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SequenceHierarchy.cs 9.4KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using UnityEngine;
  4. using UnityEngine.Playables;
  5. using UnityEngine.Timeline;
  6. namespace UnityEditor.Timeline
  7. {
  8. class SequenceHierarchy : ScriptableObject
  9. {
  10. readonly List<ISequenceState> m_Sequences = new List<ISequenceState>();
  11. WindowState m_WindowState;
  12. [SerializeField]
  13. SequencePath m_SerializedPath;
  14. public ISequenceState masterSequence
  15. {
  16. get { return m_Sequences.FirstOrDefault(); }
  17. }
  18. public ISequenceState editSequence
  19. {
  20. get { return m_Sequences.LastOrDefault(); }
  21. }
  22. public int count
  23. {
  24. get { return m_Sequences.Count; }
  25. }
  26. public IEnumerable<ISequenceState> allSequences
  27. {
  28. get { return m_Sequences; }
  29. }
  30. public static SequenceHierarchy CreateInstance()
  31. {
  32. var hierarchy = ScriptableObject.CreateInstance<SequenceHierarchy>();
  33. hierarchy.hideFlags = HideFlags.HideAndDontSave;
  34. return hierarchy;
  35. }
  36. public void Init(WindowState owner)
  37. {
  38. m_WindowState = owner;
  39. }
  40. // This is called when performing Undo operations.
  41. // It needs to be called here since some operations are not
  42. // allowed (EditorUtility.InstanceIDToObject, for example)
  43. // during the ISerializationCallbackReceiver methods.
  44. void OnValidate()
  45. {
  46. if (m_SerializedPath == null || m_WindowState == null || m_WindowState.GetWindow() == null)
  47. return;
  48. bool hasDifferentRoot = m_WindowState.GetCurrentSequencePath().selectionRoot != m_SerializedPath.selectionRoot;
  49. if (m_WindowState.GetWindow().locked && hasDifferentRoot)
  50. return;
  51. EditorApplication.delayCall += () => { m_WindowState.SetCurrentSequencePath(m_SerializedPath, true); };
  52. }
  53. public void Add(TimelineAsset asset, PlayableDirector director, TimelineClip hostClip)
  54. {
  55. if (hostClip == null)
  56. AddToCurrentUndoGroup(this); // Merge with selection undo
  57. else
  58. TimelineUndo.PushUndo(this, L10n.Tr("Edit Sub-Timeline"));
  59. Add_Internal(asset, director, hostClip);
  60. UpdateSerializedPath();
  61. }
  62. public void Remove()
  63. {
  64. if (m_Sequences.Count == 0) return;
  65. TimelineUndo.PushUndo(this, L10n.Tr("Go to Sub-Timeline"));
  66. Remove_Internal();
  67. UpdateSerializedPath();
  68. }
  69. public ISequenceState GetStateAtIndex(int index)
  70. {
  71. return m_Sequences[index];
  72. }
  73. public void RemoveUntilCount(int expectedCount)
  74. {
  75. if (expectedCount < 0 || m_Sequences.Count <= expectedCount) return;
  76. TimelineUndo.PushUndo(this, L10n.Tr("Go to Sub-Timeline"));
  77. RemoveUntilCount_Internal(expectedCount);
  78. UpdateSerializedPath();
  79. }
  80. public void Clear()
  81. {
  82. if (m_Sequences.Count == 0) return;
  83. AddToCurrentUndoGroup(this);
  84. Clear_Internal();
  85. UpdateSerializedPath();
  86. }
  87. public SequencePath ToSequencePath()
  88. {
  89. var path = new SequencePath();
  90. if (m_Sequences.Count == 0)
  91. return path;
  92. var rootSequence = m_Sequences[0];
  93. var root = 0;
  94. if (rootSequence.director != null && rootSequence.director.gameObject != null)
  95. root = rootSequence.director.gameObject.GetInstanceID();
  96. else if (rootSequence.asset != null)
  97. root = rootSequence.asset.GetInstanceID();
  98. path.SetSelectionRoot(root);
  99. var resolver = rootSequence.director;
  100. if (m_Sequences.Count > 1)
  101. {
  102. for (int i = 1, n = m_Sequences.Count; i < n; ++i)
  103. {
  104. path.AddSubSequence(m_Sequences[i], resolver);
  105. resolver = m_Sequences[i].director;
  106. }
  107. }
  108. return path;
  109. }
  110. public bool NeedsUpdate(SequencePath path, bool forceRebuild)
  111. {
  112. return forceRebuild || !SequencePath.AreEqual(m_SerializedPath, path);
  113. }
  114. public void FromSequencePath(SequencePath path, bool forceRebuild)
  115. {
  116. if (!NeedsUpdate(path, forceRebuild))
  117. return;
  118. Clear_Internal();
  119. var rootObject = EditorUtility.InstanceIDToObject(path.selectionRoot);
