forked from BilalY/Rasagar
299 lines
11 KiB
C#
299 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Timeline.Actions;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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/// <summary>
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/// Information currently being edited in the Timeline Editor Window.
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/// </summary>
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public static class TimelineEditor
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{
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/// <summary>
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/// Returns a reference to the Timeline Window.
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/// </summary>
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/// <returns>A reference to the TimelineWindow and null if the window is not opened.</returns>
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public static TimelineEditorWindow GetWindow()
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{
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return window;
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}
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/// <summary>
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/// Returns a reference to the Timeline Window. If the window is not opened, it will be opened.
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/// </summary>
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/// <returns>A reference to the TimelineWindow.</returns>
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public static TimelineEditorWindow GetOrCreateWindow()
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{
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if (window != null)
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return window;
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return EditorWindow.GetWindow<TimelineWindow>(false, null, false);
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}
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/// <summary>
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/// The PlayableDirector associated with the timeline currently being shown in the Timeline window.
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/// </summary>
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public static PlayableDirector inspectedDirector => state?.editSequence.director;
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/// <summary>
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/// The PlayableDirector responsible for the playback of the timeline currently being shown in the Timeline window.
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/// </summary>
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public static PlayableDirector masterDirector => state?.masterSequence.director;
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/// <summary>
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/// The TimelineAsset currently being shown in the Timeline window.
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/// </summary>
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public static TimelineAsset inspectedAsset => state?.editSequence.asset;
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/// <summary>
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/// The TimelineAsset at the root of the hierarchy currently being shown in the Timeline window.
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/// </summary>
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public static TimelineAsset masterAsset => state?.masterSequence.asset;
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/// <summary>
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/// The PlayableDirector currently being shown in the Timeline Editor Window.
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/// </summary>
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[Obsolete("playableDirector is ambiguous. Please select either inspectedDirector or masterDirector instead.", false)]
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public static PlayableDirector playableDirector
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{
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get { return inspectedDirector; }
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}
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/// <summary>
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/// The TimelineAsset currently being shown in the Timeline Editor Window.
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/// </summary>
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[Obsolete("timelineAsset is ambiguous. Please select either inspectedAsset or masterAsset instead.", false)]
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public static TimelineAsset timelineAsset
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{
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get { return inspectedAsset; }
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}
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/// <summary>
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/// <para>
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/// Refreshes the different components affected by the currently inspected
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/// <see cref="UnityEngine.Timeline.TimelineAsset"/>, based on the <see cref="RefreshReason"/> provided.
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/// </para>
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/// <para>
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/// For better performance, it is recommended that you invoke this method once, after you modify the
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/// <see cref="UnityEngine.Timeline.TimelineAsset"/>. You should also combine reasons using the <c>|</c> operator.
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/// </para>
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/// </summary>
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/// <remarks>
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/// Note: This operation is not synchronous. It is performed during the next GUI loop.
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/// </remarks>
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/// <param name="reason">The reason why a refresh should be performed.</param>
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public static void Refresh(RefreshReason reason)
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{
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if (state == null)
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return;
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if ((reason & RefreshReason.ContentsAddedOrRemoved) != 0)
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{
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state.Refresh();
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}
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else if ((reason & RefreshReason.ContentsModified) != 0)
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{
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state.rebuildGraph = true;
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}
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else if ((reason & RefreshReason.SceneNeedsUpdate) != 0)
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{
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state.Evaluate();
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}
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window.Repaint();
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}
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internal static TimelineWindow window => TimelineWindow.instance;
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internal static WindowState state => window == null ? null : window.state;
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internal static readonly Clipboard clipboard = new Clipboard();
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/// <summary>
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/// The list of clips selected in the TimelineEditor.
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/// </summary>
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public static TimelineClip[] selectedClips
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{
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get { return Selection.GetFiltered<EditorClip>(SelectionMode.Unfiltered).Select(e => e.clip).Where(x => x != null).ToArray(); }
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set
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{
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if (value == null || value.Length == 0)
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{
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Selection.objects = null;
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}
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else
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{
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var objects = new List<UnityEngine.Object>();
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foreach (var clip in value)
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{
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if (clip == null)
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continue;
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var editorClip = EditorClipFactory.GetEditorClip(clip);
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if (editorClip != null)
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objects.Add(editorClip);
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}
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Selection.objects = objects.ToArray();
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}
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}
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}
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/// <summary>
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/// The clip selected in the TimelineEditor.
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/// </summary>
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/// <remarks>
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/// If there are multiple clips selected, this property returns the first clip.
