TimelineWindow.cs
18.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
using System;
using System.Collections.Generic;
using UnityEditor.Callbacks;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Playables;
using UnityEngine.SceneManagement;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
[EditorWindowTitle(title = "Timeline", useTypeNameAsIconName = true)]
partial class TimelineWindow : EditorWindow, IHasCustomMenu
{
[Serializable]
public class TimelineWindowPreferences
{
public bool frameSnap = true;
public bool edgeSnaps = true;
public bool muteAudioScrub = true;
public bool playRangeLoopMode = true;
public PlaybackScrollMode autoScrollMode;
public EditMode.EditType editType = EditMode.EditType.Mix;
public TimeReferenceMode timeReferenceMode = TimeReferenceMode.Local;
}
[SerializeField] TimelineWindowPreferences m_Preferences = new TimelineWindowPreferences();
public TimelineWindowPreferences preferences { get { return m_Preferences; } }
[SerializeField]
EditorGUIUtility.EditorLockTracker m_LockTracker = new EditorGUIUtility.EditorLockTracker();
readonly PreviewResizer m_PreviewResizer = new PreviewResizer();
bool m_LastFrameHadSequence;
bool m_ForceRefreshLastSelection;
int m_CurrentSceneHashCode = -1;
[NonSerialized]
bool m_HasBeenInitialized;
[SerializeField]
SequenceHierarchy m_SequenceHierarchy;
static SequenceHierarchy s_LastHierarchy;
public static TimelineWindow instance { get; private set; }
public Rect clientArea { get; set; }
public bool isDragging { get; set; }
public static DirectorStyles styles { get { return DirectorStyles.Instance; } }
public List<TimelineTrackBaseGUI> allTracks
{
get
{
return treeView != null ? treeView.allTrackGuis : new List<TimelineTrackBaseGUI>();
}
}
public WindowState state { get; private set; }
public bool locked
{
get
{
// we can never be in a locked state if there is no timeline asset
if (state.editSequence.asset == null)
return false;
return m_LockTracker.isLocked;
}
set { m_LockTracker.isLocked = value; }
}
public bool hierarchyChangedThisFrame { get; private set; }
public TimelineWindow()
{
InitializeManipulators();
m_LockTracker.lockStateChanged.AddPersistentListener(OnLockStateChanged, UnityEventCallState.EditorAndRuntime);
}
void OnLockStateChanged(bool locked)
{
// Make sure that upon unlocking, any selection change is updated
// Case 1123119 -- only force rebuild if not recording
if (!locked)
RefreshSelection(state != null && !state.recording);
}
void OnEnable()
{
if (m_SequencePath == null)
m_SequencePath = new SequencePath();
if (m_SequenceHierarchy == null)
{
// The sequence hierarchy will become null if maximize on play is used for in/out of playmode
// a static var will hang on to the reference
if (s_LastHierarchy != null)
m_SequenceHierarchy = s_LastHierarchy;
else
m_SequenceHierarchy = SequenceHierarchy.CreateInstance();
state = null;
}
s_LastHierarchy = m_SequenceHierarchy;
titleContent = GetLocalizedTitleContent();
m_PreviewResizer.Init("TimelineWindow");
// Unmaximize fix : when unmaximizing, a new window is enabled and disabled. Prevent it from overriding the instance pointer.
if (instance == null)
instance = this;
AnimationClipCurveCache.Instance.OnEnable();
TrackAsset.OnClipPlayableCreate += m_PlayableLookup.UpdatePlayableLookup;
TrackAsset.OnTrackAnimationPlayableCreate += m_PlayableLookup.UpdatePlayableLookup;
if (state == null)
{
state = new WindowState(this, s_LastHierarchy);
Initialize();
RefreshSelection(true);
m_ForceRefreshLastSelection = true;
}
}
void OnDisable()
{
if (instance == this)
instance = null;
if (state != null)
state.Reset();
if (instance == null)
SelectionManager.RemoveTimelineSelection();
AnimationClipCurveCache.Instance.OnDisable();
TrackAsset.OnClipPlayableCreate -= m_PlayableLookup.UpdatePlayableLookup;
TrackAsset.OnTrackAnimationPlayableCreate -= m_PlayableLookup.UpdatePlayableLookup;
TimelineWindowViewPrefs.SaveAll();
TimelineWindowViewPrefs.UnloadAllViewModels();
}
void OnDestroy()
{
if (state != null)
{
state.OnDestroy();
}
m_HasBeenInitialized = false;
RemoveEditorCallbacks();
AnimationClipCurveCache.Instance.Clear();
TimelineAnimationUtilities.UnlinkAnimationWindow();
}
void OnLostFocus()
{
isDragging = false;
if (state != null)
state.captured.Clear();
Repaint();
}
void OnFocus()
{
if (state == null) return;
if (lastSelectedGO != Selection.activeObject)
{
// selection may have changed while Timeline Editor was looking away
RefreshSelection(false);
// Inline curves may have become out of sync
RefreshInlineCurves();
}
}
void OnHierarchyChange()
{
hierarchyChangedThisFrame = true;
Repaint();
}
void OnStateChange()
{
state.UpdateRecordingState();
if (treeView != null && state.editSequence.asset != null)
treeView.Reload();
if (m_MarkerHeaderGUI != null)
m_MarkerHeaderGUI.Rebuild();
}
void OnGUI()
{
InitializeGUIIfRequired();
UpdateGUIConstants();
UpdateViewStateHash();
EditMode.HandleModeClutch(); // TODO We Want that here?
