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