b486678290
Library -Artifacts
117 lines
4.1 KiB
C#
117 lines
4.1 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Audio;
|
|
using UnityEngine.Playables;
|
|
|
|
namespace UnityEngine.Timeline
|
|
{
|
|
// Special runtime clip implementation that handles playables that use a scheduling system
|
|
// such as Audio
|
|
internal class ScheduleRuntimeClip : RuntimeClipBase
|
|
{
|
|
private TimelineClip m_Clip;
|
|
private Playable m_Playable;
|
|
private Playable m_ParentMixer;
|
|
private double m_StartDelay;
|
|
private double m_FinishTail;
|
|
private bool m_Started = false;
|
|
|
|
// represents the start point when we want to start getting updated
|
|
public override double start
|
|
{
|
|
get { return Math.Max(0, m_Clip.start - m_StartDelay); }
|
|
}
|
|
|
|
public override double duration
|
|
{
|
|
get { return m_Clip.duration + m_FinishTail + m_Clip.start - start; }
|
|
}
|
|
|
|
public void SetTime(double time)
|
|
{
|
|
m_Playable.SetTime(time);
|
|
}
|
|
|
|
public TimelineClip clip { get { return m_Clip; } }
|
|
public Playable mixer { get { return m_ParentMixer; } }
|
|
public Playable playable { get { return m_Playable; } }
|
|
|
|
public ScheduleRuntimeClip(TimelineClip clip, Playable clipPlayable,
|
|
Playable parentMixer, double startDelay = 0.2, double finishTail = 0.1)
|
|
{
|
|
Create(clip, clipPlayable, parentMixer, startDelay, finishTail);
|
|
}
|
|
|
|
private void Create(TimelineClip clip, Playable clipPlayable, Playable parentMixer,
|
|
double startDelay, double finishTail)
|
|
{
|
|
m_Clip = clip;
|
|
m_Playable = clipPlayable;
|
|
m_ParentMixer = parentMixer;
|
|
m_StartDelay = startDelay;
|
|
m_FinishTail = finishTail;
|
|
clipPlayable.Pause();
|
|
}
|
|
|
|
public override bool enable
|
|
{
|
|
set
|
|
{
|
|
if (value && m_Playable.GetPlayState() != PlayState.Playing)
|
|
{
|
|
m_Playable.Play();
|
|
}
|
|
else if (!value && m_Playable.GetPlayState() != PlayState.Paused)
|
|
{
|
|
m_Playable.Pause();
|
|
if (m_ParentMixer.IsValid())
|
|
m_ParentMixer.SetInputWeight(m_Playable, 0.0f);
|
|
}
|
|
|
|
m_Started &= value;
|
|
}
|
|
}
|
|
|
|
public override void EvaluateAt(double localTime, FrameData frameData)
|
|
{
|
|
if (frameData.timeHeld)
|
|
{
|
|
enable = false;
|
|
return;
|
|
}
|
|
|
|
|
|
bool forceSeek = frameData.seekOccurred || frameData.timeLooped || frameData.evaluationType == FrameData.EvaluationType.Evaluate;
|
|
|
|
// If we are in the tail region of the clip, then dont do anything
|
|
if (localTime > start + duration - m_FinishTail)
|
|
return;
|
|
|
|
// this may set the weight to 1 in a delay, but it will avoid missing the start
|
|
float weight = clip.EvaluateMixIn(localTime) * clip.EvaluateMixOut(localTime);
|
|
if (mixer.IsValid())
|
|
mixer.SetInputWeight(playable, weight);
|
|
|
|
// localTime of the sequence to localtime of the clip
|
|
if (!m_Started || forceSeek)
|
|
{
|
|
// accounts for clip in and speed
|
|
double clipTime = clip.ToLocalTime(Math.Max(localTime, clip.start));
|
|
// multiply by the time scale so the delay is local to the clip
|
|
// Audio will rescale based on it's effective time scale (which includes the parent)
|
|
double startDelay = Math.Max(clip.start - localTime, 0) * clip.timeScale;
|
|
double durationLocal = m_Clip.duration * clip.timeScale;
|
|
if (m_Playable.IsPlayableOfType<AudioClipPlayable>())
|
|
((AudioClipPlayable)m_Playable).Seek(clipTime, startDelay, durationLocal);
|
|
|
|
m_Started = true;
|
|
}
|
|
}
|
|
|
|
public override void DisableAt(double localTime, double rootDuration, FrameData frameData)
|
|
{
|
|
enable = false;
|
|
}
|
|
}
|
|
}
|