GlobalGameJame/Library/PackageCache/com.unity.timeline@1.2.10/Editor/Animation/AnimationOffsetMenu.cs

83 lines
3.1 KiB
C#

using System.Linq;
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class AnimationOffsetMenu
{
public static GUIContent MatchPreviousMenuItem = EditorGUIUtility.TrTextContent("Match Offsets To Previous Clip");
public static GUIContent MatchNextMenuItem = EditorGUIUtility.TrTextContent("Match Offsets To Next Clip");
public static string MatchFieldsPrefix = "Match Offsets Fields/";
public static GUIContent ResetOffsetMenuItem = EditorGUIUtility.TrTextContent("Reset Offsets");
static bool EnforcePreviewMode(WindowState state)
{
state.previewMode = true; // try and set the preview mode
if (!state.previewMode)
{
Debug.LogError("Match clips cannot be completed because preview mode cannot be enabed");
return false;
}
return true;
}
internal static void MatchClipsToPrevious(WindowState state, TimelineClip[] clips)
{
if (!EnforcePreviewMode(state))
return;
clips = clips.OrderBy(x => x.start).ToArray();
foreach (var clip in clips)
{
var sceneObject = TimelineUtility.GetSceneGameObject(state.editSequence.director, clip.parentTrack);
if (sceneObject != null)
{
TimelineUndo.PushUndo(clip.asset, "Match Clip");
TimelineAnimationUtilities.MatchPrevious(clip, sceneObject.transform, state.editSequence.director);
}
}
InspectorWindow.RepaintAllInspectors();
TimelineEditor.Refresh(RefreshReason.ContentsModified);
}
internal static void MatchClipsToNext(WindowState state, TimelineClip[] clips)
{
if (!EnforcePreviewMode(state))
return;
clips = clips.OrderByDescending(x => x.start).ToArray();
foreach (var clip in clips)
{
var sceneObject = TimelineUtility.GetSceneGameObject(state.editSequence.director, clip.parentTrack);
if (sceneObject != null)
{
TimelineUndo.PushUndo(clip.asset, "Match Clip");
TimelineAnimationUtilities.MatchNext(clip, sceneObject.transform, state.editSequence.director);
}
}
InspectorWindow.RepaintAllInspectors();
TimelineEditor.Refresh(RefreshReason.ContentsModified);
}
public static void ResetClipOffsets(WindowState state, TimelineClip[] clips)
{
foreach (var clip in clips)
{
if (clip.asset is AnimationPlayableAsset)
{
TimelineUndo.PushUndo(clip.asset, "Reset Offsets");
var playableAsset = (AnimationPlayableAsset)clip.asset;
playableAsset.ResetOffsets();
}
}
state.rebuildGraph = true;
InspectorWindow.RepaintAllInspectors();
TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
}
}
}