Modelowanie_Wirtualnych_Swi.../Library/PackageCache/com.unity.timeline@1.5.4/Editor/TimelineEditor.cs

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2021-07-09 23:35:24 +02:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Timeline.Actions;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
/// <summary>
/// Information currently being edited in the Timeline Editor Window.
/// </summary>
public static class TimelineEditor
{
/// <summary>
/// Returns a reference to the Timeline Window.
/// </summary>
/// <returns>A reference to the TimelineWindow and null if the window is not opened.</returns>
public static TimelineEditorWindow GetWindow()
{
return window;
}
/// <summary>
/// Returns a reference to the Timeline Window. If the window is not opened, it will be opened.
/// </summary>
/// <returns>A reference to the TimelineWindow.</returns>
public static TimelineEditorWindow GetOrCreateWindow()
{
if (window != null)
return window;
return EditorWindow.GetWindow<TimelineWindow>(false, null, false);
}
/// <summary>
/// The PlayableDirector associated with the timeline currently being shown in the Timeline window.
/// </summary>
public static PlayableDirector inspectedDirector => state?.editSequence.director;
/// <summary>
/// The PlayableDirector responsible for the playback of the timeline currently being shown in the Timeline window.
/// </summary>
public static PlayableDirector masterDirector => state?.masterSequence.director;
/// <summary>
/// The TimelineAsset currently being shown in the Timeline window.
/// </summary>
public static TimelineAsset inspectedAsset => state?.editSequence.asset;
/// <summary>
/// The TimelineAsset at the root of the hierarchy currently being shown in the Timeline window.
/// </summary>
public static TimelineAsset masterAsset => state?.masterSequence.asset;
/// <summary>
/// The PlayableDirector currently being shown in the Timeline Editor Window.
/// </summary>
[Obsolete("playableDirector is ambiguous. Please select either inspectedDirector or masterDirector instead.", false)]
public static PlayableDirector playableDirector
{
get { return inspectedDirector; }
}
/// <summary>
/// The TimelineAsset currently being shown in the Timeline Editor Window.
/// </summary>
[Obsolete("timelineAsset is ambiguous. Please select either inspectedAsset or masterAsset instead.", false)]
public static TimelineAsset timelineAsset
{
get { return inspectedAsset; }
}
/// <summary>
/// <para>
/// Refreshes the different components affected by the currently inspected
/// <see cref="UnityEngine.Timeline.TimelineAsset"/>, based on the <see cref="RefreshReason"/> provided.
/// </para>
/// <para>
/// For better performance, it is recommended that you invoke this method once, after you modify the
/// <see cref="UnityEngine.Timeline.TimelineAsset"/>. You should also combine reasons using the <c>|</c> operator.
/// </para>
/// </summary>
/// <remarks>
/// Note: This operation is not synchronous. It is performed during the next GUI loop.
/// </remarks>
/// <param name="reason">The reason why a refresh should be performed.</param>
public static void Refresh(RefreshReason reason)
{
if (state == null)
return;
if ((reason & RefreshReason.ContentsAddedOrRemoved) != 0)
{
state.Refresh();
}
else if ((reason & RefreshReason.ContentsModified) != 0)
{
state.rebuildGraph = true;
}
else if ((reason & RefreshReason.SceneNeedsUpdate) != 0)
{
state.Evaluate();
}
window.Repaint();
}
internal static TimelineWindow window => TimelineWindow.instance;
internal static WindowState state => window == null ? null : window.state;
internal static readonly Clipboard clipboard = new Clipboard();
/// <summary>
/// The list of clips selected in the TimelineEditor.
/// </summary>
public static TimelineClip[] selectedClips
{
get { return Selection.GetFiltered<EditorClip>(SelectionMode.Unfiltered).Select(e => e.clip).Where(x => x != null).ToArray(); }
set
{
if (value == null || value.Length == 0)
{
Selection.objects = null;
}
else
{
var objects = new List<UnityEngine.Object>();
foreach (var clip in value)
{
if (clip == null)
continue;
var editorClip = EditorClipFactory.GetEditorClip(clip);
if (editorClip != null)
objects.Add(editorClip);
}
Selection.objects = objects.ToArray();
}
}
}
/// <summary>
/// The clip selected in the TimelineEditor.
