436 lines
17 KiB
C#
436 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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using UnityEngineInternal;
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using UnityEngine.Timeline;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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class TimelineAnimationUtilities
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{
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public enum OffsetEditMode
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{
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None = -1,
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Translation = 0,
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Rotation = 1
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}
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public static bool ValidateOffsetAvailabitity(PlayableDirector director, Animator animator)
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{
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if (director == null || animator == null)
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return false;
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return true;
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}
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public static TimelineClip GetPreviousClip(TimelineClip clip)
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{
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TimelineClip previousClip = null;
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foreach (var c in clip.parentTrack.clips)
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{
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if (c.start < clip.start && (previousClip == null || c.start >= previousClip.start))
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previousClip = c;
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}
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return previousClip;
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}
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public static TimelineClip GetNextClip(TimelineClip clip)
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{
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return clip.parentTrack.clips.Where(c => c.start > clip.start).OrderBy(c => c.start).FirstOrDefault();
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}
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public struct RigidTransform
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{
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public Vector3 position;
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public Quaternion rotation;
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public static RigidTransform Compose(Vector3 pos, Quaternion rot)
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{
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RigidTransform ret;
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ret.position = pos;
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ret.rotation = rot;
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return ret;
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}
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public static RigidTransform Mul(RigidTransform a, RigidTransform b)
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{
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RigidTransform ret;
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ret.rotation = a.rotation * b.rotation;
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ret.position = a.position + a.rotation * b.position;
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return ret;
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}
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public static RigidTransform Inverse(RigidTransform a)
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{
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RigidTransform ret;
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ret.rotation = Quaternion.Inverse(a.rotation);
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ret.position = ret.rotation * (-a.position);
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return ret;
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}
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public static RigidTransform identity
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{
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get { return Compose(Vector3.zero, Quaternion.identity); }
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}
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}
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private static Matrix4x4 GetTrackMatrix(Transform transform, AnimationTrack track)
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{
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Matrix4x4 trackMatrix = Matrix4x4.TRS(track.position, track.rotation, Vector3.one);
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// in scene off mode, the track offsets are set to the preview position which is stored in the track
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if (track.trackOffset == TrackOffset.ApplySceneOffsets)
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{
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trackMatrix = Matrix4x4.TRS(track.sceneOffsetPosition, Quaternion.Euler(track.sceneOffsetRotation), Vector3.one);
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}
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// put the parent transform on to the track matrix
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if (transform.parent != null)
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{
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trackMatrix = transform.parent.localToWorldMatrix * trackMatrix;
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}
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return trackMatrix;
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}
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// Given a world space position and rotation, updates the clip offsets to match that
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public static RigidTransform UpdateClipOffsets(AnimationPlayableAsset asset, AnimationTrack track, Transform transform, Vector3 globalPosition, Quaternion globalRotation)
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{
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Matrix4x4 worldToLocal = transform.worldToLocalMatrix;
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Matrix4x4 clipMatrix = Matrix4x4.TRS(asset.position, asset.rotation, Vector3.one);
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Matrix4x4 trackMatrix = GetTrackMatrix(transform, track);
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// Use the transform to find the proper goal matrix with scale taken into account
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var oldPos = transform.position;
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var oldRot = transform.rotation;
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transform.position = globalPosition;
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transform.rotation = globalRotation;
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Matrix4x4 goal = transform.localToWorldMatrix;
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transform.position = oldPos;
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transform.rotation = oldRot;
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// compute the new clip matrix.
