291 lines
11 KiB
C#
291 lines
11 KiB
C#
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
|
|
}
|
|
}
|