b486678290
Library -Artifacts
207 lines
8.0 KiB
C#
207 lines
8.0 KiB
C#
using System;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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/// <summary>
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/// Extension Methods for AnimationTracks that require the Unity Editor, and may require the Timeline containing the Animation Track to be currently loaded in the Timeline Editor Window.
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/// </summary>
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public static class AnimationTrackExtensions
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{
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/// <summary>
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/// Determines whether the Timeline window can enable recording mode on an AnimationTrack.
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/// For a track to support recording, it needs to have a valid scene binding,
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/// its offset mode should not be Auto and needs to be currently visible in the Timeline Window.
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/// </summary>
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/// <param name="track">The track to query.</param>
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/// <returns>True if recording can start, False otherwise.</returns>
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public static bool CanStartRecording(this AnimationTrack track)
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{
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if (track == null)
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{
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throw new ArgumentNullException(nameof(track));
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}
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if (TimelineEditor.state == null)
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{
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return false;
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}
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var director = TimelineEditor.inspectedDirector;
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var animTrack = TimelineUtility.GetSceneReferenceTrack(track) as AnimationTrack;
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return animTrack != null && animTrack.trackOffset != TrackOffset.Auto &&
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TimelineEditor.inspectedAsset == animTrack.timelineAsset &&
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director != null && TimelineUtility.GetSceneGameObject(director, animTrack) != null;
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}
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/// <summary>
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/// Method that allows querying if a track is current enabled for animation recording.
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/// </summary>
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/// <param name="track">The track to query.</param>
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/// <returns>True if currently recording and False otherwise.</returns>
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public static bool IsRecording(this AnimationTrack track)
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{
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if (track == null)
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{
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throw new ArgumentNullException(nameof(track));
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}
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return TimelineEditor.state != null && TimelineEditor.state.IsArmedForRecord(track);
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}
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/// <summary>
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/// Method that enables animation recording for an AnimationTrack.
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/// </summary>
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/// <param name="track">The AnimationTrack which will be put in recording mode.</param>
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/// <returns>True if track was put successfully in recording mode, False otherwise. </returns>
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public static bool StartRecording(this AnimationTrack track)
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{
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if (!CanStartRecording(track))
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{
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return false;
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}
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TimelineEditor.state.ArmForRecord(track);
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return true;
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}
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/// <summary>
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/// Disables recording mode of an AnimationTrack.
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/// </summary>
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/// <param name="track">The AnimationTrack which will be taken out of recording mode.</param>
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public static void StopRecording(this AnimationTrack track)
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{
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if (!IsRecording(track) || TimelineEditor.state == null)
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{
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return;
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}
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TimelineEditor.state.UnarmForRecord(track);
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}
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internal static void ConvertToClipMode(this AnimationTrack track)
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{
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if (!track.CanConvertToClipMode())
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return;
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UndoExtensions.RegisterTrack(track, L10n.Tr("Convert To Clip"));
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if (!track.infiniteClip.empty)
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{
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var animClip = track.infiniteClip;
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TimelineUndo.PushUndo(animClip, L10n.Tr("Convert To Clip"));
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UndoExtensions.RegisterTrack(track, L10n.Tr("Convert To Clip"));
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var start = AnimationClipCurveCache.Instance.GetCurveInfo(animClip).keyTimes.FirstOrDefault();
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animClip.ShiftBySeconds(-start);
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track.infiniteClip = null;
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var clip = track.CreateClip(animClip);
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clip.start = start;
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clip.preExtrapolationMode = track.infiniteClipPreExtrapolation;
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clip.postExtrapolationMode = track.infiniteClipPostExtrapolation;
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clip.recordable = true;
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if (Mathf.Abs(animClip.length) < TimelineClip.kMinDuration)
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{
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clip.duration = 1;
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}
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var animationAsset = clip.asset as AnimationPlayableAsset;
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if (animationAsset)
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{
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animationAsset.position = track.infiniteClipOffsetPosition;
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animationAsset.eulerAngles = track.infiniteClipOffsetEulerAngles;
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// going to / from infinite mode should reset this. infinite mode
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animationAsset.removeStartOffset = track.infiniteClipRemoveOffset;
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animationAsset.applyFootIK = track.infiniteClipApplyFootIK;
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animationAsset.loop = track.infiniteClipLoop;
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track.infiniteClipOffsetPosition = Vector3.zero;
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track.infiniteClipOffsetEulerAngles = Vector3.zero;
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}
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track.CalculateExtrapolationTimes();
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}
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track.infiniteClip = null;
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EditorUtility.SetDirty(track);
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}
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internal static void ConvertFromClipMode(this AnimationTrack track, TimelineAsset timeline)
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{
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if (!track.CanConvertFromClipMode())
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return;
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UndoExtensions.RegisterTrack(track, L10n.Tr("Convert From Clip"));
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var clip = track.clips[0];
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var delta = (float)clip.start;
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track.infiniteClipTimeOffset = 0.0f;
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track.infiniteClipPreExtrapolation = clip.preExtrapolationMode;
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track.infiniteClipPostExtrapolation = clip.postExtrapolationMode;
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var animAsset = clip.asset as AnimationPlayableAsset;
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if (animAsset)
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{
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track.infiniteClipOffsetPosition = animAsset.position;
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track.infiniteClipOffsetEulerAngles = animAsset.eulerAngles;
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track.infiniteClipRemoveOffset = animAsset.removeStartOffset;
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track.infiniteClipApplyFootIK = animAsset.applyFootIK;
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track.infiniteClipLoop = animAsset.loop;
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}
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// clone it, it may not be in the same asset
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var animClip = clip.animationClip;
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float scale = (float)clip.timeScale;
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if (!Mathf.Approximately(scale, 1.0f))
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{
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if (!Mathf.Approximately(scale, 0.0f))
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scale = 1.0f / scale;
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animClip.ScaleTime(scale);
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}
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TimelineUndo.PushUndo(animClip, L10n.Tr("Convert From Clip"));
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animClip.ShiftBySeconds(delta);
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// manually delete the clip
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var asset = clip.asset;
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clip.asset = null;
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// Remove the clip, remove old assets
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ClipModifier.Delete(timeline, clip);
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TimelineUndo.PushDestroyUndo(null, track, asset);
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track.infiniteClip = animClip;
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EditorUtility.SetDirty(track);
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}
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internal static bool CanConvertToClipMode(this AnimationTrack track)
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{
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if (track == null || track.inClipMode)
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return false;
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return (track.infiniteClip != null && !track.infiniteClip.empty);
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}
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// Requirements to go from clip mode
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// - one clip, recordable, and animation clip belongs to the same asset as the track
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internal static bool CanConvertFromClipMode(this AnimationTrack track)
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{
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if ((track == null) ||
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(!track.inClipMode) ||
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(track.clips.Length != 1) ||
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(track.clips[0].start < 0) ||
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(!track.clips[0].recordable))
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return false;
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var asset = track.clips[0].asset as AnimationPlayableAsset;
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if (asset == null)
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return false;
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return TimelineHelpers.HaveSameContainerAsset(track, asset.clip);
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}
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}
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}
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