PO/Library/PackageCache/com.unity.timeline@1.4.8/Editor/Utilities/ControlPlayableUtility.cs

63 lines
1.9 KiB
C#

using System.Collections.Generic;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class ControlPlayableUtility
{
public static bool DetectCycle(
ControlPlayableAsset asset, PlayableDirector director, HashSet<PlayableDirector> set = null)
{
if (director == null || asset == null || !asset.updateDirector)
return false;
if (set == null)
set = new HashSet<PlayableDirector>();
if (set.Contains(director))
return true;
var gameObject = asset.sourceGameObject.Resolve(director);
if (gameObject == null)
return false;
set.Add(director);
foreach (var subDirector in asset.GetComponent<PlayableDirector>(gameObject))
{
foreach (var childAsset in GetPlayableAssets(subDirector))
{
if (DetectCycle(childAsset, subDirector, set))
return true;
}
}
set.Remove(director);
return false;
}
public static IEnumerable<ControlPlayableAsset> GetPlayableAssets(PlayableDirector director)
{
var timeline = director != null ? (director.playableAsset as TimelineAsset) : null;
if (timeline != null)
{
foreach (var t in timeline.GetOutputTracks())
{
var controlTrack = t as ControlTrack;
if (controlTrack != null)
{
foreach (var c in t.GetClips())
{
var asset = c.asset as ControlPlayableAsset;
if (asset != null)
yield return asset;
}
}
}
}
}
}
}