442 lines
17 KiB
C#
442 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.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Playable Asset that generates playables for controlling time-related elements on a GameObject.
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/// </summary>
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[Serializable]
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[NotKeyable]
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public class ControlPlayableAsset : PlayableAsset, IPropertyPreview, ITimelineClipAsset
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{
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const int k_MaxRandInt = 10000;
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static readonly List<PlayableDirector> k_EmptyDirectorsList = new List<PlayableDirector>(0);
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static readonly List<ParticleSystem> k_EmptyParticlesList = new List<ParticleSystem>(0);
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static readonly HashSet<ParticleSystem> s_SubEmitterCollector = new HashSet<ParticleSystem>();
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/// <summary>
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/// GameObject in the scene to control, or the parent of the instantiated prefab.
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/// </summary>
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[SerializeField] public ExposedReference<GameObject> sourceGameObject;
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/// <summary>
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/// Prefab object that will be instantiated.
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/// </summary>
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[SerializeField] public GameObject prefabGameObject;
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/// <summary>
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/// Indicates whether Particle Systems will be controlled.
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/// </summary>
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[SerializeField] public bool updateParticle = true;
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/// <summary>
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/// Random seed to supply particle systems that are set to use autoRandomSeed
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/// </summary>
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/// <remarks>
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/// This is used to maintain determinism when playing back in timeline. Sub emitters will be assigned incrementing random seeds to maintain determinism and distinction.
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/// </remarks>
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[SerializeField] public uint particleRandomSeed;
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/// <summary>
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/// Indicates whether playableDirectors are controlled.
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/// </summary>
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[SerializeField] public bool updateDirector = true;
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/// <summary>
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/// Indicates whether Monobehaviours implementing ITimeControl will be controlled.
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/// </summary>
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[SerializeField] public bool updateITimeControl = true;
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/// <summary>
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/// Indicates whether to search the entire hierarchy for controllable components.
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/// </summary>
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[SerializeField] public bool searchHierarchy = false;
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/// <summary>
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/// Indicate whether GameObject activation is controlled
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/// </summary>
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[SerializeField] public bool active = true;
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/// <summary>
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/// Indicates the active state of the GameObject when Timeline is stopped.
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/// </summary>
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[SerializeField] public ActivationControlPlayable.PostPlaybackState postPlayback = ActivationControlPlayable.PostPlaybackState.Revert;
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PlayableAsset m_ControlDirectorAsset;
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double m_Duration = PlayableBinding.DefaultDuration;
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bool m_SupportLoop;
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private static HashSet<PlayableDirector> s_ProcessedDirectors = new HashSet<PlayableDirector>();
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private static HashSet<GameObject> s_CreatedPrefabs = new HashSet<GameObject>();
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// does the last instance created control directors and/or particles
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internal bool controllingDirectors { get; private set; }
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internal bool controllingParticles { get; private set; }
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/// <summary>
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/// This function is called when the object is loaded.
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/// </summary>
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public void OnEnable()
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{
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// can't be set in a constructor
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if (particleRandomSeed == 0)
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particleRandomSeed = (uint)Random.Range(1, k_MaxRandInt);
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}
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/// <summary>
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/// Returns the duration in seconds needed to play the underlying director or particle system exactly once.
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/// </summary>
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public override double duration { get { return m_Duration; } }
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/// <summary>
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/// Returns the capabilities of TimelineClips that contain a ControlPlayableAsset
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/// </summary>
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public ClipCaps clipCaps
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{
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get { return ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (m_SupportLoop ? ClipCaps.Looping : ClipCaps.None); }
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}
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/// <summary>
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/// Creates the root of a Playable subgraph to control the contents of the game object.
