using System.Collections.Generic; using UnityEngine; using UnityEngine.Timeline; using UnityEngine.Playables; namespace UnityEditor.Timeline { [CustomTimelineEditor(typeof(ControlPlayableAsset))] class ControlPlayableAssetEditor : ClipEditor { static readonly Texture2D[] s_ParticleSystemIcon = {AssetPreview.GetMiniTypeThumbnail(typeof(ParticleSystem))}; public override ClipDrawOptions GetClipOptions(TimelineClip clip) { var asset = (ControlPlayableAsset)clip.asset; var options = base.GetClipOptions(clip); if (asset.updateParticle && TimelineEditor.inspectedDirector != null && asset.controllingParticles) options.icons = s_ParticleSystemIcon; return options; } public override void OnCreate(TimelineClip clip, TrackAsset track, TimelineClip clonedFrom) { var asset = (ControlPlayableAsset)clip.asset; GameObject sourceObject = null; // go by sourceObject first, then by prefab if (TimelineEditor.inspectedDirector != null) sourceObject = asset.sourceGameObject.Resolve(TimelineEditor.inspectedDirector); if (sourceObject == null && asset.prefabGameObject != null) sourceObject = asset.prefabGameObject; if (sourceObject) { var directors = asset.GetComponent(sourceObject); var particleSystems = asset.GetComponent(sourceObject); // update the duration and loop values (used for UI purposes) here // so they are tied to the latest gameObject bound asset.UpdateDurationAndLoopFlag(directors, particleSystems); clip.displayName = sourceObject.name; } } public override void GetSubTimelines(TimelineClip clip, PlayableDirector director, List subTimelines) { var asset = (ControlPlayableAsset)clip.asset; // If there is a prefab, it will override the source GameObject if (!asset.updateDirector || asset.prefabGameObject != null || director == null) return; var go = asset.sourceGameObject.Resolve(director); if (go == null) return; foreach (var subTimeline in asset.GetComponent(go)) { if (subTimeline.playableAsset is TimelineAsset) subTimelines.Add(subTimeline); } } } }