309 lines
12 KiB
C#
309 lines
12 KiB
C#
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using System;
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using System.Globalization;
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using System.Collections.Generic;
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using System.Linq;
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#if UNITY_2021_2_OR_NEWER
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using UnityEditor.SceneManagement;
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#else
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using UnityEditor.Experimental.SceneManagement;
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#endif
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using UnityEngine;
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using UnityEngine.Timeline;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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static class TimelineUtility
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{
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public static void ReorderTracks(List<ScriptableObject> allTracks, List<TrackAsset> tracks, ScriptableObject insertAfterAsset, bool up)
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{
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foreach (var i in tracks)
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allTracks.Remove(i);
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int index = allTracks.IndexOf(insertAfterAsset);
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index = up ? Math.Max(index, 0) : index + 1;
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allTracks.InsertRange(index, tracks.OfType<ScriptableObject>());
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}
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// Gets the track that holds the game object reference for this track.
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public static TrackAsset GetSceneReferenceTrack(TrackAsset asset)
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{
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if (asset == null)
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return null;
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if (asset.isSubTrack)
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return GetSceneReferenceTrack(asset.parent as TrackAsset);
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return asset;
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}
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public static bool TrackHasAnimationCurves(TrackAsset track)
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{
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if (track.hasCurves)
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return true;
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var animTrack = track as AnimationTrack;
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if (animTrack != null && animTrack.infiniteClip != null && !animTrack.infiniteClip.empty)
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return true;
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for (int i = 0; i < track.clips.Length; i++)
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{
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var curveClip = track.clips[i].curves;
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var animationClip = track.clips[i].animationClip;
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// prune out clip with zero curves
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if (curveClip != null && curveClip.empty)
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curveClip = null;
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if (animationClip != null && animationClip.empty)
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animationClip = null;
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// prune out clips coming from FBX
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if (animationClip != null && ((animationClip.hideFlags & HideFlags.NotEditable) != 0))
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animationClip = null;
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if (!track.clips[i].recordable)
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animationClip = null;
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if ((curveClip != null) || (animationClip != null))
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return true;
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}
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return false;
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}
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// get the game object reference associated with this
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public static GameObject GetSceneGameObject(PlayableDirector director, TrackAsset asset)
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{
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if (director == null || asset == null)
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return null;
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asset = GetSceneReferenceTrack(asset);
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var gameObject = director.GetGenericBinding(asset) as GameObject;
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var component = director.GetGenericBinding(asset) as Component;
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if (component != null)
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gameObject = component.gameObject;
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return gameObject;
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}
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public static PlayableDirector[] GetDirectorsInSceneUsingAsset(PlayableAsset asset)
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{
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const HideFlags hideFlags =
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HideFlags.HideInHierarchy | HideFlags.HideInInspector |
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HideFlags.DontSaveInEditor | HideFlags.NotEditable;
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var prefabMode = PrefabStageUtility.GetCurrentPrefabStage();
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var inScene = new List<PlayableDirector>();
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var allDirectors = Resources.FindObjectsOfTypeAll(typeof(PlayableDirector)) as PlayableDirector[];
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foreach (var director in allDirectors)
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{
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if ((director.hideFlags & hideFlags) != 0)
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continue;
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string assetPath = AssetDatabase.GetAssetPath(director.transform.root.gameObject);
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if (!String.IsNullOrEmpty(assetPath))
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continue;
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if (prefabMode != null && !prefabMode.IsPartOfPrefabContents(director.gameObject))
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continue;
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if (asset == null || (asset != null && director.playableAsset == asset))
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{
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inScene.Add(director);
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}
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}
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return inScene.ToArray();
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}
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public static PlayableDirector GetDirectorComponentForGameObject(GameObject gameObject)
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{
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return gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null;
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}
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public static TimelineAsset GetTimelineAssetForDirectorComponent(PlayableDirector director)
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{
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return director != null ? director.playableAsset as TimelineAsset : null;
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}
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public static bool IsPrefabOrAsset(Object obj)
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{
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return EditorUtility.IsPersistent(obj) || (obj.hideFlags & HideFlags.NotEditable) != 0;
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}
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// TODO -- Need to add this to SerializedProperty so we can get replicate the accuracy that exists
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// in the undo system
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internal static string PropertyToString(SerializedProperty property)
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{
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switch (property.propertyType)
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{
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case SerializedPropertyType.Integer:
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return property.intValue.ToString(CultureInfo.InvariantCulture);
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case SerializedPropertyType.Float:
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return property.floatValue.ToString(CultureInfo.InvariantCulture);
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case SerializedPropertyType.String:
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return property.stringValue;
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case SerializedPropertyType.Boolean:
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return property.boolValue ? "1" : "0";
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case SerializedPropertyType.Color:
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return property.colorValue.ToString();
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case SerializedPropertyType.ArraySize:
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return property.intValue.ToString(CultureInfo.InvariantCulture);
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case SerializedPropertyType.Enum:
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return property.intValue.ToString(CultureInfo.InvariantCulture);
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case SerializedPropertyType.ObjectReference:
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return string.Empty;
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case SerializedPropertyType.LayerMask:
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return property.intValue.ToString(CultureInfo.InvariantCulture);
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case SerializedPropertyType.Character:
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return property.intValue.ToString(CultureInfo.InvariantCulture);
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case SerializedPropertyType.AnimationCurve:
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return property.animationCurveValue.ToString();
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case SerializedPropertyType.Gradient:
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return property.gradientValue.ToString();
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case SerializedPropertyType.Vector3:
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return property.vector3Value.ToString();
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case SerializedPropertyType.Vector4:
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return property.vector4Value.ToString();
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case SerializedPropertyType.Vector2:
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return property.vector2Value.ToString();
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case SerializedPropertyType.Rect:
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return property.rectValue.ToString();
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case SerializedPropertyType.Bounds:
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return property.boundsValue.ToString();
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case SerializedPropertyType.Quaternion:
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return property.quaternionValue.ToString();
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case SerializedPropertyType.Generic:
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return string.Empty;
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default:
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Debug.LogWarning("Unknown Property Type: " + property.propertyType);
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return string.Empty;
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}
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}
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// Is this a recordable clip on an animation track.