DetectStylesChange();
DetectActiveSceneChanges();
DetectStateChanges();
state.ProcessStartFramePendingUpdates();
var clipRect = new Rect(0.0f, 0.0f, position.width, position.height);
clipRect.xMin += state.sequencerHeaderWidth;
using (new GUIViewportScope(clipRect))
state.InvokeWindowOnGuiStarted(Event.current);
if (Event.current.type == EventType.MouseDrag && state != null && state.mouseDragLag > 0.0f)
{
state.mouseDragLag -= Time.deltaTime;
return;
}
if (PerformUndo())
return;
if (EditorApplication.isPlaying)
{
if (state != null)
{
if (state.recording)
state.recording = false;
}
Repaint();
}
clientArea = position;
PlaybackScroller.AutoScroll(state);
DoLayout();
// overlays
if (state.captured.Count > 0)
{
using (new GUIViewportScope(clipRect))
{
foreach (var o in state.captured)
{
o.Overlay(Event.current, state);
}
Repaint();
}
}
if (state.showQuadTree)
state.spacePartitioner.DebugDraw();
// attempt another rebuild -- this will avoid 1 frame flashes
if (Event.current.type == EventType.Repaint)
{
RebuildGraphIfNecessary();
state.ProcessEndFramePendingUpdates();
}
using (new GUIViewportScope(clipRect))
{
if (Event.current.type == EventType.Repaint)
EditMode.inputHandler.OnGUI(state, Event.current);
}
if (Event.current.type == EventType.Repaint)
hierarchyChangedThisFrame = false;
}
static void DetectStylesChange()
{
DirectorStyles.ReloadStylesIfNeeded();
}
void DetectActiveSceneChanges()
{
if (m_CurrentSceneHashCode == -1)
{
m_CurrentSceneHashCode = SceneManager.GetActiveScene().GetHashCode();
}
if (m_CurrentSceneHashCode != SceneManager.GetActiveScene().GetHashCode())
{
bool isSceneStillLoaded = false;
for (int a = 0; a < SceneManager.sceneCount; a++)
{
var scene = SceneManager.GetSceneAt(a);
if (scene.GetHashCode() == m_CurrentSceneHashCode && scene.isLoaded)
{
isSceneStillLoaded = true;
break;
}
}
if (!isSceneStillLoaded)
{
if (!locked)
ClearCurrentTimeline();
m_CurrentSceneHashCode = SceneManager.GetActiveScene().GetHashCode();
}
}
}
void DetectStateChanges()
{
if (state != null)
{
state.editSequence.ResetIsReadOnly(); //Force reset readonly for asset flag for each frame.
// detect if the sequence was removed under our feet
if (m_LastFrameHadSequence && state.editSequence.asset == null)
{
ClearCurrentTimeline();
}
m_LastFrameHadSequence = state.editSequence.asset != null;
// the currentDirector can get set to null by a deletion or scene unloading so polling is required
if (state.editSequence.director == null)
{
state.recording = false;
state.previewMode = false;
//Case 1201405 : Check if the lock state is valid with the lock tracker state
if (locked != m_LockTracker.isLocked)
m_LockTracker.isLocked = locked;
if (!locked && m_LastFrameHadSequence)
{
// the user may be adding a new PlayableDirector to a selected GameObject, make sure the timeline editor is shows the proper director if none is already showing
var selectedGameObject = Selection.activeObject != null ? Selection.activeObject as GameObject : null;
var selectedDirector = selectedGameObject != null ? selectedGameObject.GetComponent<PlayableDirector>() : null;
if (selectedDirector != null)
{
SetCurrentTimeline(selectedDirector);
}
}
}
else
{
// the user may have changed the timeline associated with the current director
if (state.editSequence.asset != state.editSequence.director.playableAsset)
{
if (!locked)
{
SetCurrentTimeline(state.editSequence.director);
}
else
{
// Keep locked on the current timeline but set the current director to null since it's not the timeline owner anymore
SetCurrentTimeline(state.editSequence.asset);
}
}
}
}
}
void Initialize()
{
if (!m_HasBeenInitialized)
{
InitializeStateChange();
InitializeEditorCallbacks();
m_HasBeenInitialized = true;
}
}
void RefreshLastSelectionIfRequired()
{
// case 1088918 - workaround for the instanceID to object cache being update during Awake.
