TimelineUtility.cs 12 KB

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  1. using System;
  2. using System.Globalization;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. #if UNITY_2021_2_OR_NEWER
  6. using UnityEditor.SceneManagement;
  7. #else
  8. using UnityEditor.Experimental.SceneManagement;
  9. #endif
  10. using UnityEngine;
  11. using UnityEngine.Timeline;
  12. using UnityEngine.Playables;
  13. using Object = UnityEngine.Object;
  14. namespace UnityEditor.Timeline
  15. {
  16. static class TimelineUtility
  17. {
  18. public static void ReorderTracks(List<ScriptableObject> allTracks, List<TrackAsset> tracks, ScriptableObject insertAfterAsset, bool up)
  19. {
  20. foreach (var i in tracks)
  21. allTracks.Remove(i);
  22. int index = allTracks.IndexOf(insertAfterAsset);
  23. index = up ? Math.Max(index, 0) : index + 1;
  24. allTracks.InsertRange(index, tracks.OfType<ScriptableObject>());
  25. }
  26. // Gets the track that holds the game object reference for this track.
  27. public static TrackAsset GetSceneReferenceTrack(TrackAsset asset)
  28. {
  29. if (asset == null)
  30. return null;
  31. if (asset.isSubTrack)
  32. return GetSceneReferenceTrack(asset.parent as TrackAsset);
  33. return asset;
  34. }
  35. public static bool TrackHasAnimationCurves(TrackAsset track)
  36. {
  37. if (track.hasCurves)
  38. return true;
  39. var animTrack = track as AnimationTrack;
  40. if (animTrack != null && animTrack.infiniteClip != null && !animTrack.infiniteClip.empty)
  41. return true;
  42. for (int i = 0; i < track.clips.Length; i++)
  43. {
  44. var curveClip = track.clips[i].curves;
  45. var animationClip = track.clips[i].animationClip;
  46. // prune out clip with zero curves
  47. if (curveClip != null && curveClip.empty)
  48. curveClip = null;
  49. if (animationClip != null && animationClip.empty)
  50. animationClip = null;
  51. // prune out clips coming from FBX
  52. if (animationClip != null && ((animationClip.hideFlags & HideFlags.NotEditable) != 0))
  53. animationClip = null;
  54. if (!track.clips[i].recordable)
  55. animationClip = null;
  56. if ((curveClip != null) || (animationClip != null))
  57. return true;
  58. }
  59. return false;
  60. }
  61. // get the game object reference associated with this
  62. public static GameObject GetSceneGameObject(PlayableDirector director, TrackAsset asset)
  63. {
  64. if (director == null || asset == null)
  65. return null;
  66. asset = GetSceneReferenceTrack(asset);
  67. var gameObject = director.GetGenericBinding(asset) as GameObject;
  68. var component = director.GetGenericBinding(asset) as Component;
  69. if (component != null)
  70. gameObject = component.gameObject;
  71. return gameObject;
  72. }
  73. public static void SetSceneGameObject(PlayableDirector director, TrackAsset asset, GameObject go)
  74. {
  75. if (director == null || asset == null)
  76. return;
  77. asset = GetSceneReferenceTrack(asset);
  78. var bindings = asset.outputs;
  79. if (bindings.Count() == 0)
  80. return;
  81. var binding = bindings.First();
  82. if (binding.outputTargetType == typeof(GameObject))
  83. {
  84. BindingUtility.Bind(director, asset, go);
  85. }
  86. else
  87. {
  88. BindingUtility.Bind(director, asset, TimelineHelpers.AddRequiredComponent(go, asset));
  89. }
  90. }
  91. public static PlayableDirector[] GetDirectorsInSceneUsingAsset(PlayableAsset asset)
  92. {
  93. const HideFlags hideFlags =
  94. HideFlags.HideInHierarchy | HideFlags.HideInInspector |
  95. HideFlags.DontSaveInEditor | HideFlags.NotEditable;
