ZMWSLI0-SL2021-GR11/cw1/clock/Library/PackageCache/com.unity.timeline@1.2.18/Runtime/Playables/TimeNotificationBehaviour.cs

255 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// Use this PlayableBehaviour to send notifications at a given time.
/// </summary>
/// <seealso cref="UnityEngine.Timeline.NotificationFlags"/>
public class TimeNotificationBehaviour : PlayableBehaviour
{
struct NotificationEntry
{
public double time;
public INotification payload;
public bool notificationFired;
public NotificationFlags flags;
public bool triggerInEditor
{
get { return (flags & NotificationFlags.TriggerInEditMode) != 0; }
}
public bool prewarm
{
get { return (flags & NotificationFlags.Retroactive) != 0; }
}
public bool triggerOnce
{
get { return (flags & NotificationFlags.TriggerOnce) != 0; }
}
}
readonly List<NotificationEntry> m_Notifications = new List<NotificationEntry>();
double m_PreviousTime;
bool m_NeedSortNotifications;
Playable m_TimeSource;
/// <summary>
/// Sets an optional Playable that provides duration and Wrap mode information.
/// </summary>
/// <remarks>
/// timeSource is optional. By default, the duration and Wrap mode will come from the current Playable.
/// </remarks>
public Playable timeSource
{
set { m_TimeSource = value; }
}
/// <summary>
/// Creates and initializes a ScriptPlayable with a TimeNotificationBehaviour.
/// </summary>
/// <param name="graph">The playable graph.</param>
/// <param name="duration">The duration of the playable.</param>
/// <param name="loopMode">The loop mode of the playable.</param>
/// <returns>A new TimeNotificationBehaviour linked to the PlayableGraph.</returns>
public static ScriptPlayable<TimeNotificationBehaviour> Create(PlayableGraph graph, double duration, DirectorWrapMode loopMode)
{
var notificationsPlayable = ScriptPlayable<TimeNotificationBehaviour>.Create(graph);
notificationsPlayable.SetDuration(duration);
notificationsPlayable.SetTimeWrapMode(loopMode);
notificationsPlayable.SetPropagateSetTime(true);
return notificationsPlayable;
}
/// <summary>
/// Adds a notification to be sent with flags, at a specific time.
/// </summary>
/// <param name="time">The time to send the notification.</param>
/// <param name="payload">The notification.</param>
/// <param name="flags">The notification flags that determine the notification behaviour. This parameter is set to Retroactive by default.</param>
/// <seealso cref="UnityEngine.Timeline.NotificationFlags"/>
public void AddNotification(double time, INotification payload, NotificationFlags flags = NotificationFlags.Retroactive)
{
m_Notifications.Add(new NotificationEntry
{
time = time,
payload = payload,
flags = flags
});
m_NeedSortNotifications = true;
}
/// <summary>
/// This method is called when the PlayableGraph that owns this PlayableBehaviour starts.
/// </summary>
/// <param name="playable">The reference to the playable associated with this PlayableBehaviour.</param>
public override void OnGraphStart(Playable playable)
{
SortNotifications();
for (var i = 0; i < m_Notifications.Count; i++)
{
var notification = m_Notifications[i];
notification.notificationFired = false;
m_Notifications[i] = notification;
}
m_PreviousTime = playable.GetTime();
}
/// <summary>
/// This method is called when the Playable play state is changed to PlayState.Paused
/// </summary>
/// <param name="playable">The reference to the playable associated with this PlayableBehaviour.</param>
/// <param name="info">Playable context information such as weight, evaluationType, and so on.</param>
public override void OnBehaviourPause(Playable playable, FrameData info)
{
if (playable.IsDone())
{
SortNotifications();
for (var i = 0; i < m_Notifications.Count; i++)
{
var e = m_Notifications[i];
if (!e.notificationFired)
{
var duration = playable.GetDuration();
var canTrigger = m_PreviousTime <= e.time && e.time <= duration;
if (canTrigger)
{
Trigger_internal(playable, info.output, ref e);
m_Notifications[i] = e;
}
}
}
}
}
/// <summary>
/// This method is called during the PrepareFrame phase of the PlayableGraph.
/// </summary>
/// <remarks>
/// Called once before processing starts.
/// </remarks>
/// <param name="playable">The reference to the playable associated with this PlayableBehaviour.</param>
/// <param name="info">Playable context information such as weight, evaluationType, and so on.</param>
public override void PrepareFrame(Playable playable, FrameData info)
{
// Never trigger on scrub
if (info.evaluationType == FrameData.EvaluationType.Evaluate)
{
return;
}
SyncDurationWithExternalSource(playable);
SortNotifications();
var currentTime = playable.GetTime();
// Fire notifications from previousTime till the end
if (info.timeLooped)
{
var duration = playable.GetDuration();
TriggerNotificationsInRange(m_PreviousTime, duration, info, playable, true);
var dx = playable.GetDuration() - m_PreviousTime;
var nFullTimelines = (int)((info.deltaTime * info.effectiveSpeed - dx) / playable.GetDuration());
for (var i = 0; i < nFullTimelines; i++)
{
TriggerNotificationsInRange(0, duration, info, playable, false);
}
TriggerNotificationsInRange(0, currentTime, info, playable, false);
}
else
{
var pt = playable.GetTime();
TriggerNotificationsInRange(m_PreviousTime, pt, info,
playable, true);
}
for (var i = 0; i < m_Notifications.Count; ++i)
{
var e = m_Notifications[i];
if (e.notificationFired && CanRestoreNotification(e, info, currentTime, m_PreviousTime))
{
Restore_internal(ref e);
m_Notifications[i] = e;
}
}
m_PreviousTime = playable.GetTime();
}
void SortNotifications()
{
if (m_NeedSortNotifications)
{
m_Notifications.Sort((x, y) => x.time.CompareTo(y.time));
m_NeedSortNotifications = false;
}
}
static bool CanRestoreNotification(NotificationEntry e, FrameData info, double currentTime, double previousTime)
{
if (e.triggerOnce)
return false;
if (info.timeLooped)
return true;
//case 1111595: restore the notification if the time is manually set before it
return previousTime > currentTime && currentTime <= e.time;
}
void TriggerNotificationsInRange(double start, double end, FrameData info, Playable playable, bool checkState)
{
if (start <= end)
{
var playMode = Application.isPlaying;
for (var i = 0; i < m_Notifications.Count; i++)
{
var e = m_Notifications[i];
if (e.notificationFired && (checkState || e.triggerOnce))
continue;
var notificationTime = e.time;
if (e.prewarm && notificationTime < end && (e.triggerInEditor || playMode))
{
Trigger_internal(playable, info.output, ref e);
m_Notifications[i] = e;
}
else
{
if (notificationTime < start || notificationTime > end)
continue;
if (e.triggerInEditor || playMode)
{
Trigger_internal(playable, info.output, ref e);
m_Notifications[i] = e;
}
}
}
}
}
void SyncDurationWithExternalSource(Playable playable)
{
if (m_TimeSource.IsValid())
{
playable.SetDuration(m_TimeSource.GetDuration());
playable.SetTimeWrapMode(m_TimeSource.GetTimeWrapMode());
}
}
static void Trigger_internal(Playable playable, PlayableOutput output, ref NotificationEntry e)
{
output.PushNotification(playable, e.payload);
e.notificationFired = true;
}
static void Restore_internal(ref NotificationEntry e)
{
e.notificationFired = false;
}
}
}