b486678290
Library -Artifacts
70 lines
2.7 KiB
C#
70 lines
2.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Timeline;
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using UnityEngine.Playables;
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namespace UnityEditor.Timeline
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{
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[CustomTimelineEditor(typeof(ControlPlayableAsset))]
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class ControlPlayableAssetEditor : ClipEditor
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{
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static readonly Texture2D[] s_ParticleSystemIcon = { AssetPreview.GetMiniTypeThumbnail(typeof(ParticleSystem)) };
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public override ClipDrawOptions GetClipOptions(TimelineClip clip)
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{
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var asset = (ControlPlayableAsset)clip.asset;
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var options = base.GetClipOptions(clip);
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if (asset.updateParticle && TimelineEditor.inspectedDirector != null && asset.controllingParticles)
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options.icons = s_ParticleSystemIcon;
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return options;
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}
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public override void OnCreate(TimelineClip clip, TrackAsset track, TimelineClip clonedFrom)
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{
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var asset = (ControlPlayableAsset)clip.asset;
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GameObject sourceObject = null;
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// go by sourceObject first, then by prefab
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if (TimelineEditor.inspectedDirector != null)
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sourceObject = asset.sourceGameObject.Resolve(TimelineEditor.inspectedDirector);
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if (sourceObject == null && asset.prefabGameObject != null)
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sourceObject = asset.prefabGameObject;
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if (sourceObject)
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{
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var directors = asset.GetComponent<PlayableDirector>(sourceObject);
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var particleSystems = asset.GetComponent<ParticleSystem>(sourceObject);
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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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asset.UpdateDurationAndLoopFlag(directors, particleSystems);
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clip.displayName = sourceObject.name;
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}
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}
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public override void GetSubTimelines(TimelineClip clip, PlayableDirector director, List<PlayableDirector> subTimelines)
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{
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var asset = (ControlPlayableAsset)clip.asset;
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// If there is a prefab, it will override the source GameObject
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if (!asset.updateDirector || asset.prefabGameObject != null || director == null)
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return;
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var go = asset.sourceGameObject.Resolve(director);
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if (go == null)
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return;
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foreach (var subTimeline in asset.GetComponent<PlayableDirector>(go))
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{
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if (subTimeline == director || subTimeline == TimelineEditor.masterDirector)
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continue;
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if (subTimeline.playableAsset is TimelineAsset)
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subTimelines.Add(subTimeline);
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}
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}
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}
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}
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