273 lines
11 KiB
C#
273 lines
11 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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using UnityEngine.SceneManagement;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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partial class TimelineWindow
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{
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private int m_ComponentAddedFrame;
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void OnSelectionChangedInactive()
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{
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// Case 946942 -- when selection changes and the window is open but hidden, timeline
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// needs to update selection immediately so preview mode is correctly released
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// Case 1123119 -- except when recording
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if (!hasFocus)
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{
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RefreshSelection(!locked && state != null && !state.recording);
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}
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}
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void InitializeEditorCallbacks()
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{
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Undo.postprocessModifications += PostprocessAnimationRecordingModifications;
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Undo.postprocessModifications += ProcessAssetModifications;
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Undo.undoRedoPerformed += OnUndoRedo;
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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AnimationUtility.onCurveWasModified += OnCurveModified;
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EditorApplication.editorApplicationQuit += OnEditorQuit;
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Selection.selectionChanged += OnSelectionChangedInactive;
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EditorSceneManager.sceneSaved += OnSceneSaved;
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ObjectFactory.componentWasAdded += OnComponentWasAdded;
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PrefabUtility.prefabInstanceUpdated += OnPrefabApplied;
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}
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void OnEditorQuit()
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{
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TimelineWindowViewPrefs.SaveAll();
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}
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void RemoveEditorCallbacks()
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{
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EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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Undo.undoRedoPerformed -= OnUndoRedo;
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Undo.postprocessModifications -= PostprocessAnimationRecordingModifications;
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Undo.postprocessModifications -= ProcessAssetModifications;
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AnimationUtility.onCurveWasModified -= OnCurveModified;
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EditorApplication.editorApplicationQuit -= OnEditorQuit;
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Selection.selectionChanged -= OnSelectionChangedInactive;
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EditorSceneManager.sceneSaved -= OnSceneSaved;
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ObjectFactory.componentWasAdded -= OnComponentWasAdded;
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PrefabUtility.prefabInstanceUpdated -= OnPrefabApplied;
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}
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// Called when a prefab change is applied to the scene.
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// Redraw so control tracks that use prefabs can show changes
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void OnPrefabApplied(GameObject go)
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{
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if (!state.previewMode)
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return;
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// if we added a component this frame, then rebuild, otherwise just let
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// the individual playable handle the prefab application
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if (Time.frameCount == m_ComponentAddedFrame)
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TimelineEditor.Refresh(RefreshReason.ContentsModified);
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else
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TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
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}
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// When the scene is save the director time will get reset.
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void OnSceneSaved(Scene scene)
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{
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if (state != null)
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state.OnSceneSaved();
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}
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void OnCurveModified(AnimationClip clip, EditorCurveBinding binding, AnimationUtility.CurveModifiedType type)
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{
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InspectorWindow.RepaintAllInspectors();
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if (state == null || state.previewMode == false || state.rebuildGraph)
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return;
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if (type == AnimationUtility.CurveModifiedType.CurveModified)
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{
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Playable playable;
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if (m_PlayableLookup.GetPlayableFromAnimClip(clip, out playable))
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{
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playable.SetAnimatedProperties(clip);
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}
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// mark the timeline clip as dirty
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TimelineClip timelineClip = m_PlayableLookup.GetTimelineClipFromCurves(clip);
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if (timelineClip != null)
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timelineClip.MarkDirty();
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// updates the duration of the graph without rebuilding
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AnimationUtility.SyncEditorCurves(clip); // deleted keys are not synced when this is sent out, so duration could be incorrect
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state.UpdateRootPlayableDuration(state.editSequence.duration);
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// don't evaluate if this is caused by recording on an animation track, the extra evaluation can cause hiccups
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if (!TimelineRecording.IsRecordingAnimationTrack)
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state.Evaluate();
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}
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else // curve added/removed, or clip added/removed
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{
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state.rebuildGraph = true;
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}
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}
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void OnPlayModeStateChanged(PlayModeStateChange playModeState)
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{
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// case 923506 - make sure we save view data before switching modes
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if (playModeState == PlayModeStateChange.ExitingEditMode ||
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playModeState == PlayModeStateChange.ExitingPlayMode)
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TimelineWindowViewPrefs.SaveAll();
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bool isPlaymodeAboutToChange = playModeState == PlayModeStateChange.ExitingEditMode || playModeState == PlayModeStateChange.ExitingPlayMode;
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// Important to stop the graph on any director so temporary objects are properly cleaned up
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if (isPlaymodeAboutToChange && state != null)
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state.Stop();
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}
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UndoPropertyModification[] PostprocessAnimationRecordingModifications(UndoPropertyModification[] modifications)
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{
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DirtyModifiedObjects(modifications);
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if (!state.recording)
