using System; using System.Collections.Generic; using UnityEngine.Playables; namespace UnityEngine.Timeline { /// /// A PlayableAsset that represents a timeline. /// [ExcludeFromPreset] [Serializable] public partial class TimelineAsset : PlayableAsset, ISerializationCallbackReceiver, ITimelineClipAsset, IPropertyPreview { /// /// How the duration of the timeline is determined. /// public enum DurationMode { /// /// The duration of the timeline is determined based on the clips present. /// BasedOnClips, /// /// The duration of the timeline is a fixed length. /// FixedLength } /// /// Properties of the timeline that are used by the editor /// [Serializable] public class EditorSettings { internal static readonly float kMinFps = (float)TimeUtility.kFrameRateEpsilon; internal static readonly float kMaxFps = 1000.0f; internal static readonly float kDefaultFps = 60.0f; [HideInInspector, SerializeField] float m_Framerate = kDefaultFps; [HideInInspector, SerializeField] bool m_ScenePreview = true; /// /// The frames per second used for snapping and time ruler display /// public float fps { get { return m_Framerate; } set { m_Framerate = GetValidFramerate(value); } } /// /// Set to false to ignore scene preview when this timeline is played by the Timeline window. /// /// /// When set to false, this setting will /// - Disable scene preview when this timeline is played by the Timeline window. /// - Disable recording for all recordable tracks. /// - Disable play range in the Timeline window. /// - `Stop()` is not called on the `PlayableDirector` when switching between different `TimelineAsset`s in the TimelineWindow. /// /// `scenePreview` will only be applied if the asset is the master timeline. /// /// public bool scenePreview { get => m_ScenePreview; set => m_ScenePreview = value; } } [HideInInspector, SerializeField] List m_Tracks; [HideInInspector, SerializeField] double m_FixedDuration; // only applied if duration mode is Fixed [HideInInspector, NonSerialized] TrackAsset[] m_CacheOutputTracks; [HideInInspector, NonSerialized] List m_CacheRootTracks; [HideInInspector, NonSerialized] List m_CacheFlattenedTracks; [HideInInspector, SerializeField] EditorSettings m_EditorSettings = new EditorSettings(); [SerializeField] DurationMode m_DurationMode; [HideInInspector, SerializeField] MarkerTrack m_MarkerTrack; /// /// Settings used by timeline for editing purposes /// public EditorSettings editorSettings { get { return m_EditorSettings; } } /// /// The length, in seconds, of the timeline /// public override double duration { get { // @todo cache this value when rebuilt if (m_DurationMode == DurationMode.BasedOnClips) { //avoid having no clip evaluated at the end by removing a tick from the total duration var discreteDuration = CalculateItemsDuration(); if (discreteDuration <= 0) return 0.0; return (double)discreteDuration.OneTickBefore(); } return m_FixedDuration; } } /// /// The length of the timeline when durationMode is set to fixed length. /// public double fixedDuration { get { DiscreteTime discreteDuration = (DiscreteTime)m_FixedDuration; if (discreteDuration <= 0) return 0.0; //avoid having no clip evaluated at the end by removing a tick from the total duration return (double)discreteDuration.OneTickBefore(); } set { m_FixedDuration = Math.Max(0.0, value); } } /// /// The mode used to determine the duration of the Timeline /// public DurationMode durationMode { get { return m_DurationMode; } set { m_DurationMode = value; } } /// /// A description of the PlayableOutputs that will be created by the timeline when instantiated. /// /// /// Each track will create an PlayableOutput /// public override IEnumerable outputs { get { foreach (var outputTracks in GetOutputTracks()) foreach (var output in outputTracks.outputs) yield return output; } } /// /// The capabilities supported by all clips in the timeline. /// public ClipCaps clipCaps { get { var caps = ClipCaps.All; foreach (var track in GetRootTracks()) { foreach (var clip in track.clips) caps &= clip.clipCaps; } return caps; } } /// /// Returns the the number of output tracks in the Timeline. /// /// /// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack, a subtrack, or override track. /// public int outputTrackCount { get { UpdateOutputTrackCache(); // updates the cache if necessary return m_CacheOutputTracks.Length; } } /// /// Returns the number of tracks at the root level of the timeline. /// /// /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group /// public int rootTrackCount { get { UpdateRootTrackCache(); return m_CacheRootTracks.Count; } } void OnValidate() { editorSettings.fps = GetValidFramerate(editorSettings.fps); } internal static float GetValidFramerate(float framerate) { return Mathf.Clamp(framerate, EditorSettings.kMinFps, EditorSettings.kMaxFps); } /// /// Retrieves at root track at the specified index. /// /// Index of the root track to get. Must be between 0 and rootTrackCount /// /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group. /// /// Root track at the specified index. public TrackAsset GetRootTrack(int index) { UpdateRootTrackCache(); return m_CacheRootTracks[index]; } /// /// Get an enumerable list of all root tracks. /// /// An IEnumerable of all root tracks. /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group. public IEnumerable GetRootTracks() { UpdateRootTrackCache(); return m_CacheRootTracks; } /// /// Retrives the output track from the given index. /// /// Index of the output track to retrieve. Must be between 0 and outputTrackCount /// The output track from the given index public TrackAsset GetOutputTrack(int index) { UpdateOutputTrackCache(); return m_CacheOutputTracks[index]; } /// /// Gets