107 lines
3.0 KiB
C#
107 lines
3.0 KiB
C#
using System;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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interface ISequenceState : IDisposable
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{
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TimelineAsset asset { get; }
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PlayableDirector director { get; }
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TimelineClip hostClip { get; }
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double start { get; }
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double timeScale { get; }
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double duration { get; }
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bool isReadOnly { get; }
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TimelineAssetViewModel viewModel { get; }
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double time { get; set; }
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int frame { get; set; }
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float frameRate { get; set; }
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Range GetEvaluableRange();
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string TimeAsString(double timeValue, string format = "F2");
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double ToGlobalTime(double t);
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double ToLocalTime(double t);
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void ResetIsReadOnly();
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}
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/**
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* This class is used to hold default values for an implementation of ISequenceState.
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* It could be removed in a phase 2, but it is currently used to limit the scope of
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* this refactoring: it allows client code to access sequence info without having to
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* worry about `currentSequence` being null.
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* In the future this should be removed and we should pass around the correct data
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* structure (i.e. SequenceState OR WindowState) based on the situation.
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*/
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class NullSequenceState : ISequenceState
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{
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public TimelineAsset asset { get { return null; } }
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public PlayableDirector director { get { return null; } }
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public TimelineClip hostClip { get { return null; } }
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public double start { get { return 0.0; } }
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public double timeScale { get { return 1.0; } }
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public double duration { get { return 0.0; } }
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public bool isReadOnly { get { return false; } }
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TimelineAssetViewModel m_ViewModel;
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public TimelineAssetViewModel viewModel
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{
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get
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{
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if (m_ViewModel == null)
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m_ViewModel = TimelineWindowViewPrefs.CreateUnassociatedViewModel();
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return m_ViewModel;
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}
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}
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public double time
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{
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get { return 0.0; }
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set { /* NO-OP*/ }
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}
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public int frame
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{
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get { return 0; }
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set { /* NO-OP*/ }
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}
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public float frameRate
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{
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get { return TimelineAsset.EditorSettings.kDefaultFps; }
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set { /* NO-OP*/ }
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}
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public Range GetEvaluableRange()
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{
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return new Range();
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}
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public string TimeAsString(double timeValue, string format = "F2")
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{
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return TimeUtility.TimeAsTimeCode(timeValue, frameRate, format);
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}
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public double ToGlobalTime(double t)
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{
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return t;
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}
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public double ToLocalTime(double t)
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{
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return t;
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}
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public void ResetIsReadOnly()
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{
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// NO-OP
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}
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public void Dispose()
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{
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// NO-OP
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}
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}
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}
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