b486678290
Library -Artifacts
441 lines
17 KiB
C#
441 lines
17 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine.Playables;
|
|
|
|
namespace UnityEngine.Timeline
|
|
{
|
|
/// <summary>
|
|
/// Playable Asset that generates playables for controlling time-related elements on a GameObject.
|
|
/// </summary>
|
|
[Serializable]
|
|
[NotKeyable]
|
|
public class ControlPlayableAsset : PlayableAsset, IPropertyPreview, ITimelineClipAsset
|
|
{
|
|
const int k_MaxRandInt = 10000;
|
|
static readonly List<PlayableDirector> k_EmptyDirectorsList = new List<PlayableDirector>(0);
|
|
static readonly List<ParticleSystem> k_EmptyParticlesList = new List<ParticleSystem>(0);
|
|
static readonly HashSet<ParticleSystem> s_SubEmitterCollector = new HashSet<ParticleSystem>();
|
|
|
|
/// <summary>
|
|
/// GameObject in the scene to control, or the parent of the instantiated prefab.
|
|
/// </summary>
|
|
[SerializeField] public ExposedReference<GameObject> sourceGameObject;
|
|
|
|
/// <summary>
|
|
/// Prefab object that will be instantiated.
|
|
/// </summary>
|
|
[SerializeField] public GameObject prefabGameObject;
|
|
|
|
/// <summary>
|
|
/// Indicates whether Particle Systems will be controlled.
|
|
/// </summary>
|
|
[SerializeField] public bool updateParticle = true;
|
|
|
|
/// <summary>
|
|
/// Random seed to supply particle systems that are set to use autoRandomSeed
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is used to maintain determinism when playing back in timeline. Sub emitters will be assigned incrementing random seeds to maintain determinism and distinction.
|
|
/// </remarks>
|
|
[SerializeField] public uint particleRandomSeed;
|
|
|
|
/// <summary>
|
|
/// Indicates whether playableDirectors are controlled.
|
|
/// </summary>
|
|
[SerializeField] public bool updateDirector = true;
|
|
|
|
/// <summary>
|
|
/// Indicates whether Monobehaviours implementing ITimeControl will be controlled.
|
|
/// </summary>
|
|
[SerializeField] public bool updateITimeControl = true;
|
|
|
|
/// <summary>
|
|
/// Indicates whether to search the entire hierarchy for controllable components.
|
|
/// </summary>
|
|
[SerializeField] public bool searchHierarchy = false;
|
|
|
|
/// <summary>
|
|
/// Indicate whether GameObject activation is controlled
|
|
/// </summary>
|
|
[SerializeField] public bool active = true;
|
|
|
|
/// <summary>
|
|
/// Indicates the active state of the GameObject when Timeline is stopped.
|
|
/// </summary>
|
|
[SerializeField] public ActivationControlPlayable.PostPlaybackState postPlayback = ActivationControlPlayable.PostPlaybackState.Revert;
|
|
|
|
PlayableAsset m_ControlDirectorAsset;
|
|
double m_Duration = PlayableBinding.DefaultDuration;
|
|
bool m_SupportLoop;
|
|
|
|
private static HashSet<PlayableDirector> s_ProcessedDirectors = new HashSet<PlayableDirector>();
|
|
private static HashSet<GameObject> s_CreatedPrefabs = new HashSet<GameObject>();
|
|
|
|
// does the last instance created control directors and/or particles
|
|
internal bool controllingDirectors { get; private set; }
|
|
internal bool controllingParticles { get; private set; }
|
|
|
|
/// <summary>
|
|
/// This function is called when the object is loaded.
|
|
/// </summary>
|
|
public void OnEnable()
|
|
{
|
|
// can't be set in a constructor
|
|
if (particleRandomSeed == 0)
|
|
particleRandomSeed = (uint)Random.Range(1, k_MaxRandInt);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the duration in seconds needed to play the underlying director or particle system exactly once.
|
|
/// </summary>
|
|
public override double duration { get { return m_Duration; } }
|
|
|
|
/// <summary>
|
|
/// Returns the capabilities of TimelineClips that contain a ControlPlayableAsset
|
|
/// </summary>
|
|
public ClipCaps clipCaps
|
|
{
|
|
get { return ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (m_SupportLoop ? ClipCaps.Looping : ClipCaps.None); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates the root of a Playable subgraph to control the contents of the game object.
