A game about forced loneliness, made by TACStudios
at master 298 lines 12 kB view raw
1using System; 2using System.Globalization; 3using System.Collections.Generic; 4using System.Linq; 5#if UNITY_2021_2_OR_NEWER 6using UnityEditor.SceneManagement; 7#else 8using UnityEditor.Experimental.SceneManagement; 9#endif 10using UnityEngine; 11using UnityEngine.Timeline; 12using UnityEngine.Playables; 13using Object = UnityEngine.Object; 14 15 16namespace UnityEditor.Timeline 17{ 18 static class TimelineUtility 19 { 20 public static void ReorderTracks(List<ScriptableObject> allTracks, List<TrackAsset> tracks, ScriptableObject insertAfterAsset, bool up) 21 { 22 foreach (var i in tracks) 23 allTracks.Remove(i); 24 25 int index = allTracks.IndexOf(insertAfterAsset); 26 27 index = up ? Math.Max(index, 0) : index + 1; 28 29 allTracks.InsertRange(index, tracks.OfType<ScriptableObject>()); 30 } 31 32 // Gets the track that holds the game object reference for this track. 33 public static TrackAsset GetSceneReferenceTrack(TrackAsset asset) 34 { 35 if (asset == null) 36 return null; 37 if (asset.isSubTrack) 38 return GetSceneReferenceTrack(asset.parent as TrackAsset); 39 return asset; 40 } 41 42 public static bool TrackHasAnimationCurves(TrackAsset track) 43 { 44 if (track.hasCurves) 45 return true; 46 47 var animTrack = track as AnimationTrack; 48 if (animTrack != null && animTrack.infiniteClip != null && !animTrack.infiniteClip.empty) 49 return true; 50 51 for (int i = 0; i < track.clips.Length; i++) 52 { 53 var curveClip = track.clips[i].curves; 54 var animationClip = track.clips[i].animationClip; 55 56 // prune out clip with zero curves 57 if (curveClip != null && curveClip.empty) 58 curveClip = null; 59 60 if (animationClip != null && animationClip.empty) 61 animationClip = null; 62 63 // prune out clips coming from FBX 64 if (animationClip != null && ((animationClip.hideFlags & HideFlags.NotEditable) != 0)) 65 animationClip = null; 66 67 if (!track.clips[i].recordable) 68 animationClip = null; 69 70 if ((curveClip != null) || (animationClip != null)) 71 return true; 72 } 73 74 return false; 75 } 76 77 // get the game object reference associated with this 78 public static GameObject GetSceneGameObject(PlayableDirector director, TrackAsset asset) 79 { 80 if (director == null || asset == null) 81 return null; 82 83 asset = GetSceneReferenceTrack(asset); 84 85 var gameObject = director.GetGenericBinding(asset) as GameObject; 86 var component = director.GetGenericBinding(asset) as Component; 87 if (component != null) 88 gameObject = component.gameObject; 89 return gameObject; 90 } 91 92 public static PlayableDirector[] GetDirectorsInSceneUsingAsset(PlayableAsset asset) 93 { 94 const HideFlags hideFlags = 95 HideFlags.HideInHierarchy | HideFlags.HideInInspector | 96 HideFlags.DontSaveInEditor | HideFlags.NotEditable; 97 98 var prefabMode = PrefabStageUtility.GetCurrentPrefabStage(); 99 100 var inScene = new List<PlayableDirector>(); 101 var allDirectors = Resources.FindObjectsOfTypeAll(typeof(PlayableDirector)) as PlayableDirector[]; 102 foreach (var director in allDirectors) 103 { 104 if ((director.hideFlags & hideFlags) != 0) 105 continue; 106 107 string assetPath = AssetDatabase.GetAssetPath(director.transform.root.gameObject); 108 if (!String.IsNullOrEmpty(assetPath)) 109 continue; 110 111 if (prefabMode != null && !prefabMode.IsPartOfPrefabContents(director.gameObject)) 112 continue; 113 114 if (asset == null || (asset != null && director.playableAsset == asset)) 115 { 116 inScene.Add(director); 117 } 118 } 119 return inScene.ToArray(); 120 } 121 122 public static PlayableDirector GetDirectorComponentForGameObject(GameObject gameObject) 123 { 124 return gameObject != null ? gameObject.GetComponent<PlayableDirector>() : null; 125 } 126 127 public static TimelineAsset GetTimelineAssetForDirectorComponent(PlayableDirector director) 128 { 129 return director != null ? director.playableAsset as TimelineAsset : null; 130 } 131 132 public static bool IsPrefabOrAsset(Object obj) 133 { 134 return EditorUtility.IsPersistent(obj) || (obj.hideFlags & HideFlags.NotEditable) != 0; 135 } 136 137 // TODO -- Need to add this to SerializedProperty so we can get replicate the accuracy that exists 138 // in the undo system 139 internal static string PropertyToString(SerializedProperty property) 140 { 141 switch (property.propertyType) 142 { 143 case SerializedPropertyType.Integer: 144 return property.intValue.ToString(CultureInfo.InvariantCulture); 145 case SerializedPropertyType.Float: 146 return property.floatValue.ToString(CultureInfo.InvariantCulture); 147 case SerializedPropertyType.String: 148 return property.stringValue; 149 case