  120. if (rootObject == null)
  121. {
  122. UpdateSerializedPath();
  123. return;
  124. }
  125. var candidateAsset = rootObject as TimelineAsset;
  126. if (candidateAsset != null)
  127. {
  128. Add_Internal(candidateAsset, null, null);
  129. UpdateSerializedPath();
  130. return;
  131. }
  132. var candidateGameObject = rootObject as GameObject;
  133. if (candidateGameObject == null)
  134. {
  135. UpdateSerializedPath();
  136. return;
  137. }
  138. var director = TimelineUtility.GetDirectorComponentForGameObject(candidateGameObject);
  139. var asset = TimelineUtility.GetTimelineAssetForDirectorComponent(director);
  140. Add_Internal(asset, director, null);
  141. if (!path.subElements.Any())
  142. {
  143. UpdateSerializedPath();
  144. return;
  145. }
  146. List<SequenceBuildingBlock> buildingBlocks;
  147. if (ValidateSubElements(path.subElements, director, out buildingBlocks))
  148. {
  149. foreach (var buildingBlock in buildingBlocks)
  150. Add_Internal(buildingBlock.asset, buildingBlock.director, buildingBlock.hostClip);
  151. }
  152. UpdateSerializedPath();
  153. }
  154. void Add_Internal(TimelineAsset asset, PlayableDirector director, TimelineClip hostClip)
  155. {
  156. if (hostClip == null)
  157. Clear_Internal();
  158. var parent = m_Sequences.Count > 0 ? editSequence : null;
  159. m_Sequences.Add(new SequenceState(m_WindowState, asset, director, hostClip, (SequenceState)parent));
  160. }
  161. void Remove_Internal()
  162. {
  163. m_Sequences.Last().Dispose();
  164. m_Sequences.RemoveAt(m_Sequences.Count - 1);
  165. }
  166. void RemoveUntilCount_Internal(int expectedCount)
  167. {
  168. while (m_Sequences.Count > expectedCount)
  169. {
  170. Remove_Internal();
  171. }
  172. }
  173. void Clear_Internal()
  174. {
  175. RemoveUntilCount_Internal(0);
  176. }
  177. void UpdateSerializedPath()
  178. {
  179. m_SerializedPath = ToSequencePath();
  180. }
  181. static bool ValidateSubElements(List<SequencePathSubElement> subElements, PlayableDirector director, out List<SequenceBuildingBlock> buildingBlocks)
  182. {
  183. buildingBlocks = new List<SequenceBuildingBlock>(subElements.Count);
  184. var currentDirector = director;
  185. foreach (var element in subElements)
  186. {
  187. var timeline = currentDirector.playableAsset as TimelineAsset;
  188. if (timeline == null)
  189. return false;
  190. if (timeline.trackObjects == null)
  191. return false;
  192. var track = timeline.GetOutputTracks().FirstOrDefault(t => t.GetInstanceID() == element.trackInstanceID);
  193. if (track == null)
  194. return false;
  195. if (track.Hash() != element.trackHash)
  196. return false;
  197. if (track.clips == null)
  198. return false;
  199. if (track.clips.Length <= element.clipIndex)
  200. return false;
  201. var clip = track.clips[element.clipIndex];
  202. if (clip == null)
  203. return false;
  204. if (clip.Hash() != element.clipHash)
  205. return false;
  206. var candidateDirectors = TimelineUtility.GetSubTimelines(clip, director);
  207. if (element.subDirectorIndex < 0 || element.subDirectorIndex >= candidateDirectors.Count)
  208. return false;
  209. var candidateDirector = candidateDirectors[element.subDirectorIndex];
  210. if (candidateDirector == null || !(candidateDirector.playableAsset is TimelineAsset))
  211. return false;
  212. currentDirector = candidateDirector;
  213. buildingBlocks.Add(
  214. new SequenceBuildingBlock
  215. {
  216. asset = currentDirector.playableAsset as TimelineAsset,
  217. director = currentDirector,
  218. hostClip = clip
  219. });
  220. }
  221. return true;
  222. }
  223. struct SequenceBuildingBlock
  224. {
  225. public TimelineAsset asset;
  226. public PlayableDirector director;
  227. public TimelineClip hostClip;
  228. }
  229. static void AddToCurrentUndoGroup(Object target)
  230. {
  231. if (target == null) return;
  232. var group = Undo.GetCurrentGroup();
  233. var groupName = Undo.GetCurrentGroupName();
  234. EditorUtility.SetDirty(target);
  235. Undo.RegisterCompleteObjectUndo(target, groupName);
  236. Undo.CollapseUndoOperations(group);
  237. }
  238. }
  239. }