|
|
/// </summary>
|
|
/// <param name="graph">PlayableGraph that will own the playable</param>
|
|
/// <param name="go">The GameObject that triggered the graph build</param>
|
|
/// <returns>The root playable of the subgraph</returns>
|
|
public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
|
|
{
|
|
// case 989856
|
|
if (prefabGameObject != null)
|
|
{
|
|
if (s_CreatedPrefabs.Contains(prefabGameObject))
|
|
{
|
|
Debug.LogWarningFormat("Control Track Clip ({0}) is causing a prefab to instantiate itself recursively. Aborting further instances.", name);
|
|
return Playable.Create(graph);
|
|
}
|
|
s_CreatedPrefabs.Add(prefabGameObject);
|
|
}
|
|
|
|
Playable root = Playable.Null;
|
|
var playables = new List<Playable>();
|
|
|
|
GameObject sourceObject = sourceGameObject.Resolve(graph.GetResolver());
|
|
if (prefabGameObject != null)
|
|
{
|
|
Transform parenTransform = sourceObject != null ? sourceObject.transform : null;
|
|
var controlPlayable = PrefabControlPlayable.Create(graph, prefabGameObject, parenTransform);
|
|
|
|
sourceObject = controlPlayable.GetBehaviour().prefabInstance;
|
|
playables.Add(controlPlayable);
|
|
}
|
|
|
|
m_Duration = PlayableBinding.DefaultDuration;
|
|
m_SupportLoop = false;
|
|
|
|
controllingParticles = false;
|
|
controllingDirectors = false;
|
|
|
|
if (sourceObject != null)
|
|
{
|
|
var directors = updateDirector ? GetComponent<PlayableDirector>(sourceObject) : k_EmptyDirectorsList;
|
|
var particleSystems = updateParticle ? GetControllableParticleSystems(sourceObject) : k_EmptyParticlesList;
|
|
|
|
// update the duration and loop values (used for UI purposes) here
|
|
// so they are tied to the latest gameObject bound
|
|
UpdateDurationAndLoopFlag(directors, particleSystems);
|
|
|
|
var director = go.GetComponent<PlayableDirector>();
|
|
if (director != null)
|
|
m_ControlDirectorAsset = director.playableAsset;
|
|
|
|
if (go == sourceObject && prefabGameObject == null)
|
|
{
|
|
Debug.LogWarningFormat("Control Playable ({0}) is referencing the same PlayableDirector component than the one in which it is playing.", name);
|
|
active = false;
|
|
if (!searchHierarchy)
|
|
updateDirector = false;
|
|
}
|
|
|
|
if (active)
|
|
CreateActivationPlayable(sourceObject, graph, playables);
|
|
|
|
if (updateDirector)
|
|
SearchHierarchyAndConnectDirector(directors, graph, playables, prefabGameObject != null);
|
|
|
|
if (updateParticle)
|
|
SearchHierarchyAndConnectParticleSystem(particleSystems, graph, playables);
|
|
|
|
if (updateITimeControl)
|
|
SearchHierarchyAndConnectControlableScripts(GetControlableScripts(sourceObject), graph, playables);
|
|
|
|
// Connect Playables to Generic to Mixer
|
|
root = ConnectPlayablesToMixer(graph, playables);
|
|
}
|
|
|
|
if (prefabGameObject != null)
|
|
s_CreatedPrefabs.Remove(prefabGameObject);
|
|
|
|
if (!root.IsValid())
|
|
root = Playable.Create(graph);
|
|
|
|
return root;
|
|
}
|
|
|
|
static Playable ConnectPlayablesToMixer(PlayableGraph graph, List<Playable> playables)
|
|
{
|
|
var mixer = Playable.Create(graph, playables.Count);
|
|
|
|
for (int i = 0; i != playables.Count; ++i)
|
|
{
|
|
ConnectMixerAndPlayable(graph, mixer, playables[i], i);
|
|
}
|
|
|
|
mixer.SetPropagateSetTime(true);
|
|
|
|
return mixer;
|
|
}
|
|
|
|
void CreateActivationPlayable(GameObject root, PlayableGraph graph,
|
|
List<Playable> outplayables)
|
|
{
|
|
var activation = ActivationControlPlayable.Create(graph, root, postPlayback);
|
|
if (activation.IsValid())
|
|
outplayables.Add(activation);
|
|
}
|
|
|
|
void SearchHierarchyAndConnectParticleSystem(IEnumerable<ParticleSystem> particleSystems, PlayableGraph graph,
|
|
List<Playable> outplayables)
|
|
{
|
|
foreach (var particleSystem in particleSystems)
|
|
{
|
|
if (particleSystem != null)
|
|
{
|
|
controllingParticles = true;
|
|
outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, particleRandomSeed));
|
|
}
|
|
}
|
|
}
|
|
|
|
void SearchHierarchyAndConnectDirector(IEnumerable<PlayableDirector> directors, PlayableGraph graph,
|
|
List<Playable> outplayables, bool disableSelfReferences)
|
|
{
|
|
foreach (var director in directors)
|
|
{
|
|
if (director != null)
|
|
{
|
|
if (director.playableAsset != m_ControlDirectorAsset)
|
|
{
|
|
outplayables.Add(DirectorControlPlayable.Create(graph, director));
|
|
controllingDirectors = true;
|
|
}
|
|
// if this self references, disable the director.
