Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Editor/Timeline/CinemachineShotEditor.cs

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2023-03-28 13:24:16 -04:00
#if !UNITY_2019_1_OR_NEWER
#define CINEMACHINE_TIMELINE
#endif
#if CINEMACHINE_TIMELINE
using UnityEditor;
using UnityEngine;
using Cinemachine.Editor;
using System.Collections.Generic;
using UnityEditor.Timeline;
using Cinemachine;
//namespace Cinemachine.Timeline
//{
[CustomEditor(typeof(CinemachineShot))]
internal sealed class CinemachineShotEditor : BaseEditor<CinemachineShot>
{
static string kAutoCreateKey = "CM_Timeline_AutoCreateShotFromSceneView";
public static bool AutoCreateShotFromSceneView
{
get { return EditorPrefs.GetBool(kAutoCreateKey, false); }
set
{
if (value != AutoCreateShotFromSceneView)
EditorPrefs.SetBool(kAutoCreateKey, value);
}
}
#if UNITY_2019_2_OR_NEWER
static string kUseScrubbingCache = "CNMCN_Timeline_CachedScrubbing";
public static bool UseScrubbingCache
{
get { return EditorPrefs.GetBool(kUseScrubbingCache, false); }
set
{
if (UseScrubbingCache != value)
{
EditorPrefs.SetBool(kUseScrubbingCache, value);
TargetPositionCache.UseCache = value;
}
}
}
[InitializeOnLoad]
public class SyncCacheEnabledSetting
{
static SyncCacheEnabledSetting()
{
TargetPositionCache.UseCache = UseScrubbingCache;
}
}
#endif
static public CinemachineVirtualCameraBase CreateStaticVcamFromSceneView()
{
CinemachineVirtualCameraBase vcam = CinemachineMenu.CreateStaticVirtualCamera();
vcam.m_StandbyUpdate = CinemachineVirtualCameraBase.StandbyUpdateMode.Never;
#if false
// GML this is too bold. What if timeline is a child of something moving?
// also, SetActive(false) prevents the animator from being able to animate the object
vcam.gameObject.SetActive(false);
var d = TimelineEditor.inspectedDirector;
if (d != null)
Undo.SetTransformParent(vcam.transform, d.transform, "");
#endif
return vcam;
}
private static readonly GUIContent kVirtualCameraLabel
= new GUIContent("Virtual Camera", "The virtual camera to use for this shot");
private static readonly GUIContent kAutoCreateLabel = new GUIContent(
"Auto-create new shots", "When enabled, new clips will be "
+ "automatically populated to match the scene view camera. "
+ "This is a global setting");
#if UNITY_2019_2_OR_NEWER
private static readonly GUIContent kScrubbingCacheLabel = new GUIContent(
"Cached Scrubbing",
"For preview scrubbing, caches target positions and pre-simulates each frame to "
+ "approximate damping and noise playback. Target position cache is built when timeline is "
+ "played forward, and used when timeline is scrubbed within the indicated zone. "
+ "This is a global setting,.");
GUIContent m_ClearText = new GUIContent("Clear", "Clear the target position scrubbing cache");
#endif
/// <summary>Get the property names to exclude in the inspector.</summary>
/// <param name="excluded">Add the names to this list</param>
protected override void GetExcludedPropertiesInInspector(List<string> excluded)
{
base.GetExcludedPropertiesInInspector(excluded);
excluded.Add(FieldPath(x => x.VirtualCamera));
}
private void OnDisable()
{
DestroyComponentEditors();
}
private void OnDestroy()
{
DestroyComponentEditors();
}
public override void OnInspectorGUI()
{
BeginInspector();
SerializedProperty vcamProperty = FindProperty(x => x.VirtualCamera);
EditorGUI.indentLevel = 0; // otherwise subeditor layouts get screwed up
AutoCreateShotFromSceneView
= EditorGUILayout.Toggle(kAutoCreateLabel, AutoCreateShotFromSceneView);
Rect rect;
#if UNITY_2019_2_OR_NEWER
GUI.enabled = !Application.isPlaying;
rect = EditorGUILayout.GetControlRect();
var r = rect;
r.width = EditorGUIUtility.labelWidth + EditorGUIUtility.singleLineHeight;
