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148 lines
6.1 KiB
C#
148 lines
6.1 KiB
C#
1 year ago
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Playables;
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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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public TimelineTreeViewGUI treeView { get; private set; }
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void TracksGUI(Rect clientRect, WindowState state, TimelineModeGUIState trackState)
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{
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if (Event.current.type == EventType.Repaint && treeView != null)
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{
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state.headerSpacePartitioner.Clear();
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state.spacePartitioner.Clear();
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}
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if (state.IsEditingASubTimeline() && !state.IsEditingAnEmptyTimeline())
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{
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var headerRect = clientRect;
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headerRect.width = state.sequencerHeaderWidth;
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Graphics.DrawBackgroundRect(state, headerRect);
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var clipRect = clientRect;
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clipRect.xMin = headerRect.xMax;
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Graphics.DrawBackgroundRect(state, clipRect, subSequenceMode: true);
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}
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else
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{
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Graphics.DrawBackgroundRect(state, clientRect);
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}
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if (!state.IsEditingAnEmptyTimeline())
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m_TimeArea.DrawMajorTicks(sequenceContentRect, (float)state.referenceSequence.frameRate);
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GUILayout.BeginVertical();
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{
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GUILayout.Space(5.0f);
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GUILayout.BeginHorizontal();
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if (this.state.editSequence.asset == null)
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DrawNoSequenceGUI(state);
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else
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DrawTracksGUI(clientRect, trackState);
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GUILayout.EndHorizontal();
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}
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GUILayout.EndVertical();
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Graphics.DrawShadow(clientRect);
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}
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void DrawNoSequenceGUI(WindowState windowState)
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{
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bool showCreateButton = false;
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var currentlySelectedGo = UnityEditor.Selection.activeObject != null ? UnityEditor.Selection.activeObject as GameObject : null;
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var textContent = DirectorStyles.noTimelineAssetSelected;
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var existingDirector = currentlySelectedGo != null ? currentlySelectedGo.GetComponent<PlayableDirector>() : null;
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var existingAsset = existingDirector != null ? existingDirector.playableAsset : null;
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if (currentlySelectedGo != null && !TimelineUtility.IsPrefabOrAsset(currentlySelectedGo) && existingAsset == null)
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{
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showCreateButton = true;
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textContent = new GUIContent(String.Format(DirectorStyles.createTimelineOnSelection.text, currentlySelectedGo.name, L10n.Tr("a Director component and a Timeline asset")));
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}
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GUILayout.FlexibleSpace();
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GUILayout.BeginVertical();
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GUILayout.FlexibleSpace();
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GUILayout.Label(textContent);
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if (showCreateButton)
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{
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GUILayout.BeginHorizontal();
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var textSize = GUI.skin.label.CalcSize(textContent);
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GUILayout.Space((textSize.x / 2.0f) - (WindowConstants.createButtonWidth / 2.0f));
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if (GUILayout.Button(L10n.Tr("Create"), GUILayout.Width(WindowConstants.createButtonWidth)))
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{
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var message = DirectorStyles.createNewTimelineText.text + " '" + currentlySelectedGo.name + "'";
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var defaultName = currentlySelectedGo.name.EndsWith(DirectorStyles.newTimelineDefaultNameSuffix, StringComparison.OrdinalIgnoreCase)
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? currentlySelectedGo.name
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: currentlySelectedGo.name + DirectorStyles.newTimelineDefaultNameSuffix;
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// Use the project window path by default only if it's under the asset folder.
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// Otherwise the saveFilePanel will reject the save (case 1289923)
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var defaultPath = ProjectWindowUtil.GetActiveFolderPath();
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if (!defaultPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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defaultPath = "Assets";
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string newSequencePath = EditorUtility.SaveFilePanelInProject(DirectorStyles.createNewTimelineText.text, defaultName, "playable", message, defaultPath);
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if (!string.IsNullOrEmpty(newSequencePath))
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{
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var newAsset = TimelineUtility.CreateAndSaveTimelineAsset(newSequencePath);
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Undo.IncrementCurrentGroup();
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if (existingDirector == null)
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{
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existingDirector = Undo.AddComponent<PlayableDirector>(currentlySelectedGo);
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}
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existingDirector.playableAsset = newAsset;
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SetTimeline(existingDirector);
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windowState.previewMode = false;
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}
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// If we reach this point, the state of the panel has changed; skip the rest of this GUI phase
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// Fixes: case 955831 - [OSX] NullReferenceException when creating a timeline on a selected object
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GUIUtility.ExitGUI();
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}
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GUILayout.EndHorizontal();
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}
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GUILayout.FlexibleSpace();
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GUILayout.EndVertical();
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GUILayout.FlexibleSpace();
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}
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internal List<OverlayDrawer> OverlayDrawData = new List<OverlayDrawer>();
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void DrawTracksGUI(Rect clientRect, TimelineModeGUIState trackState)
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{
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GUILayout.BeginVertical(GUILayout.Height(clientRect.height));
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if (treeView != null)
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{
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if (Event.current.type == EventType.Layout)
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{
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OverlayDrawData.Clear();
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}
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treeView.OnGUI(clientRect);
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if (Event.current.type == EventType.Repaint)
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{
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foreach (var overlayData in OverlayDrawData)
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{
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using (new GUIViewportScope(sequenceContentRect))
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overlayData.Draw();
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}
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}
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}
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GUILayout.EndVertical();
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}
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}
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}
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