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/// </remarks>
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public static TimelineClip selectedClip
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{
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get
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{
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var editorClip = Selection.activeObject as EditorClip;
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if (editorClip != null)
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return editorClip.clip;
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return null;
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}
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set
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{
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var editorClip = (value != null) ? EditorClipFactory.GetEditorClip(value) : null;
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Selection.activeObject = editorClip;
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}
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}
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/// <summary>
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/// Local time (in seconds) of the inspected sequence.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if timeline window is not available.</exception>
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internal static double inspectedSequenceTime
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{
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get => state?.editSequence.time ?? 0;
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set
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{
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if (state == null)
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throw new InvalidOperationException("Cannot set time. Timeline Window may not be available.");
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state.editSequence.time = value;
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}
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}
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/// <summary>
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/// Global time (in seconds) of the master timeline.
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/// Same as local time if not inspected a subtimeline.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if timeline window is not available.</exception>
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internal static double masterSequenceTime
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{
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get => state?.editSequence.ToGlobalTime(state.editSequence.time) ?? 0;
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set
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{
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if (state == null)
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throw new InvalidOperationException("Cannot set time. Timeline Window may not be available.");
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state.masterSequence.time = value;
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}
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}
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/// <summary>
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/// Visible time range (in seconds) in Editor.
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/// x : min time
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/// y : max time
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if timeline window is not available.</exception>
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internal static Vector2 visibleTimeRange
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{
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get => state?.timeAreaShownRange ?? TimelineAssetViewModel.TimeAreaDefaultRange;
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set
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{
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if (state == null)
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throw new InvalidOperationException("Cannot set visible time range. Timeline Window may not be available.");
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state.timeAreaShownRange = value;
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}
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}
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internal static ActionContext CurrentContext(Vector2? mousePos = null)
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{
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return new ActionContext
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{
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invocationTime = mousePos != null ? TimelineHelpers.GetCandidateTime(mousePos) : (double?)null,
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clips = SelectionManager.SelectedClips(),
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tracks = SelectionManager.SelectedTracks(),
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markers = SelectionManager.SelectedMarkers(),
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timeline = inspectedAsset,
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director = inspectedDirector
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};
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}
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/// <summary>
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/// Converts time from the master timeline to the current inspected timeline.
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/// </summary>
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/// <param name="masterTime">Time in the referential of the main timeline</param>
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/// <returns>Time in the referential of the sub-timeline that is currently show.
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/// Returns <paramref name="masterTime"/> if there is no sub-timeline or if no timeline is shown.</returns>
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public static double GetInspectedTimeFromMasterTime(double masterTime)
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{
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ISequenceState editSequence = state?.editSequence;
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if (editSequence == null)
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return masterTime;
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return state.editSequence.ToLocalTime(masterTime);
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}
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/// <summary>
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/// Converts time from the current inspected timeline to the master timeline.
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/// </summary>
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/// <param name="inspectedTime">Time in the referential of the sub-timeline</param>
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/// <returns>Time in the referential of the main timeline.
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/// Returns <paramref name="inspectedTime"/> if there if no timeline is shown.</returns>
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public static double GetMasterTimeFromInspectedTime(double inspectedTime)
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{
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ISequenceState editSequence = state?.editSequence;
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if (editSequence == null)
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return inspectedTime;
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return editSequence.ToGlobalTime(inspectedTime);
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}
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internal static void RefreshPreviewPlay()
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{
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if (state == null || !state.playing)
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return;
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state.Pause();
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state.Play();
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}
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}
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/// <summary>
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/// <see cref="TimelineEditor.Refresh"/> uses these flags to determine what needs to be refreshed or updated.
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/// </summary>
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/// <remarks>
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/// Use the <c>|</c> operator to combine flags.
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/// <example>
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/// <code source="../DocCodeExamples/TimelineEditorExamples.cs" region="declare-refreshReason" title="refreshReason"/>
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/// </example>
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/// </remarks>
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[Flags]
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public enum RefreshReason
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{
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/// <summary>
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/// Use this flag when a change to the Timeline requires that the Timeline window be redrawn.
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/// </summary>
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WindowNeedsRedraw = 1 << 0,
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/// <summary>
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/// Use this flag when a change to the Timeline requires that the Scene be updated.
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/// </summary>
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SceneNeedsUpdate = 1 << 1,
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/// <summary>
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/// Use this flag when a Timeline element was modified.
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/// </summary>
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ContentsModified = 1 << 2,
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/// <summary>
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/// Use this flag when an element was added to or removed from the Timeline.
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/// </summary>
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ContentsAddedOrRemoved = 1 << 3
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}
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}
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