  96. var prefabMode = PrefabStageUtility.GetCurrentPrefabStage();
  97. var inScene = new List<PlayableDirector>();
  98. var allDirectors = Resources.FindObjectsOfTypeAll(typeof(PlayableDirector)) as PlayableDirector[];
  99. foreach (var director in allDirectors)
  100. {
  101. if ((director.hideFlags & hideFlags) != 0)
  102. continue;
  103. string assetPath = AssetDatabase.GetAssetPath(director.transform.root.gameObject);
  104. if (!String.IsNullOrEmpty(assetPath))
  105. continue;
  106. if (prefabMode != null && !prefabMode.IsPartOfPrefabContents(director.gameObject))
  107. continue;
  108. if (asset == null || (asset != null && director.playableAsset == asset))
  109. {
  110. inScene.Add(director);
  111. }
  112. }
  113. return inScene.ToArray();
  114. }
  115. public static PlayableDirector GetDirectorComponentForGameObject(GameObject gameObject)
  116. {
  117. return gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null;
  118. }
  119. public static TimelineAsset GetTimelineAssetForDirectorComponent(PlayableDirector director)
  120. {
  121. return director != null ? director.playableAsset as TimelineAsset : null;
  122. }
  123. public static bool IsPrefabOrAsset(Object obj)
  124. {
  125. return EditorUtility.IsPersistent(obj) || (obj.hideFlags & HideFlags.NotEditable) != 0;
  126. }
  127. // TODO -- Need to add this to SerializedProperty so we can get replicate the accuracy that exists
  128. // in the undo system
  129. internal static string PropertyToString(SerializedProperty property)
  130. {
  131. switch (property.propertyType)
  132. {
  133. case SerializedPropertyType.Integer:
  134. return property.intValue.ToString(CultureInfo.InvariantCulture);
  135. case SerializedPropertyType.Float:
  136. return property.floatValue.ToString(CultureInfo.InvariantCulture);
  137. case SerializedPropertyType.String:
  138. return property.stringValue;
  139. case SerializedPropertyType.Boolean:
  140. return property.boolValue ? "1" : "0";
  141. case SerializedPropertyType.Color:
  142. return property.colorValue.ToString();
  143. case SerializedPropertyType.ArraySize:
  144. return property.intValue.ToString(CultureInfo.InvariantCulture);
  145. case SerializedPropertyType.Enum:
  146. return property.intValue.ToString(CultureInfo.InvariantCulture);
  147. case SerializedPropertyType.ObjectReference:
  148. return string.Empty;
  149. case SerializedPropertyType.LayerMask:
  150. return property.intValue.ToString(CultureInfo.InvariantCulture);
  151. case SerializedPropertyType.Character:
  152. return property.intValue.ToString(CultureInfo.InvariantCulture);
  153. case SerializedPropertyType.AnimationCurve:
  154. return property.animationCurveValue.ToString();
  155. case SerializedPropertyType.Gradient:
  156. return property.gradientValue.ToString();
  157. case SerializedPropertyType.Vector3:
  158. return property.vector3Value.ToString();
  159. case SerializedPropertyType.Vector4:
  160. return property.vector4Value.ToString();
  161. case SerializedPropertyType.Vector2:
  162. return property.vector2Value.ToString();
  163. case SerializedPropertyType.Rect:
  164. return property.rectValue.ToString();
  165. case SerializedPropertyType.Bounds:
  166. return property.boundsValue.ToString();
  167. case SerializedPropertyType.Quaternion:
  168. return property.quaternionValue.ToString();
  169. case SerializedPropertyType.Generic:
  170. return string.Empty;
  171. default:
  172. Debug.LogWarning("Unknown Property Type: " + property.propertyType);
  173. return string.Empty;
  174. }
  175. }
  176. // Is this a recordable clip on an animation track.