/// </summary>
/// <remarks>
/// If there are multiple clips selected, this property returns the first clip.
/// </remarks>
public static TimelineClip selectedClip
{
get
{
var editorClip = Selection.activeObject as EditorClip;
if (editorClip != null)
return editorClip.clip;
return null;
}
set
{
var editorClip = (value != null) ? EditorClipFactory.GetEditorClip(value) : null;
Selection.activeObject = editorClip;
}
}
/// <summary>
/// Local time (in seconds) of the inspected sequence.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if timeline window is not available.</exception>
internal static double inspectedSequenceTime
{
get => state?.editSequence.time ?? 0;
set
{
if (state == null)
throw new InvalidOperationException("Cannot set time. Timeline Window may not be available.");
state.editSequence.time = value;
}
}
/// <summary>
/// Global time (in seconds) of the master timeline.
/// Same as local time if not inspected a subtimeline.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if timeline window is not available.</exception>
internal static double masterSequenceTime
{
get => state?.editSequence.ToGlobalTime(state.editSequence.time) ?? 0;
set
{
if (state == null)
throw new InvalidOperationException("Cannot set time. Timeline Window may not be available.");
state.masterSequence.time = value;
}
}
/// <summary>
/// Visible time range (in seconds) in Editor.
/// x : min time
/// y : max time
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if timeline window is not available.</exception>
internal static Vector2 visibleTimeRange
{
get => state?.timeAreaShownRange ?? TimelineAssetViewModel.TimeAreaDefaultRange;
set
{
if (state == null)
throw new InvalidOperationException("Cannot set visible time range. Timeline Window may not be available.");
state.timeAreaShownRange = value;
}
}
internal static ActionContext CurrentContext(Vector2? mousePos = null)
{
return new ActionContext
{
invocationTime = mousePos != null ? TimelineHelpers.GetCandidateTime(mousePos) : (double?)null,
clips = SelectionManager.SelectedClips(),
tracks = SelectionManager.SelectedTracks(),
markers = SelectionManager.SelectedMarkers(),
timeline = inspectedAsset,
director = inspectedDirector
};
}
/// <summary>
/// Converts time from the master timeline to the current inspected timeline.
/// </summary>
/// <param name="masterTime">Time in the referential of the main timeline</param>
/// <returns>Time in the referential of the sub-timeline that is currently show.
/// Returns <paramref name="masterTime"/> if there is no sub-timeline or if no timeline is shown.</returns>
public static double GetInspectedTimeFromMasterTime(double masterTime)
{
ISequenceState editSequence = state?.editSequence;
if (editSequence == null)
return masterTime;
return state.editSequence.ToLocalTime(masterTime);
}
/// <summary>
/// Converts time from the current inspected timeline to the master timeline.
/// </summary>
/// <param name="inspectedTime">Time in the referential of the sub-timeline</param>
/// <returns>Time in the referential of the main timeline.
/// Returns <paramref name="inspectedTime"/> if there if no timeline is shown.</returns>
public static double GetMasterTimeFromInspectedTime(double inspectedTime)
{
ISequenceState editSequence = state?.editSequence;
if (editSequence == null)
return inspectedTime;
return editSequence.ToGlobalTime(inspectedTime);
}
}
/// <summary>
/// <see cref="TimelineEditor.Refresh"/> uses these flags to determine what needs to be refreshed or updated.
/// </summary>
/// <remarks>
/// Use the <c>|</c> operator to combine flags.
/// <example>
/// <code source="../DocCodeExamples/TimelineEditorExamples.cs" region="declare-refreshReason" title="refreshReason"/>
/// </example>
/// </remarks>
[Flags]
public enum RefreshReason
{
/// <summary>
/// Use this flag when a change to the Timeline requires that the Timeline window be redrawn.
/// </summary>
WindowNeedsRedraw = 1 << 0,
/// <summary>
/// Use this flag when a change to the Timeline requires that the Scene be updated.
/// </summary>
SceneNeedsUpdate = 1 << 1,
/// <summary>
/// Use this flag when a Timeline element was modified.
/// </summary>
ContentsModified = 1 << 2,
/// <summary>
/// Use this flag when an element was added to or removed from the Timeline.
/// </summary>
ContentsAddedOrRemoved = 1 << 3
}
}