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internal static bool IsRecordableAnimationClip(TimelineClip clip)
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{
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if (!clip.recordable)
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return false;
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AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset;
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if (asset == null)
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return false;
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return true;
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}
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public static IList<PlayableDirector> GetSubTimelines(TimelineClip clip, IExposedPropertyTable director)
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{
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var editor = CustomTimelineEditorCache.GetClipEditor(clip);
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List<PlayableDirector> directors = new List<PlayableDirector>();
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try
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{
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editor.GetSubTimelines(clip, director as PlayableDirector, directors);
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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return directors;
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}
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public static bool IsAllSubTrackMuted(TrackAsset asset)
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{
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if (asset is GroupTrack)
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return asset.mutedInHierarchy;
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foreach (TrackAsset t in asset.GetChildTracks())
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{
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if (!t.muted)
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return false;
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var childMuted = IsAllSubTrackMuted(t);
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if (!childMuted)
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return false;
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}
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return true;
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}
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public static bool IsParentMuted(TrackAsset asset)
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{
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TrackAsset p = asset.parent as TrackAsset;
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if (p == null) return false;
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return p is GroupTrack ? p.mutedInHierarchy : IsParentMuted(p);
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}
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public static IEnumerable<PlayableDirector> GetAllDirectorsInHierarchy(PlayableDirector mainDirector)
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{
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var directors = new HashSet<PlayableDirector> { mainDirector };
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GetAllDirectorsInHierarchy(mainDirector, directors);
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return directors;
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}
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static void GetAllDirectorsInHierarchy(PlayableDirector director, ISet<PlayableDirector> directors)
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{
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var timelineAsset = director.playableAsset as TimelineAsset;
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if (timelineAsset == null)
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return;
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foreach (var track in timelineAsset.GetOutputTracks())
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{
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foreach (var clip in track.clips)
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{
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foreach (var subDirector in GetSubTimelines(clip, director))
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{
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if (!directors.Contains(subDirector))
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{
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directors.Add(subDirector);
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GetAllDirectorsInHierarchy(subDirector, directors);
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}
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}
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}
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}
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}
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public static IEnumerable<T> GetBindingsFromDirectors<T>(IEnumerable<PlayableDirector> directors) where T : Object
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{
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var bindings = new HashSet<T>();
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foreach (var director in directors)
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{
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if (director.playableAsset == null) continue;
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foreach (var output in director.playableAsset.outputs)
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{
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var binding = director.GetGenericBinding(output.sourceObject) as T;
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if (binding != null)
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bindings.Add(binding);
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}
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}
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return bindings;
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}
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public static bool IsLockedFromGroup(TrackAsset asset)
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{
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TrackAsset p = asset.parent as TrackAsset;
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if (p == null) return false;
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return p is GroupTrack ? p.lockedInHierarchy : IsLockedFromGroup(p);
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}
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internal static bool IsCurrentSequenceValid()
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{
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return TimelineWindow.instance != null
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&& TimelineWindow.instance.state != null
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&& TimelineWindow.instance.state.editSequence != null;
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}
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public static TimelineAsset CreateAndSaveTimelineAsset(string path)
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{
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var newAsset = ScriptableObject.CreateInstance<TimelineAsset>();
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newAsset.editorSettings.fps = TimelineProjectSettings.instance.assetDefaultFramerate;
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AssetDatabase.CreateAsset(newAsset, path);
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return newAsset;
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}
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}
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}
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