Singularity/Library/PackageCache/com.unity.timeline@1.6.4/Editor/Window/TimelineWindow_ActiveTimeli...
2024-05-06 11:45:45 -07:00

88 lines
3.0 KiB
C#

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
partial class TimelineWindow
{
private TimelineAsset m_PreviousMasterSequence;
public override void ClearTimeline()
{
SetCurrentTimeline(null, null, null, true);
}
public override void SetTimeline(TimelineAsset seq)
{
SetCurrentTimeline(seq, null, null);
}
public override void SetTimeline(PlayableDirector director)
{
SetCurrentTimeline(director, null);
}
public void SetCurrentTimeline(PlayableDirector director, TimelineClip hostClip)
{
var asset = director != null ? director.playableAsset as TimelineAsset : null;
SetCurrentTimeline(asset, director, hostClip);
}
void SetCurrentTimeline(TimelineAsset seq, PlayableDirector instanceOfDirector, TimelineClip hostClip, bool force = false)
{
if (state == null)
return;
if (!force &&
state.editSequence.hostClip == hostClip &&
state.editSequence.director == instanceOfDirector &&
state.editSequence.asset == seq)
return;
state.SetCurrentSequence(seq, instanceOfDirector, hostClip);
}
void OnBeforeSequenceChange()
{
treeView = null;
m_MarkerHeaderGUI = null;
m_TimeAreaDirty = true;
state.Reset();
m_PlayableLookup.ClearPlayableLookup();
// clear old editors to caches, like audio previews, get flushed
CustomTimelineEditorCache.ClearCache<ClipEditor>();
CustomTimelineEditorCache.ClearCache<MarkerEditor>();
CustomTimelineEditorCache.ClearCache<TrackEditor>();
m_PreviousMasterSequence = state.masterSequence.asset;
}
void OnAfterSequenceChange()
{
Repaint();
m_SequencePath = state.GetCurrentSequencePath();
m_LastFrameHadSequence = state.editSequence.asset != null;
TimelineWindowViewPrefs.SaveAll();
// this prevent clearing the animation window when going in/out of playmode, but
// clears it when we switch master timelines
// the cast to a object will handle the case where the sequence has been deleted.
object previousMasterSequence = m_PreviousMasterSequence;
bool isDeleted = previousMasterSequence != null && m_PreviousMasterSequence == null;
bool hasChanged = m_PreviousMasterSequence != null && m_PreviousMasterSequence != state.masterSequence.asset;
if (isDeleted || hasChanged)
{
AnimationClipCurveCache.Instance.Clear();
TimelineAnimationUtilities.UnlinkAnimationWindow();
state.analytics.SendAfterSequenceChangeEvent(); // Changing timelines resets analytics that are aggregated in the Timeline Window
}
}
}
}