SerializedPropertyType.Boolean: 150 return property.boolValue ? "1" : "0"; 151 case SerializedPropertyType.Color: 152 return property.colorValue.ToString(); 153 case SerializedPropertyType.ArraySize: 154 return property.intValue.ToString(CultureInfo.InvariantCulture); 155 case SerializedPropertyType.Enum: 156 return property.intValue.ToString(CultureInfo.InvariantCulture); 157 case SerializedPropertyType.ObjectReference: 158 return string.Empty; 159 case SerializedPropertyType.LayerMask: 160 return property.intValue.ToString(CultureInfo.InvariantCulture); 161 case SerializedPropertyType.Character: 162 return property.intValue.ToString(CultureInfo.InvariantCulture); 163 case SerializedPropertyType.AnimationCurve: 164 return property.animationCurveValue.ToString(); 165 case SerializedPropertyType.Gradient: 166 return property.gradientValue.ToString(); 167 case SerializedPropertyType.Vector3: 168 return property.vector3Value.ToString(); 169 case SerializedPropertyType.Vector4: 170 return property.vector4Value.ToString(); 171 case SerializedPropertyType.Vector2: 172 return property.vector2Value.ToString(); 173 case SerializedPropertyType.Rect: 174 return property.rectValue.ToString(); 175 case SerializedPropertyType.Bounds: 176 return property.boundsValue.ToString(); 177 case SerializedPropertyType.Quaternion: 178 return property.quaternionValue.ToString(); 179 case SerializedPropertyType.Generic: 180 return string.Empty; 181 default: 182 Debug.LogWarning("Unknown Property Type: " + property.propertyType); 183 return string.Empty; 184 } 185 } 186 187 // Is this a recordable clip on an animation track. 188 internal static bool IsRecordableAnimationClip(TimelineClip clip) 189 { 190 if (!clip.recordable) 191 return false; 192 193 AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset; 194 if (asset == null) 195 return false; 196 197 return true; 198 } 199 200 public static bool HasCustomEditor(TimelineClip clip) 201 { 202 var editor = CustomTimelineEditorCache.GetClipEditor(clip); 203 return editor != CustomTimelineEditorCache.GetDefaultClipEditor(); 204 } 205 206 public static IList<PlayableDirector> GetSubTimelines(TimelineClip clip, IExposedPropertyTable director) 207 { 208 var editor = CustomTimelineEditorCache.GetClipEditor(clip); 209 List<PlayableDirector> directors = new List<PlayableDirector>(); 210 try 211 { 212 editor.GetSubTimelines(clip, director as PlayableDirector, directors); 213 } 214 catch (Exception e) 215 { 216 Debug.LogException(e); 217 } 218 219 return directors; 220 } 221 222 public static bool IsAllSubTrackMuted(TrackAsset asset) 223 { 224 if (asset is GroupTrack) 225 return asset.mutedInHierarchy; 226 227 foreach (TrackAsset t in asset.GetChildTracks()) 228 { 229 if (!t.muted) 230 return false; 231 232 var childMuted = IsAllSubTrackMuted(t); 233 234 if (!childMuted) 235 return false; 236 } 237 return true; 238 } 239 240 public static bool IsParentMuted(TrackAsset asset) 241 { 242 TrackAsset p = asset.parent as TrackAsset; 243 if (p == null) return false; 244 return p is GroupTrack ? p.mutedInHierarchy : IsParentMuted(p); 245 } 246 247 public static IEnumerable<PlayableDirector> GetAllDirectorsInHierarchy(PlayableDirector mainDirector) 248 { 249 var directors = new HashSet<PlayableDirector> { mainDirector }; 250 GetAllDirectorsInHierarchy(mainDirector, directors); 251 return directors; 252 } 253 254 static void GetAllDirectorsInHierarchy(PlayableDirector director, ISet<PlayableDirector> directors) 255 { 256 var timelineAsset = director.playableAsset as TimelineAsset; 257 if (timelineAsset == null) 258 return; 259 260 foreach (var track in timelineAsset.GetOutputTracks()) 261 { 262 foreach (var clip in track.clips) 263 { 264 foreach (var subDirector in GetSubTimelines(clip, director)) 265 { 266 if (!directors.Contains(subDirector)) 267 { 268 directors.Add(subDirector); 269 GetAllDirectorsInHierarchy(subDirector, directors); 270 } 271 } 272 } 273 } 274 } 275 276 public static bool IsLockedFromGroup(TrackAsset asset) 277 { 278 TrackAsset p = asset.parent as TrackAsset; 279 if (p == null) return false; 280 return p is GroupTrack ? p.lockedInHierarchy : IsLockedFromGroup(p); 281 } 282 283 internal static bool IsCurrentSequenceValid() 284 { 285 return TimelineWindow.instance != null 286 && TimelineWindow.instance.state != null 287 && TimelineWindow.instance.state.editSequence != null; 288 } 289 290 public static TimelineAsset CreateAndSaveTimelineAsset(string path) 291 { 292 var newAsset = ScriptableObject.CreateInstance<TimelineAsset>(); 293 newAsset.editorSettings.frameRate = TimelineProjectSettings.instance.defaultFrameRate; 294 AssetDatabase.CreateAsset(newAsset, path); 295 return newAsset; 296 } 297 } 298}