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- using System;
- using System.Collections.Generic;
- using UnityEngine.Playables;
-
- namespace UnityEngine.Timeline
- {
- /// <summary>
- /// A PlayableAsset that represents a timeline.
- /// </summary>
- [ExcludeFromPreset]
- [Serializable]
- [TimelineHelpURL(typeof(TimelineAsset))]
- public partial class TimelineAsset : PlayableAsset, ISerializationCallbackReceiver, ITimelineClipAsset, IPropertyPreview
- {
- /// <summary>
- /// How the duration of the timeline is determined.
- /// </summary>
- public enum DurationMode
- {
- /// <summary>
- /// The duration of the timeline is determined based on the clips present.
- /// </summary>
- BasedOnClips,
- /// <summary>
- /// The duration of the timeline is a fixed length.
- /// </summary>
- FixedLength
- }
-
- /// <summary>
- /// Properties of the timeline that are used by the editor
- /// </summary>
- [Serializable]
- public class EditorSettings
- {
- internal static readonly double kMinFrameRate = TimeUtility.kFrameRateEpsilon;
- internal static readonly double kMaxFrameRate = 1000.0;
- internal static readonly double kDefaultFrameRate = 60.0;
- [HideInInspector, SerializeField, FrameRateField] double m_Framerate = kDefaultFrameRate;
- [HideInInspector, SerializeField] bool m_ScenePreview = true;
-
- /// <summary>
- /// The frames per second used for snapping and time ruler display
- /// </summary>
- [Obsolete("EditorSettings.fps has been deprecated. Use editorSettings.frameRate instead.", false)]
- public float fps
- {
- get
- {
- return (float)m_Framerate;
- }
- set
- {
- m_Framerate = Mathf.Clamp(value, (float)kMinFrameRate, (float)kMaxFrameRate);
- }
- }
-
- /// <summary>
- /// The frames per second used for framelocked preview, frame snapping and time ruler display,
- /// </summary>
- /// <remarks>
- /// If frameRate is set to a non-standard custom frame rate, Timeline playback
- /// may give incorrect results when playbackLockedToFrame is true.
- /// </remarks>
- /// <seealso cref="UnityEngine.Timeline.TimelineAsset"/>
- public double frameRate
- {
- get { return m_Framerate; }
- set { m_Framerate = GetValidFrameRate(value); }
- }
-
- /// <summary>
- /// Sets the EditorSetting frameRate to one of the provided standard frame rates.
- /// </summary>
- /// <param name="enumValue"> StandardFrameRates value, used to set the current EditorSettings frameRate value.</param>
- /// <remarks>
- /// When specifying drop frame values, it is recommended to select one of the provided standard frame rates.
- /// Specifying a non-standard custom frame rate may give incorrect results when playbackLockedToFrame
- /// is enabled during Timeline playback.
- /// </remarks>
- /// <exception cref="ArgumentException">Thrown when the enumValue is not a valid member of StandardFrameRates.</exception>
- /// <seealso cref="UnityEngine.Timeline.TimelineAsset"/>
- public void SetStandardFrameRate(StandardFrameRates enumValue)
- {
- FrameRate rate = TimeUtility.ToFrameRate(enumValue);
- if (rate.IsValid())
- throw new ArgumentException(String.Format("StandardFrameRates {0}, is not defined",
- enumValue.ToString()));
- m_Framerate = rate.rate;
- }
-
- /// <summary>
- /// Set to false to ignore scene preview when this timeline is played by the Timeline window.
- /// </summary>
- /// <remarks>
- /// When set to false, this setting will
- /// - Disable scene preview when this timeline is played by the Timeline window.
- /// - Disable recording for all recordable tracks.
- /// - Disable play range in the Timeline window.
- /// - `Stop()` is not called on the `PlayableDirector` when switching between different `TimelineAsset`s in the TimelineWindow.
- ///
- /// `scenePreview` will only be applied if the asset is the master timeline.