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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 subgraph</returns>
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public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
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{
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// case 989856
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if (prefabGameObject != null)
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{
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if (s_CreatedPrefabs.Contains(prefabGameObject))
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{
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Debug.LogWarningFormat("Control Track Clip ({0}) is causing a prefab to instantiate itself recursively. Aborting further instances.", name);
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return Playable.Create(graph);
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}
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s_CreatedPrefabs.Add(prefabGameObject);
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}
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Playable root = Playable.Null;
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var playables = new List<Playable>();
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GameObject sourceObject = sourceGameObject.Resolve(graph.GetResolver());
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if (prefabGameObject != null)
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{
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Transform parenTransform = sourceObject != null ? sourceObject.transform : null;
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var controlPlayable = PrefabControlPlayable.Create(graph, prefabGameObject, parenTransform);
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sourceObject = controlPlayable.GetBehaviour().prefabInstance;
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playables.Add(controlPlayable);
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}
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m_Duration = PlayableBinding.DefaultDuration;
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m_SupportLoop = false;
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controllingParticles = false;
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controllingDirectors = false;
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if (sourceObject != null)
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{
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var directors = updateDirector ? GetComponent<PlayableDirector>(sourceObject) : k_EmptyDirectorsList;
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var particleSystems = updateParticle ? GetControllableParticleSystems(sourceObject) : k_EmptyParticlesList;
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// update the duration and loop values (used for UI purposes) here
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// so they are tied to the latest gameObject bound
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UpdateDurationAndLoopFlag(directors, particleSystems);
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var director = go.GetComponent<PlayableDirector>();
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if (director != null)
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m_ControlDirectorAsset = director.playableAsset;
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if (go == sourceObject && prefabGameObject == null)
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{
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Debug.LogWarningFormat("Control Playable ({0}) is referencing the same PlayableDirector component than the one in which it is playing.", name);
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active = false;
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if (!searchHierarchy)
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updateDirector = false;
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}
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if (active)
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CreateActivationPlayable(sourceObject, graph, playables);
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if (updateDirector)
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SearchHierarchyAndConnectDirector(directors, graph, playables, prefabGameObject != null);
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if (updateParticle)
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SearchHierarchyAndConnectParticleSystem(particleSystems, graph, playables);
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if (updateITimeControl)
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SearchHierarchyAndConnectControlableScripts(GetControlableScripts(sourceObject), graph, playables);
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// Connect Playables to Generic to Mixer
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root = ConnectPlayablesToMixer(graph, playables);
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}
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if (prefabGameObject != null)
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s_CreatedPrefabs.Remove(prefabGameObject);
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if (!root.IsValid())
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root = Playable.Create(graph);
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return root;
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}
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static Playable ConnectPlayablesToMixer(PlayableGraph graph, List<Playable> playables)
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{
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var mixer = Playable.Create(graph, playables.Count);
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for (int i = 0; i != playables.Count; ++i)
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{
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ConnectMixerAndPlayable(graph, mixer, playables[i], i);
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}
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mixer.SetPropagateSetTime(true);
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return mixer;
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}
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void CreateActivationPlayable(GameObject root, PlayableGraph graph,
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List<Playable> outplayables)
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{
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var activation = ActivationControlPlayable.Create(graph, root, postPlayback);
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if (activation.IsValid())
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outplayables.Add(activation);
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}
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void SearchHierarchyAndConnectParticleSystem(IEnumerable<ParticleSystem> particleSystems, PlayableGraph graph,
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List<Playable> outplayables)
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{
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foreach (var particleSystem in particleSystems)
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{
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if (particleSystem != null)
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{
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controllingParticles = true;
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outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, particleRandomSeed));
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}
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}
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}
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void SearchHierarchyAndConnectDirector(IEnumerable<PlayableDirector> directors, PlayableGraph graph,
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List<Playable> outplayables, bool disableSelfReferences)
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{
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foreach (var director in directors)
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{
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if (director != null)
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{
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if (director.playableAsset != m_ControlDirectorAsset)
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{
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outplayables.Add(DirectorControlPlayable.Create(graph, director));
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controllingDirectors = true;
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}
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// if this self references, disable the director.
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else if (disableSelfReferences)
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{
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director.enabled = false;
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}
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}
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}
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}
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static void SearchHierarchyAndConnectControlableScripts(IEnumerable<MonoBehaviour> controlableScripts, PlayableGraph graph, List<Playable> outplayables)
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{
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foreach (var script in controlableScripts)
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{
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outplayables.Add(TimeControlPlayable.Create(graph, (ITimeControl)script));
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}
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}
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static void ConnectMixerAndPlayable(PlayableGraph graph, Playable mixer, Playable playable,
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int portIndex)
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{
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graph.Connect(playable, 0, mixer, portIndex);
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mixer.SetInputWeight(playable, 1.0f);
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}
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internal IList<T> GetComponent<T>(GameObject gameObject)
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{
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var components = new List<T>();
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if (gameObject != null)
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{
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if (searchHierarchy)
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{
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gameObject.GetComponentsInChildren<T>(true, components);
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}
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else
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{
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gameObject.GetComponents<T>(components);
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}
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}
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return components;
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}
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internal static IEnumerable<MonoBehaviour> GetControlableScripts(GameObject root)
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{
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if (root == null)
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yield break;
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foreach (var script in root.GetComponentsInChildren<MonoBehaviour>())
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{
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if (script is ITimeControl)
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yield return script;
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}
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}
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internal void UpdateDurationAndLoopFlag(IList<PlayableDirector> directors, IList<ParticleSystem> particleSystems)
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{
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if (directors.Count == 0 && particleSystems.Count == 0)
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return;
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const double invalidDuration = double.NegativeInfinity;
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var maxDuration = invalidDuration;
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var supportsLoop = false;
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foreach (var director in directors)
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{
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if (director.playableAsset != null)
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{
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var assetDuration = director.playableAsset.duration;
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if (director.playableAsset is TimelineAsset && assetDuration > 0.0)
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// Timeline assets report being one tick shorter than they actually are, unless they are empty
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assetDuration = (double)((DiscreteTime)assetDuration).OneTickAfter();
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maxDuration = Math.Max(maxDuration, assetDuration);
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supportsLoop = supportsLoop || director.extrapolationMode == DirectorWrapMode.Loop;
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}
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}
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foreach (var particleSystem in particleSystems)
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{
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maxDuration = Math.Max(maxDuration, particleSystem.main.duration);
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supportsLoop = supportsLoop || particleSystem.main.loop;
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}
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m_Duration = double.IsNegativeInfinity(maxDuration) ? PlayableBinding.DefaultDuration : maxDuration;
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m_SupportLoop = supportsLoop;
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}
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IList<ParticleSystem> GetControllableParticleSystems(GameObject go)
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{
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var roots = new List<ParticleSystem>();
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// searchHierarchy will look for particle systems on child objects.