// This corrects any playableDirector ptrs with the correct cached version
// This can happen when going from edit to playmode
if (m_ForceRefreshLastSelection)
{
m_ForceRefreshLastSelection = false;
RestoreLastSelection(true);
}
}
void InitializeGUIIfRequired()
{
RefreshLastSelectionIfRequired();
InitializeTimeArea();
if (treeView == null && state.editSequence.asset != null)
{
treeView = new TimelineTreeViewGUI(this, state.editSequence.asset, position);
}
}
void UpdateGUIConstants()
{
m_HorizontalScrollBarSize =
GUI.skin.horizontalScrollbar.fixedHeight + GUI.skin.horizontalScrollbar.margin.top;
m_VerticalScrollBarSize = (treeView != null && treeView.showingVerticalScrollBar)
? GUI.skin.verticalScrollbar.fixedWidth + GUI.skin.verticalScrollbar.margin.left
: 0;
}
void UpdateViewStateHash()
{
if (Event.current.type == EventType.Layout)
state.UpdateViewStateHash();
}
static bool PerformUndo()
{
if (!Event.current.isKey)
return false;
if (Event.current.keyCode != KeyCode.Z)
return false;
if (!EditorGUI.actionKey)
return false;
return true;
}
public void RebuildGraphIfNecessary(bool evaluate = true)
{
if (state == null || state.editSequence.director == null || state.editSequence.asset == null)
return;
if (state.rebuildGraph)
{
// rebuilding the graph resets the time
double time = state.editSequence.time;
var wasPlaying = false;
// disable preview mode,
if (!EditorApplication.isPlaying)
{
wasPlaying = state.playing;
state.previewMode = false;
state.GatherProperties(state.masterSequence.director);
}
state.RebuildPlayableGraph();
state.editSequence.time = time;
if (wasPlaying)
state.Play();
if (evaluate)
{
// put the scene back in the correct state
state.EvaluateImmediate();
// this is necessary to see accurate results when inspector refreshes
// case 1154802 - this will property re-force time on the director, so
// the play head won't snap back to the timeline duration on rebuilds
if (!state.playing)
state.Evaluate();
}
Repaint();
}
state.rebuildGraph = false;
}
// for tests
public new void RepaintImmediately()
{
base.RepaintImmediately();
}
internal static bool IsEditingTimelineAsset(TimelineAsset timelineAsset)
{
return instance != null && instance.state != null && instance.state.editSequence.asset == timelineAsset;
}
internal static void RepaintIfEditingTimelineAsset(TimelineAsset timelineAsset)
{
if (IsEditingTimelineAsset(timelineAsset))
instance.Repaint();
}
internal class DoCreateTimeline : ProjectWindowCallback.EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var timeline = ScriptableObject.CreateInstance<TimelineAsset>();
AssetDatabase.CreateAsset(timeline, pathName);
ProjectWindowUtil.ShowCreatedAsset(timeline);
}
}
[MenuItem("Assets/Create/Timeline", false, 450)]
public static void CreateNewTimeline()
{
var icon = EditorGUIUtility.IconContent("TimelineAsset Icon").image as Texture2D;
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<DoCreateTimeline>(), "New Timeline.playable", icon, null);
}
[MenuItem("Window/Sequencing/Timeline", false, 1)]
public static void ShowWindow()
{
GetWindow<TimelineWindow>(typeof(SceneView));
instance.Focus();
}
[OnOpenAsset(1)]
public static bool OnDoubleClick(int instanceID, int line)
{
var assetDoubleClicked = EditorUtility.InstanceIDToObject(instanceID) as TimelineAsset;
if (assetDoubleClicked == null)
return false;
ShowWindow();
instance.SetCurrentTimeline(assetDoubleClicked);
return true;
}
public virtual void AddItemsToMenu(GenericMenu menu)
{
bool disabled = state == null || state.editSequence.asset == null;
m_LockTracker.AddItemsToMenu(menu, disabled);
}
protected virtual void ShowButton(Rect r)
{
bool disabled = state == null || state.editSequence.asset == null;
m_LockTracker.ShowButton(r, DirectorStyles.Instance.lockButton, disabled);
}
internal void TreeViewKeyboardCallback()
{
if (Event.current.type != EventType.KeyDown)
return;
if (TimelineAction.HandleShortcut(state, Event.current))
{
Event.current.Use();
}
}
}
}