- /// </remarks>
- /// <seealso cref="UnityEngine.Timeline.TimelineAsset"/>
- public bool scenePreview
- {
- get => m_ScenePreview;
- set => m_ScenePreview = value;
- }
- }
-
- [HideInInspector, SerializeField] List<ScriptableObject> m_Tracks;
- [HideInInspector, SerializeField] double m_FixedDuration; // only applied if duration mode is Fixed
- [HideInInspector, NonSerialized] TrackAsset[] m_CacheOutputTracks;
- [HideInInspector, NonSerialized] List<TrackAsset> m_CacheRootTracks;
- [HideInInspector, NonSerialized] TrackAsset[] m_CacheFlattenedTracks;
- [HideInInspector, SerializeField] EditorSettings m_EditorSettings = new EditorSettings();
- [SerializeField] DurationMode m_DurationMode;
-
- [HideInInspector, SerializeField] MarkerTrack m_MarkerTrack;
-
- /// <summary>
- /// Settings used by timeline for editing purposes
- /// </summary>
- public EditorSettings editorSettings
- {
- get { return m_EditorSettings; }
- }
-
- /// <summary>
- /// The length, in seconds, of the timeline
- /// </summary>
- public override double duration
- {
- get
- {
- // @todo cache this value when rebuilt
- if (m_DurationMode == DurationMode.BasedOnClips)
- {
- //avoid having no clip evaluated at the end by removing a tick from the total duration
- var discreteDuration = CalculateItemsDuration();
- if (discreteDuration <= 0)
- return 0.0;
- return (double)discreteDuration.OneTickBefore();
- }
-
- return m_FixedDuration;
- }
- }
-
- /// <summary>
- /// The length of the timeline when durationMode is set to fixed length.
- /// </summary>
- public double fixedDuration
- {
- get
- {
- DiscreteTime discreteDuration = (DiscreteTime)m_FixedDuration;
- if (discreteDuration <= 0)
- return 0.0;
-
- //avoid having no clip evaluated at the end by removing a tick from the total duration
- return (double)discreteDuration.OneTickBefore();
- }
- set { m_FixedDuration = Math.Max(0.0, value); }
- }
-
- /// <summary>
- /// The mode used to determine the duration of the Timeline
- /// </summary>
- public DurationMode durationMode
- {
- get { return m_DurationMode; }
- set { m_DurationMode = value; }
- }
-
- /// <summary>
- /// A description of the PlayableOutputs that will be created by the timeline when instantiated.
- /// </summary>
- /// <remarks>
- /// Each track will create an PlayableOutput
- /// </remarks>
- public override IEnumerable<PlayableBinding> outputs
- {
- get
- {
- foreach (var outputTracks in GetOutputTracks())
- foreach (var output in outputTracks.outputs)
- yield return output;
- }
- }
-
- /// <summary>
- /// The capabilities supported by all clips in the timeline.
- /// </summary>
- public ClipCaps clipCaps
- {
- get
- {
- var caps = ClipCaps.All;
- foreach (var track in GetRootTracks())
- {
- foreach (var clip in track.clips)
- caps &= clip.clipCaps;
- }
- return caps;
- }
- }
-
- /// <summary>
- /// Returns the the number of output tracks in the Timeline.
- /// </summary>
- /// <remarks>
- /// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack, a subtrack, or override track.
- /// </remarks>
- public int outputTrackCount
- {
- get
- {
- UpdateOutputTrackCache(); // updates the cache if necessary
- return m_CacheOutputTracks.Length;
- }
- }
-
- /// <summary>
- /// Returns the number of tracks at the root level of the timeline.
- /// </summary>
- /// <remarks>
- /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group
- /// </remarks>
- public int rootTrackCount
- {
- get
- {
- UpdateRootTrackCache();
- return m_CacheRootTracks.Count;
- }
- }
-
- void OnValidate()
- {
- editorSettings.frameRate = GetValidFrameRate(editorSettings.frameRate);
- }
-
- /// <summary>
- /// Retrieves at root track at the specified index.
- /// </summary>
- /// <param name="index">Index of the root track to get. Must be between 0 and rootTrackCount</param>
- /// <remarks>
- /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group.
- /// </remarks>
- /// <returns>Root track at the specified index.</returns>
- public TrackAsset GetRootTrack(int index)
- {
- UpdateRootTrackCache();
- return m_CacheRootTracks[index];
- }
-
- /// <summary>
- /// Get an enumerable list of all root tracks.
- /// </summary>
- /// <returns>An IEnumerable of all root tracks.</returns>
- /// <remarks>A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group.</remarks>
- public IEnumerable<TrackAsset> GetRootTracks()
- {
- UpdateRootTrackCache();
- return m_CacheRootTracks;
- }
-
- /// <summary>
- /// Retrives the output track from the given index.
