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57 lines
1.8 KiB
C#
57 lines
1.8 KiB
C#
1 year ago
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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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void InitializeStateChange()
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{
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state.OnPlayStateChange += OnPreviewPlayModeChanged;
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state.OnDirtyStampChange += OnStateChange;
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state.OnBeforeSequenceChange += OnBeforeSequenceChange;
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state.OnAfterSequenceChange += OnAfterSequenceChange;
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state.OnRebuildGraphChange += () =>
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{
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// called when the graph is rebuild, since the UI tree isn't necessarily rebuilt.
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if (!state.rebuildGraph)
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{
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// send callbacks to the tacks
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if (treeView != null)
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{
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var allTrackGuis = treeView.allTrackGuis;
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if (allTrackGuis != null)
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{
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for (int i = 0; i < allTrackGuis.Count; i++)
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allTrackGuis[i].OnGraphRebuilt();
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}
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}
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}
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};
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state.OnTimeChange += () =>
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{
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if (EditorApplication.isPlaying == false)
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{
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state.UpdateRecordingState();
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EditorApplication.SetSceneRepaintDirty();
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}
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if (state.ignorePreview && state.IsPlayableGraphDone())
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state.Pause();
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// the time is sync'd prior to the callback
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state.Evaluate(); // will do the repaint
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InspectorWindow.RepaintAllInspectors();
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};
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state.OnRecordingChange += () =>
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{
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if (!state.recording)
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{
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TrackAssetRecordingExtensions.ClearRecordingState();
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}
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};
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}
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}
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}
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