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199 lines
8.7 KiB
C#
199 lines
8.7 KiB
C#
1 year ago
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using System;
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using System.Collections.Generic;
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using UnityEditor.Timeline.Actions;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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/// <summary>
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/// Provides methods that record the state of a timeline, and its components, prior to modification.
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/// </summary>
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/// <remarks>
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/// The methods in this class are not required when adding or deleting tracks, clips, or markers.
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/// Use methods in the UnityEngine.Timeline namespace, such as <see cref="UnityEngine.Timeline.TimelineAsset.CreateTrack"/>
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/// or <see cref="UnityEngine.Timeline.TrackAsset.CreateDefaultClip"/>, to apply the appropriate
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/// Undo calls when using the Editor.
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/// </remarks>
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public static class UndoExtensions
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{
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/// <summary>
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/// Records changes to all items contained in an action context.
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/// </summary>
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/// <param name="context">The action context to record into the Undo system.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterContext(ActionContext context, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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{
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undo.Add(context.tracks);
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undo.Add(context.clips, true);
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undo.Add(context.markers);
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}
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}
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/// <summary>
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/// Records changes to timeline asset properties.
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/// This method does not record changes to tracks or clips.
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/// </summary>
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/// <param name="asset">The timeline asset being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterTimeline(TimelineAsset asset, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.AddObject(asset);
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}
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/// <summary>
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/// Records all timeline changes including changes to tracks, clips, and markers.
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/// </summary>
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/// <param name="asset">The timeline asset being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterCompleteTimeline(TimelineAsset asset, string undoTitle)
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{
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if (asset == null)
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return;
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using (var undo = new UndoScope(undoTitle))
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{
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undo.AddObject(asset);
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undo.Add(asset.flattenedTracks);
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foreach (var t in asset.flattenedTracks)
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{
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undo.Add(t.GetClips(), true);
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undo.Add(t.GetMarkers());
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}
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}
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}
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/// <summary>
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/// Records changes to tracks and clips but not to markers nor PlayableAssets attached to clips.
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/// </summary>
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/// <param name="asset">The timeline track being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterTrack(TrackAsset asset, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.AddObject(asset);
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}
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/// <summary>
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/// Records changes to tracks. This includes changes
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/// to clips on these tracks, but not changes to markers nor PlayableAssets attached to clips.
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/// </summary>
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/// <param name="tracks">The timeline track being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterTracks(IEnumerable<TrackAsset> tracks, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.Add(tracks);
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}
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/// <summary>
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/// Records changes to a clip.
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/// </summary>
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/// <param name="clip">The timeline clip being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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/// <param name="includePlayableAsset">Set this value to true to record changes to the attached playable asset.</param>
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public static void RegisterClip(TimelineClip clip, string undoTitle, bool includePlayableAsset = true)
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{
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using (var undo = new UndoScope(undoTitle))
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{
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undo.AddClip(clip, includePlayableAsset);
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}
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}
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/// <summary>
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/// Records changes to a PlayableAsset.
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/// </summary>
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/// <param name="asset">The PlayableAsset being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterPlayableAsset(PlayableAsset asset, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.AddObject(asset);
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}
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/// <summary>
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/// Records changes to clips.
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/// </summary>
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/// <param name="clips">The timeline clips being modified.</param>
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/// <param name="name">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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/// <param name="includePlayableAssets">Set this value to true to also record changes to attached playable assets.</param>
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public static void RegisterClips(IEnumerable<TimelineClip> clips, string name, bool includePlayableAssets = true)
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{
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using (var undo = new UndoScope(name))
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undo.Add(clips, includePlayableAssets);
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}
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/// <summary>
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/// Records changes to a timeline marker.
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/// </summary>
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/// <param name="marker">The timeline marker being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterMarker(IMarker marker, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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{
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if (marker is Object o)
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undo.AddObject(o);
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else if (marker != null)
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undo.AddObject(marker.parent);
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}
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}
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/// <summary>
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/// Records changes to timeline markers.
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/// </summary>
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/// <param name="markers">The timeline markers being modified.</param>
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/// <param name="undoTitle">The title of the action that appears in the undo history. For example, this title is shown in the Undo menu.</param>
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public static void RegisterMarkers(IEnumerable<IMarker> markers, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.Add(markers);
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}
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/// <summary>
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/// This class provides an object which prevents the creation of undos for all Timeline operations. Undos are restored when the object is disposed.
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/// </summary>
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/// <remarks>
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/// Use this class to procedurally create or modify TimelineAssets when undos are not needed.
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/// If multiple DisableTimelineUndoScope instances are created, undos are only restored after all instances are disposed.
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///
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/// It is recommended to use this object within a using scope.
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/// </remarks>
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/// <example>
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/// <code>
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/// var timelineAsset = new TimelineAsset();
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/// using (new DisableTimelineUndoScope())
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/// {
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/// //Creates a track without generating an undo
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/// timelineAsset.CreateTrack<ActivationTrack>();
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/// }
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/// </code>
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/// </example>
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internal sealed class DisableTimelineUndoScope : IDisposable
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{
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TimelineUndo.DisableUndoScope m_DisableScope;
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/// <summary>
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/// Creates a new DisableTimelineUndoScope object which prevents undos from being created by Timeline operations.
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/// </summary>
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public DisableTimelineUndoScope()
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{
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m_DisableScope = new TimelineUndo.DisableUndoScope();
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}
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/// <summary>
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/// Disposes the DisableTimelineUndoScope object.
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/// </summary>
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public void Dispose()
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{
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m_DisableScope.Dispose();
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}
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}
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}
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}
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