You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
154 lines
4.3 KiB
C#
154 lines
4.3 KiB
C#
1 year ago
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Diagnostics;
|
||
|
using UnityEngine.Playables;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
using UnityEditor;
|
||
|
#endif
|
||
|
|
||
|
namespace UnityEngine.Timeline
|
||
|
{
|
||
|
static class TimelineUndo
|
||
|
{
|
||
|
internal static bool undoEnabled
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
return DisableUndoGuard.enableUndo && DisableUndoScope.enableUndo;
|
||
|
#else
|
||
|
return false;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static void PushDestroyUndo(TimelineAsset timeline, Object thingToDirty, Object objectToDestroy)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (objectToDestroy == null || !undoEnabled)
|
||
|
return;
|
||
|
|
||
|
if (thingToDirty != null)
|
||
|
EditorUtility.SetDirty(thingToDirty);
|
||
|
|
||
|
if (timeline != null)
|
||
|
EditorUtility.SetDirty(timeline);
|
||
|
|
||
|
Undo.DestroyObjectImmediate(objectToDestroy);
|
||
|
#else
|
||
|
if (objectToDestroy != null)
|
||
|
Object.Destroy(objectToDestroy);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
[Conditional("UNITY_EDITOR")]
|
||
|
public static void PushUndo(Object[] thingsToDirty, string operation)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (thingsToDirty == null || !undoEnabled)
|
||
|
return;
|
||
|
|
||
|
for (var i = 0; i < thingsToDirty.Length; i++)
|
||
|
{
|
||
|
if (thingsToDirty[i] is TrackAsset track)
|
||
|
track.MarkDirty();
|
||
|
EditorUtility.SetDirty(thingsToDirty[i]);
|
||
|
}
|
||
|
Undo.RegisterCompleteObjectUndo(thingsToDirty, UndoName(operation));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
[Conditional("UNITY_EDITOR")]
|
||
|
public static void PushUndo(Object thingToDirty, string operation)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (thingToDirty != null && undoEnabled)
|
||
|
{
|
||
|
var track = thingToDirty as TrackAsset;
|
||
|
if (track != null)
|
||
|
track.MarkDirty();
|
||
|
|
||
|
EditorUtility.SetDirty(thingToDirty);
|
||
|
Undo.RegisterCompleteObjectUndo(thingToDirty, UndoName(operation));
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
[Conditional("UNITY_EDITOR")]
|
||
|
public static void RegisterCreatedObjectUndo(Object thingCreated, string operation)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (undoEnabled)
|
||
|
{
|
||
|
Undo.RegisterCreatedObjectUndo(thingCreated, UndoName(operation));
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
internal static string UndoName(string name) => "Timeline " + name;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
/// <summary>
|
||
|
/// Provides stack management of the undo state.
|
||
|
/// </summary>
|
||
|
internal struct DisableUndoGuard : IDisposable
|
||
|
{
|
||
|
internal static bool enableUndo = true;
|
||
|
static readonly Stack<bool> m_UndoStateStack = new Stack<bool>();
|
||
|
bool m_MustDispose;
|
||
|
public DisableUndoGuard(bool disable)
|
||
|
{
|
||
|
m_MustDispose = true;
|
||
|
m_UndoStateStack.Push(enableUndo);
|
||
|
enableUndo = !disable;
|
||
|
}
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
if (m_MustDispose)
|
||
|
{
|
||
|
if (m_UndoStateStack.Count == 0)
|
||
|
{
|
||
|
Debug.LogError("UnMatched DisableUndoGuard calls");
|
||
|
enableUndo = true;
|
||
|
return;
|
||
|
}
|
||
|
enableUndo = m_UndoStateStack.Pop();
|
||
|
m_MustDispose = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Provides an undo state switch.
|
||
|
/// </summary>
|
||
|
internal class DisableUndoScope : IDisposable
|
||
|
{
|
||
|
internal static bool enableUndo => m_Depth == 0;
|
||
|
static int m_Depth;
|
||
|
bool m_MustDispose;
|
||
|
public DisableUndoScope()
|
||
|
{
|
||
|
m_MustDispose = true;
|
||
|
m_Depth++;
|
||
|
}
|
||
|
|
||
|
public void Dispose()
|
||
|
{
|
||
|
if (m_MustDispose)
|
||
|
{
|
||
|
if (m_Depth == 0)
|
||
|
{
|
||
|
Debug.LogError("UnMatched DisableUndoScope calls");
|
||
|
return;
|
||
|
}
|
||
|
m_Depth--;
|
||
|
m_MustDispose = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|