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// once a particle system is found, all child particle systems are controlled with playables
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// unless they are subemitters
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if (searchHierarchy || go.GetComponent<ParticleSystem>() != null)
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{
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GetControllableParticleSystems(go.transform, roots, s_SubEmitterCollector);
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s_SubEmitterCollector.Clear();
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}
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return roots;
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}
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static void GetControllableParticleSystems(Transform t, ICollection<ParticleSystem> roots, HashSet<ParticleSystem> subEmitters)
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{
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var ps = t.GetComponent<ParticleSystem>();
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if (ps != null)
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{
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if (!subEmitters.Contains(ps))
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{
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roots.Add(ps);
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CacheSubEmitters(ps, subEmitters);
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}
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}
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for (int i = 0; i < t.childCount; ++i)
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{
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GetControllableParticleSystems(t.GetChild(i), roots, subEmitters);
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}
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}
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static void CacheSubEmitters(ParticleSystem ps, HashSet<ParticleSystem> subEmitters)
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{
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if (ps == null)
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return;
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for (int i = 0; i < ps.subEmitters.subEmittersCount; i++)
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{
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subEmitters.Add(ps.subEmitters.GetSubEmitterSystem(i));
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// don't call this recursively. subEmitters are only simulated one level deep.
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}
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}
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/// <inheritdoc/>
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public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
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{
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// This method is no longer called by Control Tracks.
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if (director == null)
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return;
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// prevent infinite recursion
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if (s_ProcessedDirectors.Contains(director))
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return;
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s_ProcessedDirectors.Add(director);
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var gameObject = sourceGameObject.Resolve(director);
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if (gameObject != null)
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{
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if (updateParticle)// case 1076850 -- drive all emitters, not just roots.
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PreviewParticles(driver, gameObject.GetComponentsInChildren<ParticleSystem>(true));
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if (active)
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PreviewActivation(driver, new[] { gameObject });
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if (updateITimeControl)
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PreviewTimeControl(driver, director, GetControlableScripts(gameObject));
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if (updateDirector)
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PreviewDirectors(driver, GetComponent<PlayableDirector>(gameObject));
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}
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s_ProcessedDirectors.Remove(director);
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}
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internal static void PreviewParticles(IPropertyCollector driver, IEnumerable<ParticleSystem> particles)
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{
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foreach (var ps in particles)
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{
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driver.AddFromName<ParticleSystem>(ps.gameObject, "randomSeed");
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driver.AddFromName<ParticleSystem>(ps.gameObject, "autoRandomSeed");
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}
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}
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internal static void PreviewActivation(IPropertyCollector driver, IEnumerable<GameObject> objects)
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{
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foreach (var gameObject in objects)
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driver.AddFromName(gameObject, "m_IsActive");
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}
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internal static void PreviewTimeControl(IPropertyCollector driver, PlayableDirector director, IEnumerable<MonoBehaviour> scripts)
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{
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foreach (var script in scripts)
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{
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var propertyPreview = script as IPropertyPreview;
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if (propertyPreview != null)
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propertyPreview.GatherProperties(director, driver);
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else
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driver.AddFromComponent(script.gameObject, script);
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}
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}
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internal static void PreviewDirectors(IPropertyCollector driver, IEnumerable<PlayableDirector> directors)
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{
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foreach (var childDirector in directors)
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{
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if (childDirector == null)
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continue;
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var timeline = childDirector.playableAsset as TimelineAsset;
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if (timeline == null)
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continue;
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timeline.GatherProperties(childDirector, driver);
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}
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}
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}
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}
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