forked from BilalY/Rasagar
88 lines
3.0 KiB
C#
88 lines
3.0 KiB
C#
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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partial class TimelineWindow
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{
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private TimelineAsset m_PreviousMasterSequence;
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public override void ClearTimeline()
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{
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SetCurrentTimeline(null, null, null, true);
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}
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public override void SetTimeline(TimelineAsset seq)
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{
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SetCurrentTimeline(seq, null, null);
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}
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public override void SetTimeline(PlayableDirector director)
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{
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SetCurrentTimeline(director, null);
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}
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public void SetCurrentTimeline(PlayableDirector director, TimelineClip hostClip)
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{
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var asset = director != null ? director.playableAsset as TimelineAsset : null;
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SetCurrentTimeline(asset, director, hostClip);
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}
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void SetCurrentTimeline(TimelineAsset seq, PlayableDirector instanceOfDirector, TimelineClip hostClip, bool force = false)
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{
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if (state == null)
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return;
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if (!force &&
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state.editSequence.hostClip == hostClip &&
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state.editSequence.director == instanceOfDirector &&
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state.editSequence.asset == seq)
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return;
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state.SetCurrentSequence(seq, instanceOfDirector, hostClip);
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}
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void OnBeforeSequenceChange()
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{
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treeView = null;
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m_MarkerHeaderGUI = null;
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m_TimeAreaDirty = true;
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state.Reset();
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m_PlayableLookup.ClearPlayableLookup();
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// clear old editors to caches, like audio previews, get flushed
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CustomTimelineEditorCache.ClearCache<ClipEditor>();
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CustomTimelineEditorCache.ClearCache<MarkerEditor>();
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CustomTimelineEditorCache.ClearCache<TrackEditor>();
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m_PreviousMasterSequence = state.masterSequence.asset;
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}
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void OnAfterSequenceChange()
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{
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Repaint();
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m_SequencePath = state.GetCurrentSequencePath();
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m_LastFrameHadSequence = state.editSequence.asset != null;
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TimelineWindowViewPrefs.SaveAll();
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// this prevent clearing the animation window when going in/out of playmode, but
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// clears it when we switch master timelines
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// the cast to a object will handle the case where the sequence has been deleted.
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object previousMasterSequence = m_PreviousMasterSequence;
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bool isDeleted = previousMasterSequence != null && m_PreviousMasterSequence == null;
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bool hasChanged = m_PreviousMasterSequence != null && m_PreviousMasterSequence != state.masterSequence.asset;
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if (isDeleted || hasChanged)
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{
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AnimationClipCurveCache.Instance.Clear();
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TimelineAnimationUtilities.UnlinkAnimationWindow();
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state.analytics.SendAfterSequenceChangeEvent(); // Changing timelines resets analytics that are aggregated in the Timeline Window
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}
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}
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}
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}
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