|
|
else if (disableSelfReferences)
|
|
{
|
|
director.enabled = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SearchHierarchyAndConnectControlableScripts(IEnumerable<MonoBehaviour> controlableScripts, PlayableGraph graph, List<Playable> outplayables)
|
|
{
|
|
foreach (var script in controlableScripts)
|
|
{
|
|
outplayables.Add(TimeControlPlayable.Create(graph, (ITimeControl)script));
|
|
}
|
|
}
|
|
|
|
static void ConnectMixerAndPlayable(PlayableGraph graph, Playable mixer, Playable playable,
|
|
int portIndex)
|
|
{
|
|
graph.Connect(playable, 0, mixer, portIndex);
|
|
mixer.SetInputWeight(playable, 1.0f);
|
|
}
|
|
|
|
internal IList<T> GetComponent<T>(GameObject gameObject)
|
|
{
|
|
var components = new List<T>();
|
|
if (gameObject != null)
|
|
{
|
|
if (searchHierarchy)
|
|
{
|
|
gameObject.GetComponentsInChildren<T>(true, components);
|
|
}
|
|
else
|
|
{
|
|
gameObject.GetComponents<T>(components);
|
|
}
|
|
}
|
|
return components;
|
|
}
|
|
|
|
internal static IEnumerable<MonoBehaviour> GetControlableScripts(GameObject root)
|
|
{
|
|
if (root == null)
|
|
yield break;
|
|
|
|
foreach (var script in root.GetComponentsInChildren<MonoBehaviour>())
|
|
{
|
|
if (script is ITimeControl)
|
|
yield return script;
|
|
}
|
|
}
|
|
|
|
internal void UpdateDurationAndLoopFlag(IList<PlayableDirector> directors, IList<ParticleSystem> particleSystems)
|
|
{
|
|
if (directors.Count == 0 && particleSystems.Count == 0)
|
|
return;
|
|
|
|
const double invalidDuration = double.NegativeInfinity;
|
|
|
|
var maxDuration = invalidDuration;
|
|
var supportsLoop = false;
|
|
|
|
foreach (var director in directors)
|
|
{
|
|
if (director.playableAsset != null)
|
|
{
|
|
var assetDuration = director.playableAsset.duration;
|
|
|
|
if (director.playableAsset is TimelineAsset && assetDuration > 0.0)
|
|
// Timeline assets report being one tick shorter than they actually are, unless they are empty
|
|
assetDuration = (double)((DiscreteTime)assetDuration).OneTickAfter();
|
|
|
|
maxDuration = Math.Max(maxDuration, assetDuration);
|
|
supportsLoop = supportsLoop || director.extrapolationMode == DirectorWrapMode.Loop;
|
|
}
|
|
}
|
|
|
|
foreach (var particleSystem in particleSystems)
|
|
{
|
|
maxDuration = Math.Max(maxDuration, particleSystem.main.duration);
|
|
supportsLoop = supportsLoop || particleSystem.main.loop;
|
|
}
|
|
|
|
m_Duration = double.IsNegativeInfinity(maxDuration) ? PlayableBinding.DefaultDuration : maxDuration;
|
|
m_SupportLoop = supportsLoop;
|
|
}
|
|
|
|
IList<ParticleSystem> GetControllableParticleSystems(GameObject go)
|
|
{
|
|
var roots = new List<ParticleSystem>();
|
|
|
|
// searchHierarchy will look for particle systems on child objects.
