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127 lines
4.2 KiB
C#

1 year ago
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Timeline;
using UnityEngine.Serialization;
using UnityEngine.Timeline;
using UnityEngine.UIElements;
#if !UNITY_2020_2_OR_NEWER
using L10n = UnityEditor.Timeline.L10n;
#endif
/// <summary>
/// Store the settings for Timeline that will be stored with the Unity Project.
/// </summary>
[FilePath("ProjectSettings/TimelineSettings.asset", FilePathAttribute.Location.ProjectFolder)]
public class TimelineProjectSettings : ScriptableSingleton<TimelineProjectSettings>
{
/// <summary>
/// Define the default framerate when a Timeline asset is created.
/// </summary>
[HideInInspector, Obsolete("assetDefaultFramerate has been deprecated. Use defaultFrameRate instead.")]
public float assetDefaultFramerate = (float)TimelineAsset.EditorSettings.kDefaultFrameRate;
[SerializeField, FrameRateField, FormerlySerializedAs("assetDefaultFramerate")]
private double m_DefaultFrameRate = TimelineAsset.EditorSettings.kDefaultFrameRate;
/// <summary>
/// Defines the default frame rate when a Timeline asset is created from the project window.
/// </summary>
public double defaultFrameRate
{
#pragma warning disable 0618
get
{
if (m_DefaultFrameRate != assetDefaultFramerate)
{
return assetDefaultFramerate;
}
return m_DefaultFrameRate;
}
set
{
m_DefaultFrameRate = value;
assetDefaultFramerate = (float)value;
}
#pragma warning restore 0618
}
void OnDisable()
{
Save();
}
/// <summary>
/// Save the timeline project settings file in the project directory.
/// </summary>
public void Save()
{
Save(true);
}
internal SerializedObject GetSerializedObject()
{
return new SerializedObject(this);
}
private void OnValidate()
{
#pragma warning disable 0618
assetDefaultFramerate = (float)m_DefaultFrameRate;
#pragma warning restore 0618
}
}
class TimelineProjectSettingsProvider : SettingsProvider
{
SerializedObject m_SerializedObject;
SerializedProperty m_Framerate;
private class Styles
{
public static readonly GUIContent DefaultFramerateLabel = L10n.TextContent("Default frame rate", "The default frame rate for new Timeline assets.");
public static readonly GUIContent TimelineAssetLabel = L10n.TextContent("Timeline Asset", "");
public static readonly string WarningString = L10n.Tr("Locking playback cannot be enabled for this frame rate.");
}
public TimelineProjectSettingsProvider(string path, SettingsScope scopes, IEnumerable<string> keywords = null)
: base(path, scopes, keywords) { }
public override void OnActivate(string searchContext, VisualElement rootElement)
{
TimelineProjectSettings.instance.Save();
m_SerializedObject = TimelineProjectSettings.instance.GetSerializedObject();
m_Framerate = m_SerializedObject.FindProperty("m_DefaultFrameRate");
}
public override void OnGUI(string searchContext)
{
using (new SettingsWindow.GUIScope())
{
m_SerializedObject.Update();
EditorGUILayout.LabelField(Styles.TimelineAssetLabel, EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
m_Framerate.doubleValue = FrameRateDrawer.FrameRateField(m_Framerate.doubleValue, Styles.DefaultFramerateLabel,
EditorGUILayout.GetControlRect(), out bool frameRateIsValid);
if (EditorGUI.EndChangeCheck())
{
m_SerializedObject.ApplyModifiedProperties();
TimelineProjectSettings.instance.Save();
}
#if TIMELINE_FRAMEACCURATE
if (!frameRateIsValid && TimelinePreferences.instance.playbackLockedToFrame)
EditorGUILayout.HelpBox(Styles.WarningString, MessageType.Warning);
#endif
}
}
[SettingsProvider]
public static SettingsProvider CreateTimelineProjectSettingProvider()
{
var provider = new TimelineProjectSettingsProvider("Project/Timeline", SettingsScope.Project, GetSearchKeywordsFromGUIContentProperties<Styles>());
return provider;
}
}