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Matrix4x4 newClip = trackMatrix.inverse * goal * worldToLocal * trackMatrix * clipMatrix;
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return RigidTransform.Compose(newClip.GetColumn(3), MathUtils.QuaternionFromMatrix(newClip));
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}
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public static RigidTransform GetTrackOffsets(AnimationTrack track, Transform transform)
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{
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Vector3 position = track.position;
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Quaternion rotation = track.rotation;
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if (transform != null && transform.parent != null)
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{
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position = transform.parent.TransformPoint(position);
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rotation = transform.parent.rotation * rotation;
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MathUtils.QuaternionNormalize(ref rotation);
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}
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return RigidTransform.Compose(position, rotation);
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}
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public static void UpdateTrackOffset(AnimationTrack track, Transform transform, RigidTransform offsets)
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{
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if (transform != null && transform.parent != null)
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{
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offsets.position = transform.parent.InverseTransformPoint(offsets.position);
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offsets.rotation = Quaternion.Inverse(transform.parent.rotation) * offsets.rotation;
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MathUtils.QuaternionNormalize(ref offsets.rotation);
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}
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track.position = offsets.position;
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track.eulerAngles = AnimationUtility.GetClosestEuler(offsets.rotation, track.eulerAngles, RotationOrder.OrderZXY);
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track.UpdateClipOffsets();
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}
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static MatchTargetFields GetMatchFields(TimelineClip clip)
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{
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var track = clip.parentTrack as AnimationTrack;
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if (track == null)
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return MatchTargetFieldConstants.None;
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var asset = clip.asset as AnimationPlayableAsset;
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var fields = track.matchTargetFields;
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if (asset != null && !asset.useTrackMatchFields)
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fields = asset.matchTargetFields;
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return fields;
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}
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static void WriteMatchFields(AnimationPlayableAsset asset, RigidTransform result, MatchTargetFields fields)
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{
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Vector3 position = asset.position;
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position.x = fields.HasAny(MatchTargetFields.PositionX) ? result.position.x : position.x;
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position.y = fields.HasAny(MatchTargetFields.PositionY) ? result.position.y : position.y;
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position.z = fields.HasAny(MatchTargetFields.PositionZ) ? result.position.z : position.z;
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asset.position = position;
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// check first to avoid unnecessary conversion errors
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if (fields.HasAny(MatchTargetFieldConstants.Rotation))
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{
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Vector3 eulers = asset.eulerAngles;
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Vector3 resultEulers = result.rotation.eulerAngles;
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eulers.x = fields.HasAny(MatchTargetFields.RotationX) ? resultEulers.x : eulers.x;
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eulers.y = fields.HasAny(MatchTargetFields.RotationY) ? resultEulers.y : eulers.y;
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eulers.z = fields.HasAny(MatchTargetFields.RotationZ) ? resultEulers.z : eulers.z;
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asset.eulerAngles = AnimationUtility.GetClosestEuler(Quaternion.Euler(eulers), asset.eulerAngles, RotationOrder.OrderZXY);
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}
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}
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public static void MatchPrevious(TimelineClip currentClip, Transform matchPoint, PlayableDirector director)
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{
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const double timeEpsilon = 0.00001;
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MatchTargetFields matchFields = GetMatchFields(currentClip);
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if (matchFields == MatchTargetFieldConstants.None || matchPoint == null)
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return;
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double cachedTime = director.time;
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// finds previous clip
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TimelineClip previousClip = GetPreviousClip(currentClip);
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if (previousClip == null || currentClip == previousClip)
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return;
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// make sure the transform is properly updated before modifying the graph
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director.Evaluate();
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var parentTrack = currentClip.parentTrack as AnimationTrack;
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var blendIn = currentClip.blendInDuration;
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currentClip.blendInDuration = 0;
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var blendOut = previousClip.blendOutDuration;
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previousClip.blendOutDuration = 0;
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//evaluate previous without current
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parentTrack.RemoveClip(currentClip);
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director.RebuildGraph();
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double previousEndTime = currentClip.start > previousClip.end ? previousClip.end : currentClip.start;
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director.time = previousEndTime - timeEpsilon;
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director.Evaluate(); // add port to evaluate only track
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var targetPosition = matchPoint.position;
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var targetRotation = matchPoint.rotation;
