GlobalGameJame/Library/PackageCache/com.unity.timeline@1.2.10/Editor/Utilities/TimeReferenceUtility.cs

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2020-01-31 15:10:04 +00:00
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class TimeReferenceUtility
{
static WindowState state { get { return TimelineWindow.instance.state; } }
public static double SnapToFrame(double time)
{
if (state.timeReferenceMode == TimeReferenceMode.Global)
{
time = state.editSequence.ToGlobalTime(time);
time = TimeUtility.RoundToFrame(time, state.referenceSequence.frameRate);
return state.editSequence.ToLocalTime(time);
}
return TimeUtility.RoundToFrame(time, state.referenceSequence.frameRate);
}
public static string ToTimeString(double time, string format = "F2")
{
if (state.timeReferenceMode == TimeReferenceMode.Global)
time = state.editSequence.ToGlobalTime(time);
return state.editSequence.viewModel.timeInFrames ?
TimeUtility.TimeAsFrames(time, state.referenceSequence.frameRate, format) :
TimeUtility.TimeAsTimeCode(time, state.referenceSequence.frameRate, format);
}
public static double FromTimeString(string timeString)
{
double newTime;
if (state.timeInFrames)
{
double newFrameDouble;
if (double.TryParse(timeString, out newFrameDouble))
newTime = TimeUtility.FromFrames(newFrameDouble, state.referenceSequence.frameRate);
else
newTime = state.editSequence.time;
}
else
{
newTime = TimeUtility.ParseTimeCode(timeString, state.referenceSequence.frameRate, -1);
}
if (newTime >= 0.0)
{
return state.timeReferenceMode == TimeReferenceMode.Global ?
state.editSequence.ToLocalTime(newTime) : newTime;
}
return state.editSequence.time;
}
}
}