if (Application.isPlaying)
EditorGUI.Toggle(r, kScrubbingCacheLabel, false);
else
UseScrubbingCache = EditorGUI.Toggle(r, kScrubbingCacheLabel, UseScrubbingCache);
r.x += r.width; r.width = rect.width - r.width;
var buttonWidth = GUI.skin.button.CalcSize(m_ClearText).x;
r.width -= buttonWidth;
EditorGUI.LabelField(r, "(experimental)");
r.x += r.width; r.width =buttonWidth;
GUI.enabled &= !TargetPositionCache.IsEmpty;
if (GUI.Button(r, m_ClearText))
TargetPositionCache.ClearCache();
GUI.enabled = true;
#endif
EditorGUILayout.Space();
CinemachineVirtualCameraBase vcam
= vcamProperty.exposedReferenceValue as CinemachineVirtualCameraBase;
if (vcam != null)
EditorGUILayout.PropertyField(vcamProperty, kVirtualCameraLabel);
else
{
GUIContent createLabel = new GUIContent("Create");
Vector2 createSize = GUI.skin.button.CalcSize(createLabel);
rect = EditorGUILayout.GetControlRect(true);
rect.width -= createSize.x;
EditorGUI.PropertyField(rect, vcamProperty, kVirtualCameraLabel);
rect.x += rect.width; rect.width = createSize.x;
if (GUI.Button(rect, createLabel))
{
vcam = CreateStaticVcamFromSceneView();
vcamProperty.exposedReferenceValue = vcam;
}
serializedObject.ApplyModifiedProperties();
}
EditorGUI.BeginChangeCheck();
DrawRemainingPropertiesInInspector();
if (vcam != null)
DrawSubeditors(vcam);
// by default timeline rebuilds the entire graph when something changes,
// but if a property of the virtual camera changes, we only need to re-evaluate the timeline.
// this prevents flicker on post processing updates
if (EditorGUI.EndChangeCheck())
{
TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
GUI.changed = false;
}
}
void DrawSubeditors(CinemachineVirtualCameraBase vcam)
{
// Create an editor for each of the cinemachine virtual cam and its components
GUIStyle foldoutStyle = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold };
UpdateComponentEditors(vcam);
if (m_editors != null)
{
foreach (UnityEditor.Editor e in m_editors)
{
if (e == null || e.target == null || (e.target.hideFlags & HideFlags.HideInInspector) != 0)
continue;
// Separator line - how do you make a thinner one?
GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) } );
bool expanded = true;
if (!s_EditorExpanded.TryGetValue(e.target.GetType(), out expanded))
expanded = true;
expanded = EditorGUILayout.Foldout(
expanded, e.target.GetType().Name, true, foldoutStyle);
if (expanded)
e.OnInspectorGUI();
s_EditorExpanded[e.target.GetType()] = expanded;
}
}
}
CinemachineVirtualCameraBase m_cachedReferenceObject;
UnityEditor.Editor[] m_editors = null;
static Dictionary<System.Type, bool> s_EditorExpanded = new Dictionary<System.Type, bool>();
void UpdateComponentEditors(CinemachineVirtualCameraBase obj)
{
MonoBehaviour[] components = null;
if (obj != null)
components = obj.gameObject.GetComponents<MonoBehaviour>();
int numComponents = (components == null) ? 0 : components.Length;
int numEditors = (m_editors == null) ? 0 : m_editors.Length;
if (m_cachedReferenceObject != obj || (numComponents + 1) != numEditors)
{
DestroyComponentEditors();
m_cachedReferenceObject = obj;
if (obj != null)
{
m_editors = new UnityEditor.Editor[components.Length + 1];
CreateCachedEditor(obj.gameObject.GetComponent<Transform>(), null, ref m_editors[0]);
for (int i = 0; i < components.Length; ++i)
CreateCachedEditor(components[i], null, ref m_editors[i + 1]);
}
}
}
void DestroyComponentEditors()
{
m_cachedReferenceObject = null;
if (m_editors != null)
{
for (int i = 0; i < m_editors.Length; ++i)
{
if (m_editors[i] != null)
UnityEngine.Object.DestroyImmediate(m_editors[i]);
m_editors[i] = null;
}
m_editors = null;
}
}
}
//}
#endif