SW-Wiktor-Bombola/SW-Unity/Library/PackageCache/com.unity.timeline@1.2.18/Editor/State/SequenceHierarchy.cs

299 lines
9.1 KiB
C#
Raw Normal View History

2021-12-04 15:15:29 +01:00
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
class SequenceHierarchy : ScriptableObject
{
readonly List<ISequenceState> m_Sequences = new List<ISequenceState>();
WindowState m_WindowState;
[SerializeField]
SequencePath m_SerializedPath;
public ISequenceState masterSequence
{
get { return m_Sequences.FirstOrDefault(); }
}
public ISequenceState editSequence
{
get { return m_Sequences.LastOrDefault(); }
}
public int count
{
get { return m_Sequences.Count; }
}
public IEnumerable<ISequenceState> allSequences
{
get { return m_Sequences; }
}
public static SequenceHierarchy CreateInstance()
{
var hierarchy = ScriptableObject.CreateInstance<SequenceHierarchy>();
hierarchy.hideFlags = HideFlags.HideAndDontSave;
return hierarchy;
}
public void Init(WindowState owner)
{
m_WindowState = owner;
}
// This is called when performing Undo operations.
// It needs to be called here since some operations are not
// allowed (EditorUtility.InstanceIDToObject, for example)
// during the ISerializationCallbackReceiver methods.
void OnValidate()
{
if (m_SerializedPath == null || m_WindowState == null || m_WindowState.GetWindow() == null)
return;
m_WindowState.SetCurrentSequencePath(m_SerializedPath, true);
}
public void Add(TimelineAsset asset, PlayableDirector director, TimelineClip hostClip)
{
if (hostClip == null)
AddToCurrentUndoGroup(this); // Merge with selection undo
else
TimelineUndo.PushUndo(this, "Edit Sub-Timeline");
Add_Internal(asset, director, hostClip);
UpdateSerializedPath();
}
public void Remove()
{
if (m_Sequences.Count == 0) return;
TimelineUndo.PushUndo(this, "Go to Sub-Timeline");
Remove_Internal();
UpdateSerializedPath();
}
public ISequenceState GetStateAtIndex(int index)
{
return m_Sequences[index];
}
public void RemoveUntilCount(int expectedCount)
{
if (expectedCount < 0 || m_Sequences.Count <= expectedCount) return;
TimelineUndo.PushUndo(this, "Go to Sub-Timeline");
RemoveUntilCount_Internal(expectedCount);
UpdateSerializedPath();
}
public void Clear()
{
if (m_Sequences.Count == 0) return;
AddToCurrentUndoGroup(this);
Clear_Internal();
UpdateSerializedPath();
}
public SequencePath ToSequencePath()
{
var path = new SequencePath();
if (m_Sequences.Count == 0)
return path;
var rootSequence = m_Sequences[0];
var root = 0;
if (rootSequence.director != null && rootSequence.director.gameObject != null)
root = rootSequence.director.gameObject.GetInstanceID();
else if (rootSequence.asset != null)
root = rootSequence.asset.GetInstanceID();
path.SetSelectionRoot(root);
var resolver = rootSequence.director;
if (m_Sequences.Count > 1)
{
for (int i = 1, n = m_Sequences.Count; i < n; ++i)
{
path.AddSubSequence(m_Sequences[i], resolver);
resolver = m_Sequences[i].director;
}
}
return path;
}
public bool NeedsUpdate(SequencePath path, bool forceRebuild)
{
return forceRebuild || !SequencePath.AreEqual(m_SerializedPath, path);
}
public void FromSequencePath(SequencePath path, bool forceRebuild)
{
if (!NeedsUpdate(path, forceRebuild))
return;
Clear_Internal();
var rootObject = EditorUtility.InstanceIDToObject(path.selectionRoot);
if (rootObject == null)
{
UpdateSerializedPath();
return;
}
var candidateAsset = rootObject as TimelineAsset;
if (candidateAsset != null)
{
Add_Internal(candidateAsset, null, null);
UpdateSerializedPath();
return;
}
var candidateGameObject = rootObject as GameObject;
if (candidateGameObject == null)
{
UpdateSerializedPath();
return;
}
var director = TimelineUtility.GetDirectorComponentForGameObject(candidateGameObject);
var asset = TimelineUtility.GetTimelineAssetForDirectorComponent(director);
Add_Internal(asset, director, null);
if (!path.subElements.Any())
{
UpdateSerializedPath();
return;
}
List<SequenceBuildingBlock> buildingBlocks;
if (ValidateSubElements(path.subElements, director, out buildingBlocks))
{
foreach (var buildingBlock in buildingBlocks)
Add_Internal(buildingBlock.asset, buildingBlock.director, buildingBlock.hostClip);
}
UpdateSerializedPath();
}
void Add_Internal(TimelineAsset asset, PlayableDirector director, TimelineClip hostClip)
{
if (hostClip == null)
Clear_Internal();
var parent = m_Sequences.Count > 0 ? editSequence : null;
m_Sequences.Add(new SequenceState(m_WindowState, asset, director, hostClip, (SequenceState)parent));
}
void Remove_Internal()
{
m_Sequences.Last().Dispose();
m_Sequences.RemoveAt(m_Sequences.Count - 1);
}
void RemoveUntilCount_Internal(int expectedCount)
{
while (m_Sequences.Count > expectedCount)
{
Remove_Internal();
}
}
void Clear_Internal()
{
RemoveUntilCount_Internal(0);
}
void UpdateSerializedPath()
{
m_SerializedPath = ToSequencePath();
}
static bool ValidateSubElements(List<SequencePathSubElement> subElements, PlayableDirector director, out List<SequenceBuildingBlock> buildingBlocks)
{
buildingBlocks = new List<SequenceBuildingBlock>(subElements.Count);
var currentDirector = director;
foreach (var element in subElements)
{
var timeline = currentDirector.playableAsset as TimelineAsset;
if (timeline == null)
return false;
if (timeline.trackObjects == null)
return false;
var track = timeline.GetOutputTracks().FirstOrDefault(t => t.GetInstanceID() == element.trackInstanceID);
if (track == null)
return false;
if (track.Hash() != element.trackHash)
return false;
if (track.clips == null)
return false;
if (track.clips.Length <= element.clipIndex)
return false;
var clip = track.clips[element.clipIndex];
if (clip == null)
return false;
if (clip.Hash() != element.clipHash)
return false;
var candidateDirectors = TimelineUtility.GetSubTimelines(clip, director);
if (element.subDirectorIndex < 0 || element.subDirectorIndex >= candidateDirectors.Count)
return false;
var candidateDirector = candidateDirectors[element.subDirectorIndex];
if (candidateDirector == null || !(candidateDirector.playableAsset is TimelineAsset))
return false;
currentDirector = candidateDirector;
buildingBlocks.Add(
new SequenceBuildingBlock
{
asset = currentDirector.playableAsset as TimelineAsset,
director = currentDirector,
hostClip = clip
});
}
return true;
}
struct SequenceBuildingBlock
{
public TimelineAsset asset;
public PlayableDirector director;
public TimelineClip hostClip;
}
static void AddToCurrentUndoGroup(Object target)
{
if (target == null) return;
var group = Undo.GetCurrentGroup();
var groupName = Undo.GetCurrentGroupName();
EditorUtility.SetDirty(target);
Undo.RegisterCompleteObjectUndo(target, groupName);
Undo.CollapseUndoOperations(group);
}
}
}