TimelineWindow_StateChange.cs
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namespace UnityEditor.Timeline
{
partial class TimelineWindow
{
void InitializeStateChange()
{
state.OnPlayStateChange += OnPreviewPlayModeChanged;
state.OnDirtyStampChange += OnStateChange;
state.OnBeforeSequenceChange += OnBeforeSequenceChange;
state.OnAfterSequenceChange += OnAfterSequenceChange;
state.OnRebuildGraphChange += () =>
{
// called when the graph is rebuild, since the UI tree isn't necessarily rebuilt.
if (!state.rebuildGraph)
{
// send callbacks to the tacks
if (treeView != null)
{
var allTrackGuis = treeView.allTrackGuis;
if (allTrackGuis != null)
{
for (int i = 0; i < allTrackGuis.Count; i++)
allTrackGuis[i].OnGraphRebuilt();
}
}
}
};
state.OnTimeChange += () =>
{
if (EditorApplication.isPlaying == false)
{
state.UpdateRecordingState();
EditorApplication.SetSceneRepaintDirty();
}
if (state.ignorePreview && state.IsPlayableGraphDone())
state.Pause();
// the time is sync'd prior to the callback
state.Evaluate(); // will do the repaint
InspectorWindow.RepaintAllInspectors();
};
state.OnRecordingChange += () =>
{
if (!state.recording)
{
TrackAssetRecordingExtensions.ClearRecordingState();
}
};
}
}
}