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