using System.Linq; using UnityEngine; using UnityEngine.Timeline; namespace UnityEditor.Timeline { static class AnimationOffsetMenu { public static string MatchFieldsPrefix = "Match Offsets Fields/"; static bool EnforcePreviewMode() { TimelineEditor.state.previewMode = true; // try and set the preview mode if (!TimelineEditor.state.previewMode) { Debug.LogError("Match clips cannot be completed because preview mode cannot be enabed"); return false; } return true; } internal static void MatchClipsToPrevious(TimelineClip[] clips) { if (!EnforcePreviewMode()) return; clips = clips.OrderBy(x => x.start).ToArray(); foreach (var clip in clips) { var sceneObject = TimelineUtility.GetSceneGameObject(TimelineEditor.inspectedDirector, clip.parentTrack); if (sceneObject != null) { TimelineAnimationUtilities.MatchPrevious(clip, sceneObject.transform, TimelineEditor.inspectedDirector); } } InspectorWindow.RepaintAllInspectors(); TimelineEditor.Refresh(RefreshReason.ContentsModified); } internal static void MatchClipsToNext(TimelineClip[] clips) { if (!EnforcePreviewMode()) return; clips = clips.OrderByDescending(x => x.start).ToArray(); foreach (var clip in clips) { var sceneObject = TimelineUtility.GetSceneGameObject(TimelineEditor.inspectedDirector, clip.parentTrack); if (sceneObject != null) { TimelineAnimationUtilities.MatchNext(clip, sceneObject.transform, TimelineEditor.inspectedDirector); } } InspectorWindow.RepaintAllInspectors(); TimelineEditor.Refresh(RefreshReason.ContentsModified); } public static void ResetClipOffsets(TimelineClip[] clips) { foreach (var clip in clips) { var asset = clip.asset as AnimationPlayableAsset; if (asset != null) asset.ResetOffsets(); } InspectorWindow.RepaintAllInspectors(); TimelineEditor.Refresh(RefreshReason.ContentsModified); } } }