a list of all output tracks in the Timeline. /// /// An IEnumerable of all output tracks /// /// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack or subtrack. /// public IEnumerable GetOutputTracks() { UpdateOutputTrackCache(); return m_CacheOutputTracks; } void UpdateRootTrackCache() { if (m_CacheRootTracks == null) { if (m_Tracks == null) m_CacheRootTracks = new List(); else { m_CacheRootTracks = new List(m_Tracks.Count); if (markerTrack != null) { m_CacheRootTracks.Add(markerTrack); } foreach (var t in m_Tracks) { var trackAsset = t as TrackAsset; if (trackAsset != null) m_CacheRootTracks.Add(trackAsset); } } } } void UpdateOutputTrackCache() { if (m_CacheOutputTracks == null) { var outputTracks = new List(); foreach (var flattenedTrack in flattenedTracks) { if (flattenedTrack != null && flattenedTrack.GetType() != typeof(GroupTrack) && !flattenedTrack.isSubTrack) outputTracks.Add(flattenedTrack); } m_CacheOutputTracks = outputTracks.ToArray(); } } internal IEnumerable flattenedTracks { get { if (m_CacheFlattenedTracks == null) { m_CacheFlattenedTracks = new List(m_Tracks.Count * 2); UpdateRootTrackCache(); m_CacheFlattenedTracks.AddRange(m_CacheRootTracks); for (int i = 0; i < m_CacheRootTracks.Count; i++) { AddSubTracksRecursive(m_CacheRootTracks[i], ref m_CacheFlattenedTracks); } } return m_CacheFlattenedTracks; } } /// /// Gets the marker track for this TimelineAsset. /// /// Returns the marker track. /// /// Use to get a list of the markers on the returned track. /// public MarkerTrack markerTrack { get { return m_MarkerTrack; } } // access to the track list as scriptable object internal List trackObjects { get { return m_Tracks; } } internal void AddTrackInternal(TrackAsset track) { m_Tracks.Add(track); track.parent = this; Invalidate(); } internal void RemoveTrack(TrackAsset track) { m_Tracks.Remove(track); Invalidate(); var parentTrack = track.parent as TrackAsset; if (parentTrack != null) { parentTrack.RemoveSubTrack(track); } } /// /// Creates an instance of the timeline /// /// PlayableGraph that will own the playable /// The gameobject that triggered the graph build /// The Root Playable of the Timeline public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { bool autoRebalanceTree = false; #if UNITY_EDITOR autoRebalanceTree = true; #endif // only create outputs if we are not nested bool createOutputs = graph.GetPlayableCount() == 0; var timeline = TimelinePlayable.Create(graph, GetOutputTracks(), go, autoRebalanceTree, createOutputs); timeline.SetPropagateSetTime(true); return timeline.IsValid() ? timeline : Playable.Null; } /// /// Called before Unity serializes this object. /// void ISerializationCallbackReceiver.OnBeforeSerialize() { m_Version = k_LatestVersion; } /// /// Called after Unity deserializes this object. /// void ISerializationCallbackReceiver.OnAfterDeserialize() { // resets cache on an Undo Invalidate(); // resets cache on an Undo if (m_Version < k_LatestVersion) { UpgradeToLatestVersion(); } } void __internalAwake() { if (m_Tracks == null) m_Tracks = new List(); #if UNITY_EDITOR // case 1280331 -- embedding the timeline asset inside a prefab will create a temporary non-persistent version of an asset // setting the track parents to this will change persistent tracks if (!UnityEditor.EditorUtility.IsPersistent(this)) return; #endif // validate the array. DON'T remove Unity null objects, just actual null objects for (int i = m_Tracks.Count - 1; i >= 0; i--) { TrackAsset asset = m_Tracks[i] as TrackAsset; if (asset != null) asset.parent = this; #if UNITY_EDITOR object o = m_Tracks[i]; if (o == null) { Debug.LogWarning("Empty track found while loading timeline. It will be removed."); m_Tracks.RemoveAt(i); } #endif } } /// /// Called by the Timeline Editor to gather properties requiring preview. /// /// The PlayableDirector invoking the preview /// PropertyCollector used to gather previewable properties public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { var outputTracks = GetOutputTracks(); foreach (var track in outputTracks) { if (!track.mutedInHierarchy) track.GatherProperties(director, driver); } } /// /// Creates a marker track for the TimelineAsset. /// /// In the editor, the marker track appears under the Timeline ruler. /// /// This track is always bound to the GameObject that contains the PlayableDirector component for the current timeline. /// The marker track is created the first time this method is called. If the marker track is already created, this method does nothing. /// public void CreateMarkerTrack() { if (m_MarkerTrack == null) { m_MarkerTrack = CreateInstance(); TimelineCreateUtilities.SaveAssetIntoObject(m_MarkerTrack, this); m_MarkerTrack.parent = this; m_MarkerTrack.name = "Markers"; // This name will show up in the bindings list if it contains signals Invalidate(); } } // Invalidates the asset, call this if changing the asset data internal void Invalidate() { m_CacheRootTracks = null; m_CacheOutputTracks = null; m_CacheFlattenedTracks = null; } internal void UpdateFixedDurationWithItemsDuration() { m_FixedDuration = (double)CalculateItemsDuration(); } DiscreteTime CalculateItemsDuration() { var discreteDuration = new DiscreteTime(0); foreach (var track in flattenedTracks) { if (track.muted) continue; discreteDuration = DiscreteTime.Max(discreteDuration, (DiscreteTime)track.end); } if (discreteDuration <= 0) return new DiscreteTime(0); return discreteDuration; } static void AddSubTracksRecursive(TrackAsset track, ref List allTracks) { if (track == null) return; allTracks.AddRange(track.GetChildTracks()); foreach (TrackAsset subTrack in track.GetChildTracks()) { AddSubTracksRecursive(subTrack, ref allTracks); } } } }