112 lines
3.9 KiB
C#
112 lines
3.9 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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// Special runtime clip implementation that handles playables that use a scheduling system
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// such as Audio
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internal class ScheduleRuntimeClip : RuntimeClipBase
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{
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private TimelineClip m_Clip;
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private Playable m_Playable;
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private Playable m_ParentMixer;
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private double m_StartDelay;
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private double m_FinishTail;
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private bool m_Started = false;
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// represents the start point when we want to start getting updated
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public override double start
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{
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get { return Math.Max(0, m_Clip.start - m_StartDelay); }
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}
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public override double duration
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{
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get { return m_Clip.duration + m_FinishTail + m_Clip.start - start; }
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}
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public void SetTime(double time)
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{
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m_Playable.SetTime(time);
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}
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public TimelineClip clip { get { return m_Clip; } }
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public Playable mixer { get { return m_ParentMixer; } }
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public Playable playable { get { return m_Playable; } }
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public ScheduleRuntimeClip(TimelineClip clip, Playable clipPlayable,
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Playable parentMixer, double startDelay = 0.2, double finishTail = 0.1)
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{
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Create(clip, clipPlayable, parentMixer, startDelay, finishTail);
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}
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private void Create(TimelineClip clip, Playable clipPlayable, Playable parentMixer,
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double startDelay, double finishTail)
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{
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m_Clip = clip;
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m_Playable = clipPlayable;
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m_ParentMixer = parentMixer;
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m_StartDelay = startDelay;
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m_FinishTail = finishTail;
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clipPlayable.Pause();
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}
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public override bool enable
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{
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set
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{
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if (value && m_Playable.GetPlayState() != PlayState.Playing)
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{
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m_Playable.Play();
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}
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else if (!value && m_Playable.GetPlayState() != PlayState.Paused)
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{
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m_Playable.Pause();
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if (m_ParentMixer.IsValid())
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m_ParentMixer.SetInputWeight(m_Playable, 0.0f);
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}
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m_Started &= value;
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}
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}
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public override void EvaluateAt(double localTime, FrameData frameData)
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{
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if (frameData.timeHeld)
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{
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enable = false;
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return;
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}
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bool forceSeek = frameData.seekOccurred || frameData.timeLooped || frameData.evaluationType == FrameData.EvaluationType.Evaluate;
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// If we are in the tail region of the clip, then dont do anything
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if (localTime > start + duration - m_FinishTail)
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return;
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// this may set the weight to 1 in a delay, but it will avoid missing the start
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float weight = clip.EvaluateMixIn(localTime) * clip.EvaluateMixOut(localTime);
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if (mixer.IsValid())
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mixer.SetInputWeight(playable, weight);
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// localTime of the sequence to localtime of the clip
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if (!m_Started || forceSeek)
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{
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// accounts for clip in and speed
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double clipTime = clip.ToLocalTime(Math.Max(localTime, clip.start));
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// multiply by the time scale so the delay is local to the clip
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// Audio will rescale based on it's effective time scale (which includes the parent)
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double startDelay = Math.Max(clip.start - localTime, 0) * clip.timeScale;
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double durationLocal = m_Clip.duration * clip.timeScale;
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if (m_Playable.IsPlayableOfType<AudioClipPlayable>())
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((AudioClipPlayable)m_Playable).Seek(clipTime, startDelay, durationLocal);
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m_Started = true;
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}
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}
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}
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}
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