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// evaluate current without previous
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parentTrack.AddClip(currentClip);
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parentTrack.RemoveClip(previousClip);
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director.RebuildGraph();
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director.time = currentClip.start + timeEpsilon;
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director.Evaluate();
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//////////////////////////////////////////////////////////////////////
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//compute offsets
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var animationPlayable = currentClip.asset as AnimationPlayableAsset;
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var match = UpdateClipOffsets(animationPlayable, parentTrack, matchPoint, targetPosition, targetRotation);
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WriteMatchFields(animationPlayable, match, matchFields);
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//////////////////////////////////////////////////////////////////////
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currentClip.blendInDuration = blendIn;
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previousClip.blendOutDuration = blendOut;
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parentTrack.AddClip(previousClip);
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director.RebuildGraph();
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director.time = cachedTime;
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director.Evaluate();
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}
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public static void MatchNext(TimelineClip currentClip, Transform matchPoint, PlayableDirector director)
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{
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const double timeEpsilon = 0.00001;
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MatchTargetFields matchFields = GetMatchFields(currentClip);
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if (matchFields == MatchTargetFieldConstants.None || matchPoint == null)
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return;
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double cachedTime = director.time;
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// finds next clip
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TimelineClip nextClip = GetNextClip(currentClip);
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if (nextClip == null || currentClip == nextClip)
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return;
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// make sure the transform is properly updated before modifying the graph
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director.Evaluate();
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var parentTrack = currentClip.parentTrack as AnimationTrack;
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var blendOut = currentClip.blendOutDuration;
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var blendIn = nextClip.blendInDuration;
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currentClip.blendOutDuration = 0;
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nextClip.blendInDuration = 0;
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//evaluate previous without current
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parentTrack.RemoveClip(currentClip);
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director.RebuildGraph();
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director.time = nextClip.start + timeEpsilon;
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director.Evaluate(); // add port to evaluate only track
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var targetPosition = matchPoint.position;
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var targetRotation = matchPoint.rotation;
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// evaluate current without next
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parentTrack.AddClip(currentClip);
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parentTrack.RemoveClip(nextClip);
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director.RebuildGraph();
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director.time = Math.Min(nextClip.start, currentClip.end - timeEpsilon);
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director.Evaluate();
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//////////////////////////////////////////////////////////////////////
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//compute offsets
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var animationPlayable = currentClip.asset as AnimationPlayableAsset;
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var match = UpdateClipOffsets(animationPlayable, parentTrack, matchPoint, targetPosition, targetRotation);
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WriteMatchFields(animationPlayable, match, matchFields);
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//////////////////////////////////////////////////////////////////////
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currentClip.blendOutDuration = blendOut;
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nextClip.blendInDuration = blendIn;
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parentTrack.AddClip(nextClip);
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director.RebuildGraph();
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director.time = cachedTime;
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director.Evaluate();
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}
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public static TimelineWindowTimeControl CreateTimeController(TimelineClip clip)
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{
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var animationWindow = EditorWindow.GetWindow<AnimationWindow>();
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var timeController = ScriptableObject.CreateInstance<TimelineWindowTimeControl>();
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timeController.Init(animationWindow.state, clip);
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return timeController;
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}
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public static TimelineWindowTimeControl CreateTimeController(TimelineWindowTimeControl.ClipData clipData)
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{
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var animationWindow = EditorWindow.GetWindow<AnimationWindow>();
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var timeController = ScriptableObject.CreateInstance<TimelineWindowTimeControl>();
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timeController.Init(animationWindow.state, clipData);
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return timeController;
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}
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public static void EditAnimationClipWithTimeController(AnimationClip animationClip, TimelineWindowTimeControl timeController, Object sourceObject)
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{
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var animationWindow = EditorWindow.GetWindow<AnimationWindow>();
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animationWindow.EditSequencerClip(animationClip, sourceObject, timeController);
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}
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public static void UnlinkAnimationWindowFromTracks(IEnumerable<TrackAsset> tracks)
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{
