehaviour[] components = null;
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if (obj != null)
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components = obj.gameObject.GetComponents<MonoBehaviour>();
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int numComponents = (components == null) ? 0 : components.Length;
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int numEditors = (m_editors == null) ? 0 : m_editors.Length;
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if (m_cachedReferenceObject != obj || (numComponents + 1) != numEditors)
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{
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DestroyComponentEditors();
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m_cachedReferenceObject = obj;
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if (obj != null)
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{
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m_editors = new UnityEditor.Editor[components.Length + 1];
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CreateCachedEditor(obj.gameObject.GetComponent<Transform>(), null, ref m_editors[0]);
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for (int i = 0; i < components.Length; ++i)
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CreateCachedEditor(components[i], null, ref m_editors[i + 1]);
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}
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}
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}
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void DestroyComponentEditors()
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{
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m_cachedReferenceObject = null;
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if (m_editors != null)
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{
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for (int i = 0; i < m_editors.Length; ++i)
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{
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if (m_editors[i] != null)
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UnityEngine.Object.DestroyImmediate(m_editors[i]);
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m_editors[i] = null;
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}
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m_editors = null;
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}
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}
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}
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//}
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#endif
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