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80 lines
2.8 KiB
C#
80 lines
2.8 KiB
C#
1 year ago
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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partial class TimelineWindow
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{
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PlayableLookup m_PlayableLookup = new PlayableLookup();
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class PlayableLookup
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{
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const int k_InitialDictionarySize = 10;
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readonly Dictionary<AnimationClip, Playable> m_AnimationClipToPlayable =
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new Dictionary<AnimationClip, Playable>(k_InitialDictionarySize);
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readonly Dictionary<AnimationClip, TimelineClip> m_AnimationClipToTimelineClip =
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new Dictionary<AnimationClip, TimelineClip>(k_InitialDictionarySize);
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public void UpdatePlayableLookup(TimelineClip clip, GameObject go, Playable p)
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{
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if (clip == null || go == null || !p.IsValid())
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return;
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if (clip.curves != null)
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m_AnimationClipToTimelineClip[clip.curves] = clip;
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UpdatePlayableLookup(clip.GetParentTrack().timelineAsset, clip, go, p);
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}
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public void UpdatePlayableLookup(TrackAsset track, GameObject go, Playable p)
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{
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if (track == null || go == null || !p.IsValid())
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return;
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UpdatePlayableLookup(track.timelineAsset, track, go, p);
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}
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void UpdatePlayableLookup(TimelineAsset timelineAsset, ICurvesOwner curvesOwner, GameObject go, Playable p)
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{
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var director = go.GetComponent<PlayableDirector>();
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var editingDirector = instance.state.editSequence.director;
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// No Asset mode update
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if (curvesOwner.curves != null && director != null && director == editingDirector &&
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timelineAsset == instance.state.editSequence.asset)
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{
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m_AnimationClipToPlayable[curvesOwner.curves] = p;
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}
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}
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public bool GetPlayableFromAnimClip(AnimationClip clip, out Playable p)
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{
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if (clip == null)
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{
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p = Playable.Null;
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return false;
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}
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return m_AnimationClipToPlayable.TryGetValue(clip, out p);
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}
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public TimelineClip GetTimelineClipFromCurves(AnimationClip clip)
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{
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if (clip == null)
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return null;
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TimelineClip timelineClip = null;
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m_AnimationClipToTimelineClip.TryGetValue(clip, out timelineClip);
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return timelineClip;
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}
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public void ClearPlayableLookup()
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{
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m_AnimationClipToPlayable.Clear();
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}
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}
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}
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}
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