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var clips = new List<AnimationClip>();
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foreach (var track in tracks)
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{
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var animationTrack = track as AnimationTrack;
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if (animationTrack != null && animationTrack.infiniteClip != null)
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clips.Add(animationTrack.infiniteClip);
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GetAnimationClips(track.GetClips(), clips);
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}
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UnlinkAnimationWindowFromAnimationClips(clips);
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}
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public static void UnlinkAnimationWindowFromClips(IEnumerable<TimelineClip> timelineClips)
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{
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var clips = new List<AnimationClip>();
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GetAnimationClips(timelineClips, clips);
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UnlinkAnimationWindowFromAnimationClips(clips);
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}
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public static void UnlinkAnimationWindowFromAnimationClips(ICollection<AnimationClip> clips)
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{
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if (clips.Count == 0)
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return;
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UnityEngine.Object[] windows = Resources.FindObjectsOfTypeAll(typeof(AnimationWindow));
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foreach (var animWindow in windows.OfType<AnimationWindow>())
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{
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if (animWindow != null && animWindow.state != null && animWindow.state.linkedWithSequencer && clips.Contains(animWindow.state.activeAnimationClip))
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animWindow.UnlinkSequencer();
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}
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}
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public static void UnlinkAnimationWindow()
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{
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UnityEngine.Object[] windows = Resources.FindObjectsOfTypeAll(typeof(AnimationWindow));
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foreach (var animWindow in windows.OfType<AnimationWindow>())
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{
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if (animWindow != null && animWindow.state != null && animWindow.state.linkedWithSequencer)
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animWindow.UnlinkSequencer();
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}
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}
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private static void GetAnimationClips(IEnumerable<TimelineClip> timelineClips, List<AnimationClip> clips)
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{
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foreach (var timelineClip in timelineClips)
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{
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if (timelineClip.curves != null)
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clips.Add(timelineClip.curves);
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AnimationPlayableAsset apa = timelineClip.asset as AnimationPlayableAsset;
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if (apa != null && apa.clip != null)
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clips.Add(apa.clip);
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}
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}
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public static int GetAnimationWindowCurrentFrame()
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{
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var animationWindow = EditorWindow.GetWindow<AnimationWindow>();
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if (animationWindow)
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return animationWindow.state.currentFrame;
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return -1;
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}
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public static void SetAnimationWindowCurrentFrame(int frame)
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{
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var animationWindow = EditorWindow.GetWindow<AnimationWindow>();
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if (animationWindow)
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animationWindow.state.currentFrame = frame;
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}
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public static void ConstrainCurveToBooleanValues(AnimationCurve curve)
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{
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// Clamp the values first
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var keys = curve.keys;
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for (var i = 0; i < keys.Length; i++)
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{
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var key = keys[i];
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key.value = key.value < 0.5f ? 0.0f : 1.0f;
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keys[i] = key;
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}
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curve.keys = keys;
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// Update the tangents once all the values are clamped
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for (var i = 0; i < curve.length; i++)
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{
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AnimationUtility.SetKeyLeftTangentMode(curve, i, AnimationUtility.TangentMode.Constant);
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AnimationUtility.SetKeyRightTangentMode(curve, i, AnimationUtility.TangentMode.Constant);
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}
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}
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public static void ConstrainCurveToRange(AnimationCurve curve, float minValue, float maxValue)
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{
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var keys = curve.keys;
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for (var i = 0; i < keys.Length; i++)
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{
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var key = keys[i];
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key.value = Mathf.Clamp(key.value, minValue, maxValue);
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keys[i] = key;
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}
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curve.keys = keys;
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}
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public static bool IsAnimationClip(TimelineClip clip)
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{
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return clip != null && (clip.asset as AnimationPlayableAsset) != null;
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}
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}
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}
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