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40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
1 year ago
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using System.Linq;
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using UnityEditor.IMGUI.Controls;
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using UnityEngine;
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namespace UnityEditor.Timeline
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{
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class CurveTreeViewNode : TreeViewItem
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{
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public bool forceGroup { get; }
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public System.Type iconType { get; }
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public GUIContent iconOverlay { get; }
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EditorCurveBinding[] m_Bindings;
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public EditorCurveBinding[] bindings
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{
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get { return m_Bindings; }
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}
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public CurveTreeViewNode(int id, TreeViewItem parent, string displayName, EditorCurveBinding[] bindings, bool _forceGroup = false)
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: base(id, parent != null ? parent.depth + 1 : -1, parent, displayName)
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{
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m_Bindings = bindings;
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forceGroup = _forceGroup;
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// capture the preview icon type. If all subbindings are the same type, use that. Otherwise use null as a default
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iconType = null;
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if (parent != null && parent.depth >= 0 && bindings != null && bindings.Length > 0 && bindings.All(b => b.type == bindings[0].type))
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{
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iconType = bindings[0].type;
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// for components put the component type in a tooltip
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if (iconType != null && typeof(Component).IsAssignableFrom(iconType))
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iconOverlay = new GUIContent(string.Empty, ObjectNames.NicifyVariableName(iconType.Name));
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}
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}
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}
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}
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