- /// </summary>
- /// <param name="index">Index of the output track to retrieve. Must be between 0 and outputTrackCount</param>
- /// <returns>The output track from the given index</returns>
- public TrackAsset GetOutputTrack(int index)
- {
- UpdateOutputTrackCache();
- return m_CacheOutputTracks[index];
- }
-
- /// <summary>
- /// Gets a list of all output tracks in the Timeline.
- /// </summary>
- /// <returns>An IEnumerable of all output tracks</returns>
- /// <remarks>
- /// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack or subtrack.
- /// </remarks>
- public IEnumerable<TrackAsset> GetOutputTracks()
- {
- UpdateOutputTrackCache();
- return m_CacheOutputTracks;
- }
-
- static double GetValidFrameRate(double frameRate)
- {
- return Math.Min(Math.Max(frameRate, EditorSettings.kMinFrameRate), EditorSettings.kMaxFrameRate);
- }
-
- void UpdateRootTrackCache()
- {
- if (m_CacheRootTracks == null)
- {
- if (m_Tracks == null)
- m_CacheRootTracks = new List<TrackAsset>();
- else
- {
- m_CacheRootTracks = new List<TrackAsset>(m_Tracks.Count);
- if (markerTrack != null)
- {
- m_CacheRootTracks.Add(markerTrack);
- }
-
- foreach (var t in m_Tracks)
- {
- var trackAsset = t as TrackAsset;
- if (trackAsset != null)
- m_CacheRootTracks.Add(trackAsset);
- }
- }
- }
- }
-
- void UpdateOutputTrackCache()
- {
- if (m_CacheOutputTracks == null)
- {
- var outputTracks = new List<TrackAsset>();
- foreach (var flattenedTrack in flattenedTracks)
- {
- if (flattenedTrack != null && flattenedTrack.GetType() != typeof(GroupTrack) && !flattenedTrack.isSubTrack)
- outputTracks.Add(flattenedTrack);
- }
- m_CacheOutputTracks = outputTracks.ToArray();
- }
- }
-
- internal TrackAsset[] flattenedTracks
- {
- get
- {
- if (m_CacheFlattenedTracks == null)
- {
- var list = new List<TrackAsset>(m_Tracks.Count * 2);
- UpdateRootTrackCache();
-
- list.AddRange(m_CacheRootTracks);
- for (int i = 0; i < m_CacheRootTracks.Count; i++)
- {
- AddSubTracksRecursive(m_CacheRootTracks[i], ref list);
- }
-
- m_CacheFlattenedTracks = list.ToArray();
- }
- return m_CacheFlattenedTracks;
- }
- }
-
- /// <summary>
- /// Gets the marker track for this TimelineAsset.
- /// </summary>
- /// <returns>Returns the marker track.</returns>
- /// <remarks>
- /// Use <see cref="TrackAsset.GetMarkers"/> to get a list of the markers on the returned track.
- /// </remarks>
- public MarkerTrack markerTrack
- {
- get { return m_MarkerTrack; }
- }
-
- // access to the track list as scriptable object
- internal List<ScriptableObject> trackObjects
- {
- get { return m_Tracks; }
- }
-
- internal void AddTrackInternal(TrackAsset track)
- {
- m_Tracks.Add(track);
- track.parent = this;
- Invalidate();
- }
-
- internal void RemoveTrack(TrackAsset track)
- {
- m_Tracks.Remove(track);
- Invalidate();
- var parentTrack = track.parent as TrackAsset;
- if (parentTrack != null)
- {
- parentTrack.RemoveSubTrack(track);
- }
- }
-
- /// <summary>
- /// Creates an instance of the timeline
- /// </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 Timeline</returns>
- public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
- {
- bool autoRebalanceTree = false;
- #if UNITY_EDITOR
- autoRebalanceTree = true;
- #endif
-
- // only create outputs if we are not nested
- bool createOutputs = graph.GetPlayableCount() == 0;
- var timeline = TimelinePlayable.Create(graph, GetOutputTracks(), go, autoRebalanceTree, createOutputs);
- timeline.SetDuration(this.duration);
- timeline.SetPropagateSetTime(true);
- return timeline.IsValid() ? timeline : Playable.Null;
- }
-
- /// <summary>
- /// Called before Unity serializes this object.
