Modelowanie_Wirtualnych_Swi.../Library/PackageCache/com.unity.timeline@1.5.4/Runtime/TimelineAsset.cs
2021-07-09 23:35:24 +02:00

505 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// A PlayableAsset that represents a timeline.
/// </summary>
[ExcludeFromPreset]
[Serializable]
[TimelineHelpURL(typeof(TimelineAsset))]
public partial class TimelineAsset : PlayableAsset, ISerializationCallbackReceiver, ITimelineClipAsset, IPropertyPreview
{
/// <summary>
/// How the duration of the timeline is determined.
/// </summary>
public enum DurationMode
{
/// <summary>
/// The duration of the timeline is determined based on the clips present.
/// </summary>
BasedOnClips,
/// <summary>
/// The duration of the timeline is a fixed length.
/// </summary>
FixedLength
}
/// <summary>
/// Properties of the timeline that are used by the editor
/// </summary>
[Serializable]
public class EditorSettings
{
internal static readonly float kMinFps = (float)TimeUtility.kFrameRateEpsilon;
internal static readonly float kMaxFps = 1000.0f;
internal static readonly float kDefaultFps = 60.0f;
[HideInInspector, SerializeField] float m_Framerate = kDefaultFps;
[HideInInspector, SerializeField] bool m_ScenePreview = true;
/// <summary>
/// The frames per second used for snapping and time ruler display
/// </summary>
public float fps
{
get
{
return m_Framerate;
}
set
{
m_Framerate = GetValidFramerate(value);
}
}
/// <summary>
/// Set to false to ignore scene preview when this timeline is played by the Timeline window.
/// </summary>
/// <remarks>
/// When set to false, this setting will
/// - Disable scene preview when this timeline is played by the Timeline window.
/// - Disable recording for all recordable tracks.
/// - Disable play range in the Timeline window.
/// - `Stop()` is not called on the `PlayableDirector` when switching between different `TimelineAsset`s in the TimelineWindow.
///
/// `scenePreview` will only be applied if the asset is the master timeline.
/// </remarks>
/// <seealso cref="UnityEngine.Timeline.TimelineAsset"/>
public bool scenePreview
{
get => m_ScenePreview;
set => m_ScenePreview = value;
}
}
[HideInInspector, SerializeField] List<ScriptableObject> m_Tracks;
[HideInInspector, SerializeField] double m_FixedDuration; // only applied if duration mode is Fixed
[HideInInspector, NonSerialized] TrackAsset[] m_CacheOutputTracks;
[HideInInspector, NonSerialized] List<TrackAsset> m_CacheRootTracks;
[HideInInspector, NonSerialized] List<TrackAsset> m_CacheFlattenedTracks;
[HideInInspector, SerializeField] EditorSettings m_EditorSettings = new EditorSettings();
[SerializeField] DurationMode m_DurationMode;
[HideInInspector, SerializeField] MarkerTrack m_MarkerTrack;
/// <summary>
/// Settings used by timeline for editing purposes
/// </summary>
public EditorSettings editorSettings
{
get { return m_EditorSettings; }
}
/// <summary>
/// The length, in seconds, of the timeline
/// </summary>
public override double duration
{
get
{
// @todo cache this value when rebuilt
if (m_DurationMode == DurationMode.BasedOnClips)
{
//avoid having no clip evaluated at the end by removing a tick from the total duration
var discreteDuration = CalculateItemsDuration();
if (discreteDuration <= 0)
return 0.0;
return (double)discreteDuration.OneTickBefore();
}
return m_FixedDuration;
}
}
/// <summary>
/// The length of the timeline when durationMode is set to fixed length.
/// </summary>
public double fixedDuration
{
get
{
DiscreteTime discreteDuration = (DiscreteTime)m_FixedDuration;
if (discreteDuration <= 0)
return 0.0;
//avoid having no clip evaluated at the end by removing a tick from the total duration
return (double)discreteDuration.OneTickBefore();
}
set { m_FixedDuration = Math.Max(0.0, value); }
}
/// <summary>
/// The mode used to determine the duration of the Timeline
/// </summary>
public DurationMode durationMode
{
get { return m_DurationMode; }
set { m_DurationMode = value; }
}
/// <summary>
/// A description of the PlayableOutputs that will be created by the timeline when instantiated.
/// </summary>
/// <remarks>
/// Each track will create an PlayableOutput
/// </remarks>
public override IEnumerable<PlayableBinding> outputs
{
get
{
foreach (var outputTracks in GetOutputTracks())
foreach (var output in outputTracks.outputs)
yield return output;
}
}
/// <summary>
/// The capabilities supported by all clips in the timeline.