  177. internal static bool IsRecordableAnimationClip(TimelineClip clip)
  178. {
  179. if (!clip.recordable)
  180. return false;
  181. AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset;
  182. if (asset == null)
  183. return false;
  184. return true;
  185. }
  186. public static IList<PlayableDirector> GetSubTimelines(TimelineClip clip, IExposedPropertyTable director)
  187. {
  188. var editor = CustomTimelineEditorCache.GetClipEditor(clip);
  189. List<PlayableDirector> directors = new List<PlayableDirector>();
  190. try
  191. {
  192. editor.GetSubTimelines(clip, director as PlayableDirector, directors);
  193. }
  194. catch (Exception e)
  195. {
  196. Debug.LogException(e);
  197. }
  198. return directors;
  199. }
  200. public static bool IsAllSubTrackMuted(TrackAsset asset)
  201. {
  202. if (asset is GroupTrack)
  203. return asset.mutedInHierarchy;
  204. foreach (TrackAsset t in asset.GetChildTracks())
  205. {
  206. if (!t.muted)
  207. return false;
  208. var childMuted = IsAllSubTrackMuted(t);
  209. if (!childMuted)
  210. return false;
  211. }
  212. return true;
  213. }
  214. public static bool IsParentMuted(TrackAsset asset)
  215. {
  216. TrackAsset p = asset.parent as TrackAsset;
  217. if (p == null) return false;
  218. return p is GroupTrack ? p.mutedInHierarchy : IsParentMuted(p);
  219. }
  220. public static IEnumerable<PlayableDirector> GetAllDirectorsInHierarchy(PlayableDirector mainDirector)
  221. {
  222. var directors = new HashSet<PlayableDirector> { mainDirector };
  223. GetAllDirectorsInHierarchy(mainDirector, directors);
  224. return directors;
  225. }
  226. static void GetAllDirectorsInHierarchy(PlayableDirector director, ISet<PlayableDirector> directors)
  227. {
  228. var timelineAsset = director.playableAsset as TimelineAsset;
  229. if (timelineAsset == null)
  230. return;
  231. foreach (var track in timelineAsset.GetOutputTracks())
  232. {
  233. foreach (var clip in track.clips)
  234. {
  235. foreach (var subDirector in GetSubTimelines(clip, director))
  236. {
  237. if (!directors.Contains(subDirector))
  238. {
  239. directors.Add(subDirector);
  240. GetAllDirectorsInHierarchy(subDirector, directors);
  241. }
  242. }
  243. }
  244. }
  245. }
  246. public static IEnumerable<T> GetBindingsFromDirectors<T>(IEnumerable<PlayableDirector> directors) where T : Object
  247. {
  248. var bindings = new HashSet<T>();
  249. foreach (var director in directors)
  250. {
  251. if (director.playableAsset == null) continue;
  252. foreach (var output in director.playableAsset.outputs)
  253. {
  254. var binding = director.GetGenericBinding(output.sourceObject) as T;
  255. if (binding != null)
  256. bindings.Add(binding);
  257. }
  258. }
  259. return bindings;
  260. }
  261. public static bool IsLockedFromGroup(TrackAsset asset)
  262. {
  263. TrackAsset p = asset.parent as TrackAsset;
  264. if (p == null) return false;
  265. return p is GroupTrack ? p.lockedInHierarchy : IsLockedFromGroup(p);
  266. }
  267. internal static bool IsCurrentSequenceValid()
  268. {
  269. return TimelineWindow.instance != null
  270. && TimelineWindow.instance.state != null
  271. && TimelineWindow.instance.state.editSequence != null;
  272. }
  273. public static TimelineAsset CreateAndSaveTimelineAsset(string path)
  274. {
  275. var newAsset = ScriptableObject.CreateInstance<TimelineAsset>();
  276. newAsset.editorSettings.fps = TimelineProjectSettings.instance.assetDefaultFramerate;
  277. AssetDatabase.CreateAsset(newAsset, path);
  278. return newAsset;
  279. }
  280. }
  281. }