- /// </summary>
- void ISerializationCallbackReceiver.OnBeforeSerialize()
- {
- m_Version = k_LatestVersion;
- }
-
- /// <summary>
- /// Called after Unity deserializes this object.
- /// </summary>
- void ISerializationCallbackReceiver.OnAfterDeserialize()
- {
- // resets cache on an Undo
- Invalidate(); // resets cache on an Undo
- if (m_Version < k_LatestVersion)
- {
- UpgradeToLatestVersion();
- }
- }
-
- #if UNITY_EDITOR
- internal event Action AssetModifiedOnDisk;
- #endif
- void __internalAwake()
- {
- if (m_Tracks == null)
- m_Tracks = new List<ScriptableObject>();
-
- #if UNITY_EDITOR
- // case 1280331 -- embedding the timeline asset inside a prefab will create a temporary non-persistent version of an asset
- // setting the track parents to this will change persistent tracks
- if (!UnityEditor.EditorUtility.IsPersistent(this))
- return;
- #endif
-
- // validate the array. DON'T remove Unity null objects, just actual null objects
- for (int i = m_Tracks.Count - 1; i >= 0; i--)
- {
- TrackAsset asset = m_Tracks[i] as TrackAsset;
- if (asset != null)
- asset.parent = this;
- #if UNITY_EDITOR
- object o = m_Tracks[i];
- if (o == null)
- {
- Debug.LogWarning("Empty track found while loading timeline. It will be removed.");
- m_Tracks.RemoveAt(i);
- }
- #endif
- }
-
- #if UNITY_EDITOR
- AssetModifiedOnDisk?.Invoke();
- #endif
- }
-
- /// <summary>
- /// Called by the Timeline Editor to gather properties requiring preview.
- /// </summary>
- /// <param name="director">The PlayableDirector invoking the preview</param>
- /// <param name="driver">PropertyCollector used to gather previewable properties</param>
- public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
- {
- var outputTracks = GetOutputTracks();
- foreach (var track in outputTracks)
- {
- if (!track.mutedInHierarchy)
- track.GatherProperties(director, driver);
- }
- }
-
- /// <summary>
- /// Creates a marker track for the TimelineAsset.
- /// </summary>
- /// In the editor, the marker track appears under the Timeline ruler.
- /// <remarks>
- /// This track is always bound to the GameObject that contains the PlayableDirector component for the current timeline.
- /// The marker track is created the first time this method is called. If the marker track is already created, this method does nothing.
- /// </remarks>
- public void CreateMarkerTrack()
- {
- if (m_MarkerTrack == null)
- {
- m_MarkerTrack = CreateInstance<MarkerTrack>();
- TimelineCreateUtilities.SaveAssetIntoObject(m_MarkerTrack, this);
- m_MarkerTrack.parent = this;
- m_MarkerTrack.name = "Markers"; // This name will show up in the bindings list if it contains signals
- Invalidate();
- }
- }
-
- internal void RemoveMarkerTrack()
- {
- if (m_MarkerTrack != null)
- {
- MarkerTrack markerTrack = m_MarkerTrack;
- m_MarkerTrack = null;
- TimelineCreateUtilities.RemoveAssetFromObject(markerTrack, this);
- Invalidate();
- }
- }
-
- // Invalidates the asset, call this if changing the asset data
- internal void Invalidate()
- {
- m_CacheRootTracks = null;
- m_CacheOutputTracks = null;
- m_CacheFlattenedTracks = null;
- }
-
- internal void UpdateFixedDurationWithItemsDuration()
- {
- m_FixedDuration = (double)CalculateItemsDuration();
- }
-
- DiscreteTime CalculateItemsDuration()
- {
- var discreteDuration = new DiscreteTime(0);
- foreach (var track in flattenedTracks)
- {
- if (track.muted)
- continue;
-
- discreteDuration = DiscreteTime.Max(discreteDuration, (DiscreteTime)track.end);
- }
-
- if (discreteDuration <= 0)
- return new DiscreteTime(0);
-
- return discreteDuration;
- }
-
- static void AddSubTracksRecursive(TrackAsset track, ref List<TrackAsset> allTracks)
- {
- if (track == null)
- return;
-
- allTracks.AddRange(track.GetChildTracks());
- foreach (TrackAsset subTrack in track.GetChildTracks())
- {
- AddSubTracksRecursive(subTrack, ref allTracks);
- }
- }
- }
- }
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