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return modifications;
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var remaining = TimelineRecording.ProcessUndoModification(modifications, state);
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// if we've changed, we need to repaint the sequence window to show clip length changes
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if (remaining != modifications)
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{
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// only update if us or the sequencer window has focus
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// Prevents color pickers and other dialogs from being wrongly dismissed
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bool repaint = (focusedWindow == null) ||
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(focusedWindow is InspectorWindow) ||
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(focusedWindow is TimelineWindow);
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if (repaint)
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Repaint();
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}
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return remaining;
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}
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void DirtyModifiedObjects(UndoPropertyModification[] modifications)
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{
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foreach (var m in modifications)
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{
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if (m.currentValue == null || m.currentValue.target == null)
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continue;
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var track = m.currentValue.target as TrackAsset;
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var playableAsset = m.currentValue.target as PlayableAsset;
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var editorClip = m.currentValue.target as EditorClip;
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if (track != null)
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{
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track.MarkDirty();
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}
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else if (playableAsset != null)
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{
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var clip = TimelineRecording.FindClipWithAsset(state.editSequence.asset, playableAsset);
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if (clip != null)
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clip.MarkDirty();
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}
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else if (editorClip != null && editorClip.clip != null)
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{
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editorClip.clip.MarkDirty();
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}
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}
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}
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UndoPropertyModification[] ProcessAssetModifications(UndoPropertyModification[] modifications)
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{
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bool rebuildGraph = false;
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for (int i = 0; i < modifications.Length && !rebuildGraph; i++)
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{
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var mod = modifications[i];
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// check if an Avatar Mask has been modified
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if (mod.previousValue != null && mod.previousValue.target is AvatarMask)
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{
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rebuildGraph = state.editSequence.asset != null &&
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state.editSequence.asset.flattenedTracks
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.OfType<UnityEngine.Timeline.AnimationTrack>()
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.Any(x => mod.previousValue.target == x.avatarMask);
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}
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}
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if (rebuildGraph)
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{
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state.rebuildGraph = true;
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Repaint();
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}
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return modifications;
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}
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void OnUndoRedo()
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{
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var undos = new List<string>();
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var redos = new List<string>();
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Undo.GetRecords(undos, redos);
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var rebuildAll = redos.Any(x => x.StartsWith("Timeline ")) || undos.Any(x => x.StartsWith("Timeline"));
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var evalNow = redos.Any(x => x.Contains("Edit Curve")) || undos.Any(x => x.Contains("Edit Curve"));
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if (rebuildAll || evalNow)
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{
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ValidateSelection();
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if (state != null)
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{
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if (evalNow) // when curves change, the new values need to be set in the transform before the inspector handles the undo
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state.EvaluateImmediate();
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if (rebuildAll)
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state.Refresh();
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}
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Repaint();
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}
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}
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static void ValidateSelection()
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{
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//get all the clips in the selection
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var selectedClips = Selection.GetFiltered<EditorClip>(SelectionMode.Unfiltered).Select(x => x.clip);
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foreach (var selectedClip in selectedClips)
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{
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var parent = selectedClip.parentTrack;
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if (selectedClip.parentTrack != null)
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{
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if (!parent.clips.Contains(selectedClip))
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{
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SelectionManager.Remove(selectedClip);
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}
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}
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}
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}
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void OnComponentWasAdded(Component c)
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{
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m_ComponentAddedFrame = Time.frameCount;
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var go = c.gameObject;
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foreach (var seq in state.GetAllSequences())
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{
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if (seq.director == null || seq.asset == null)
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{
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return;
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}
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var rebind = seq.asset.GetOutputTracks().Any(track => seq.director.GetGenericBinding(track) == go);
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// Either the playable director has a binding for the GameObject or it is a sibling of the director.
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// The second case is needed since we have timeline top level markerTracks that do not have a binding, but
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// are still "targeting" the playable director
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if (rebind || seq.director.gameObject == go)
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{
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seq.director.RebindPlayableGraphOutputs();
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}
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}
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}
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}
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}
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