GlobalGameJame/Library/PackageCache/com.unity.timeline@1.2.10/Editor/Utilities/DisplayNameHelper.cs
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

34 lines
1.2 KiB
C#

using System.Text;
using UnityEngine.Playables;
namespace UnityEditor.Timeline
{
static class DisplayNameHelper
{
static readonly string k_NoAssetDisplayName = L10n.Tr("<No Asset>");
static readonly string k_ReadOnlyDisplayName = L10n.Tr("[Read Only]");
static readonly StringBuilder k_StringBuilder = new StringBuilder();
public static string GetDisplayName(ISequenceState sequence)
{
string displayName = sequence.director != null ? GetDisplayName(sequence.director) : GetDisplayName(sequence.asset);
if (sequence.asset != null && sequence.isReadOnly)
displayName += " " + k_ReadOnlyDisplayName;
return displayName;
}
public static string GetDisplayName(PlayableAsset asset)
{
return asset != null ? asset.name : k_NoAssetDisplayName;
}
public static string GetDisplayName(PlayableDirector director)
{
k_StringBuilder.Length = 0;
k_StringBuilder.Append(GetDisplayName(director.playableAsset));
k_StringBuilder.Append(" (").Append(director.name).Append(')');
return k_StringBuilder.ToString();
}
}
}