/// </summary>
public ClipCaps clipCaps
{
get
{
var caps = ClipCaps.All;
foreach (var track in GetRootTracks())
{
foreach (var clip in track.clips)
caps &= clip.clipCaps;
}
return caps;
}
}
/// <summary>
/// Returns the the number of output tracks in the Timeline.
/// </summary>
/// <remarks>
/// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack, a subtrack, or override track.
/// </remarks>
public int outputTrackCount
{
get
{
UpdateOutputTrackCache(); // updates the cache if necessary
return m_CacheOutputTracks.Length;
}
}
/// <summary>
/// Returns the number of tracks at the root level of the timeline.
/// </summary>
/// <remarks>
/// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group
/// </remarks>
public int rootTrackCount
{
get
{
UpdateRootTrackCache();
return m_CacheRootTracks.Count;
}
}
void OnValidate()
{
editorSettings.fps = GetValidFramerate(editorSettings.fps);
}
internal static float GetValidFramerate(float framerate)
{
return Mathf.Clamp(framerate, EditorSettings.kMinFps, EditorSettings.kMaxFps);
}
/// <summary>
/// Retrieves at root track at the specified index.
/// </summary>
/// <param name="index">Index of the root track to get. Must be between 0 and rootTrackCount</param>
/// <remarks>
/// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group.
/// </remarks>
/// <returns>Root track at the specified index.</returns>
public TrackAsset GetRootTrack(int index)
{
UpdateRootTrackCache();
return m_CacheRootTracks[index];
}
/// <summary>
/// Get an enumerable list of all root tracks.
/// </summary>
/// <returns>An IEnumerable of all root tracks.</returns>
/// <remarks>A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group.</remarks>
public IEnumerable<TrackAsset> GetRootTracks()
{
UpdateRootTrackCache();
return m_CacheRootTracks;
}
/// <summary>
/// Retrives the output track from the given index.
/// </summary>
/// <param name="index">Index of the output track to retrieve. Must be between 0 and outputTrackCount</param>
/// <returns>The output track from the given index</returns>
public TrackAsset GetOutputTrack(int index)
{
UpdateOutputTrackCache();
return m_CacheOutputTracks[index];
}
/// <summary>
/// Gets a list of all output tracks in the Timeline.
/// </summary>
/// <returns>An IEnumerable of all output tracks</returns>
/// <remarks>
/// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack or subtrack.
/// </remarks>
public IEnumerable<TrackAsset> GetOutputTracks()
{
UpdateOutputTrackCache();
return m_CacheOutputTracks;
}
void UpdateRootTrackCache()
{
if (m_CacheRootTracks == null)
{
if (m_Tracks == null)
m_CacheRootTracks = new List<TrackAsset>();
else
{
m_CacheRootTracks = new List<TrackAsset>(m_Tracks.Count);
if (markerTrack != null)
{
m_CacheRootTracks.Add(markerTrack);
}
foreach (var t in m_Tracks)
{
var trackAsset = t as TrackAsset;
if (trackAsset != null)
m_CacheRootTracks.Add(trackAsset);
}
}
}
}
void UpdateOutputTrackCache()
{
if (m_CacheOutputTracks == null)
{
var outputTracks = new List<TrackAsset>();
foreach (var flattenedTrack in flattenedTracks)
{
if (flattenedTrack != null && flattenedTrack.GetType() != typeof(GroupTrack) && !flattenedTrack.isSubTrack)
outputTracks.Add(flattenedTrack);
}
m_CacheOutputTracks = outputTracks.ToArray();
}
}
internal IEnumerable<TrackAsset> flattenedTracks
{
get
{
if (m_CacheFlattenedTracks == null)
{
m_CacheFlattenedTracks = new List<TrackAsset>(m_Tracks.Count * 2);
UpdateRootTrackCache();
m_CacheFlattenedTracks.AddRange(m_CacheRootTracks);
for (int i = 0; i < m_CacheRootTracks.Count; i++)
{
AddSubTracksRecursive(m_CacheRootTracks[i], ref m_CacheFlattenedTracks);
}
}
return m_CacheFlattenedTracks;
}
}
/// <summary>
/// Gets the marker track for this TimelineAsset.
/// </summary>
/// <returns>Returns the marker track.</returns>
/// <remarks>
/// Use <see cref="TrackAsset.GetMarkers"/> to get a list of the markers on the returned track.