|
|
// once a particle system is found, all child particle systems are controlled with playables
|
|
// unless they are subemitters
|
|
|
|
if (searchHierarchy || go.GetComponent<ParticleSystem>() != null)
|
|
{
|
|
GetControllableParticleSystems(go.transform, roots, s_SubEmitterCollector);
|
|
s_SubEmitterCollector.Clear();
|
|
}
|
|
|
|
return roots;
|
|
}
|
|
|
|
static void GetControllableParticleSystems(Transform t, ICollection<ParticleSystem> roots, HashSet<ParticleSystem> subEmitters)
|
|
{
|
|
var ps = t.GetComponent<ParticleSystem>();
|
|
if (ps != null)
|
|
{
|
|
if (!subEmitters.Contains(ps))
|
|
{
|
|
roots.Add(ps);
|
|
CacheSubEmitters(ps, subEmitters);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < t.childCount; ++i)
|
|
{
|
|
GetControllableParticleSystems(t.GetChild(i), roots, subEmitters);
|
|
}
|
|
}
|
|
|
|
static void CacheSubEmitters(ParticleSystem ps, HashSet<ParticleSystem> subEmitters)
|
|
{
|
|
if (ps == null)
|
|
return;
|
|
|
|
for (int i = 0; i < ps.subEmitters.subEmittersCount; i++)
|
|
{
|
|
subEmitters.Add(ps.subEmitters.GetSubEmitterSystem(i));
|
|
// don't call this recursively. subEmitters are only simulated one level deep.
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
|
|
{
|
|
// This method is no longer called by Control Tracks.
|
|
if (director == null)
|
|
return;
|
|
|
|
// prevent infinite recursion
|
|
if (s_ProcessedDirectors.Contains(director))
|
|
return;
|
|
s_ProcessedDirectors.Add(director);
|
|
|
|
var gameObject = sourceGameObject.Resolve(director);
|
|
if (gameObject != null)
|
|
{
|
|
if (updateParticle)// case 1076850 -- drive all emitters, not just roots.
|
|
PreviewParticles(driver, gameObject.GetComponentsInChildren<ParticleSystem>(true));
|
|
|
|
if (active)
|
|
PreviewActivation(driver, new[] { gameObject });
|
|
|
|
if (updateITimeControl)
|
|
PreviewTimeControl(driver, director, GetControlableScripts(gameObject));
|
|
|
|
if (updateDirector)
|
|
PreviewDirectors(driver, GetComponent<PlayableDirector>(gameObject));
|
|
}
|
|
s_ProcessedDirectors.Remove(director);
|
|
}
|
|
|
|
internal static void PreviewParticles(IPropertyCollector driver, IEnumerable<ParticleSystem> particles)
|
|
{
|
|
foreach (var ps in particles)
|
|
{
|
|
driver.AddFromName<ParticleSystem>(ps.gameObject, "randomSeed");
|
|
driver.AddFromName<ParticleSystem>(ps.gameObject, "autoRandomSeed");
|
|
}
|
|
}
|
|
|
|
internal static void PreviewActivation(IPropertyCollector driver, IEnumerable<GameObject> objects)
|
|
{
|
|
foreach (var gameObject in objects)
|
|
driver.AddFromName(gameObject, "m_IsActive");
|
|
}
|
|
|
|
internal static void PreviewTimeControl(IPropertyCollector driver, PlayableDirector director, IEnumerable<MonoBehaviour> scripts)
|
|
{
|
|
foreach (var script in scripts)
|
|
{
|
|
var propertyPreview = script as IPropertyPreview;
|
|
if (propertyPreview != null)
|
|
propertyPreview.GatherProperties(director, driver);
|
|
else
|
|
driver.AddFromComponent(script.gameObject, script);
|
|
}
|
|
}
|
|
|
|
internal static void PreviewDirectors(IPropertyCollector driver, IEnumerable<PlayableDirector> directors)
|
|
{
|
|
foreach (var childDirector in directors)
|
|
{
|
|
if (childDirector == null)
|
|
continue;
|
|
|
|
var timeline = childDirector.playableAsset as TimelineAsset;
|
|
if (timeline == null)
|
|
continue;
|
|
|
|
timeline.GatherProperties(childDirector, driver);
|
|
}
|
|
}
|
|
}
|
|
}
|