bea2dce063
test
78 lines
2.4 KiB
C#
78 lines
2.4 KiB
C#
using UnityEngine;
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using UnityEngine.Playables;
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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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[SerializeField]
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SequencePath m_SequencePath;
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void OnSelectionChange()
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{
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RefreshSelection(false);
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}
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void RefreshSelection(bool forceRebuild)
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{
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// if we're in Locked mode, keep current selection - don't use locked property because the
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// sequence hierarchy may need to be rebuilt and it assumes no asset == unlocked
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if (m_LockTracker.isLocked || (state != null && state.recording))
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{
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RestoreLastSelection(forceRebuild);
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return;
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}
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// selection is a TimelineAsset
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Object selectedObject = Selection.activeObject as TimelineAsset;
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if (selectedObject != null)
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{
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SetCurrentSelection(Selection.activeObject);
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return;
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}
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// selection is a GameObject, or a prefab with a director
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var selectedGO = Selection.activeGameObject;
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if (selectedGO != null)
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{
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bool isSceneObject = !PrefabUtility.IsPartOfPrefabAsset(selectedGO);
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bool hasDirector = selectedGO.GetComponent<PlayableDirector>() != null;
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if (isSceneObject || hasDirector)
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{
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SetCurrentSelection(selectedGO);
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return;
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}
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}
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// otherwise, keep the same selection.
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RestoreLastSelection(forceRebuild);
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}
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void RestoreLastSelection(bool forceRebuild)
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{
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state.SetCurrentSequencePath(m_SequencePath, forceRebuild);
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}
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void SetCurrentSelection(Object obj)
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{
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var selectedGameObject = obj as GameObject;
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if (selectedGameObject != null)
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{
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PlayableDirector director = TimelineUtility.GetDirectorComponentForGameObject(selectedGameObject);
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SetCurrentTimeline(director);
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}
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else
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{
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var selectedSequenceAsset = obj as TimelineAsset;
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if (selectedSequenceAsset != null)
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{
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SetCurrentTimeline(selectedSequenceAsset);
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}
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}
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Repaint();
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}
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}
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}
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