/// </remarks>
public MarkerTrack markerTrack
{
get { return m_MarkerTrack; }
}
// access to the track list as scriptable object
internal List<ScriptableObject> trackObjects
{
get { return m_Tracks; }
}
internal void AddTrackInternal(TrackAsset track)
{
m_Tracks.Add(track);
track.parent = this;
Invalidate();
}
internal void RemoveTrack(TrackAsset track)
{
m_Tracks.Remove(track);
Invalidate();
var parentTrack = track.parent as TrackAsset;
if (parentTrack != null)
{
parentTrack.RemoveSubTrack(track);
}
}
/// <summary>
/// Creates an instance of the timeline
/// </summary>
/// <param name="graph">PlayableGraph that will own the playable</param>
/// <param name="go">The gameobject that triggered the graph build</param>
/// <returns>The Root Playable of the Timeline</returns>
public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
{
bool autoRebalanceTree = false;
#if UNITY_EDITOR
autoRebalanceTree = true;
#endif
// only create outputs if we are not nested
bool createOutputs = graph.GetPlayableCount() == 0;
var timeline = TimelinePlayable.Create(graph, GetOutputTracks(), go, autoRebalanceTree, createOutputs);
timeline.SetPropagateSetTime(true);
return timeline.IsValid() ? timeline : Playable.Null;
}
/// <summary>
/// Called before Unity serializes this object.
/// </summary>
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
m_Version = k_LatestVersion;
}
/// <summary>
/// Called after Unity deserializes this object.
/// </summary>
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
// resets cache on an Undo
Invalidate(); // resets cache on an Undo
if (m_Version < k_LatestVersion)
{
UpgradeToLatestVersion();
}
}
void __internalAwake()
{
if (m_Tracks == null)
m_Tracks = new List<ScriptableObject>();
#if UNITY_EDITOR
// case 1280331 -- embedding the timeline asset inside a prefab will create a temporary non-persistent version of an asset
// setting the track parents to this will change persistent tracks
if (!UnityEditor.EditorUtility.IsPersistent(this))
return;
#endif
// validate the array. DON'T remove Unity null objects, just actual null objects
for (int i = m_Tracks.Count - 1; i >= 0; i--)
{
TrackAsset asset = m_Tracks[i] as TrackAsset;
if (asset != null)
asset.parent = this;
#if UNITY_EDITOR
object o = m_Tracks[i];
if (o == null)
{
Debug.LogWarning("Empty track found while loading timeline. It will be removed.");
m_Tracks.RemoveAt(i);
}
#endif
}
}
/// <summary>
/// Called by the Timeline Editor to gather properties requiring preview.
/// </summary>
/// <param name="director">The PlayableDirector invoking the preview</param>
/// <param name="driver">PropertyCollector used to gather previewable properties</param>
public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
{
var outputTracks = GetOutputTracks();
foreach (var track in outputTracks)
{
if (!track.mutedInHierarchy)
track.GatherProperties(director, driver);
}
}
/// <summary>
/// Creates a marker track for the TimelineAsset.
/// </summary>
/// In the editor, the marker track appears under the Timeline ruler.
/// <remarks>
/// This track is always bound to the GameObject that contains the PlayableDirector component for the current timeline.
/// The marker track is created the first time this method is called. If the marker track is already created, this method does nothing.
/// </remarks>
public void CreateMarkerTrack()
{
if (m_MarkerTrack == null)
{
m_MarkerTrack = CreateInstance<MarkerTrack>();
TimelineCreateUtilities.SaveAssetIntoObject(m_MarkerTrack, this);
m_MarkerTrack.parent = this;
m_MarkerTrack.name = "Markers"; // This name will show up in the bindings list if it contains signals
Invalidate();
}
}
// Invalidates the asset, call this if changing the asset data
internal void Invalidate()
{
m_CacheRootTracks = null;
m_CacheOutputTracks = null;
m_CacheFlattenedTracks = null;
}
internal void UpdateFixedDurationWithItemsDuration()
{
m_FixedDuration = (double)CalculateItemsDuration();
}
DiscreteTime CalculateItemsDuration()
{
var discreteDuration = new DiscreteTime(0);
foreach (var track in flattenedTracks)
{
if (track.muted)
continue;
discreteDuration = DiscreteTime.Max(discreteDuration, (DiscreteTime)track.end);
}
if (discreteDuration <= 0)
return new DiscreteTime(0);
return discreteDuration;
}
static void AddSubTracksRecursive(TrackAsset track, ref List<TrackAsset> allTracks)
{
if (track == null)
return;
allTracks.AddRange(track.GetChildTracks());
foreach (TrackAsset subTrack in track.GetChildTracks())
{
AddSubTracksRecursive(subTrack, ref allTracks);
}
}
}
}