using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Timeline; using UnityEngine.Playables; using Object = UnityEngine.Object; using UnityEditor.Experimental.SceneManagement; namespace UnityEditor.Timeline { static class TimelineUtility { public static void ReorderTracks(List allTracks, List tracks, ScriptableObject insertAfterAsset, bool up) { foreach (var i in tracks) allTracks.Remove(i); int index = allTracks.IndexOf(insertAfterAsset); index = up ? Math.Max(index, 0) : index + 1; allTracks.InsertRange(index, tracks.OfType()); } // Gets the track that holds the game object reference for this track. public static TrackAsset GetSceneReferenceTrack(TrackAsset asset) { if (asset == null) return null; if (asset.isSubTrack) return GetSceneReferenceTrack(asset.parent as TrackAsset); return asset; } public static bool TrackHasAnimationCurves(TrackAsset track) { if (track.hasCurves) return true; var animTrack = track as AnimationTrack; if (animTrack != null && animTrack.infiniteClip != null && !animTrack.infiniteClip.empty) return true; for (int i = 0; i < track.clips.Length; i++) { var curveClip = track.clips[i].curves; var animationClip = track.clips[i].animationClip; // prune out clip with zero curves if (curveClip != null && curveClip.empty) curveClip = null; if (animationClip != null && animationClip.empty) animationClip = null; // prune out clips coming from FBX if (animationClip != null && ((animationClip.hideFlags & HideFlags.NotEditable) != 0)) animationClip = null; if (!track.clips[i].recordable) animationClip = null; if ((curveClip != null) || (animationClip != null)) return true; } return false; } // get the game object reference associated with this public static GameObject GetSceneGameObject(PlayableDirector director, TrackAsset asset) { if (director == null || asset == null) return null; asset = GetSceneReferenceTrack(asset); var gameObject = director.GetGenericBinding(asset) as GameObject; var component = director.GetGenericBinding(asset) as Component; if (component != null) gameObject = component.gameObject; return gameObject; } public static void SetSceneGameObject(PlayableDirector director, TrackAsset asset, GameObject go) { if (director == null || asset == null) return; asset = GetSceneReferenceTrack(asset); var bindings = asset.outputs; if (bindings.Count() == 0) return; var binding = bindings.First(); if (binding.outputTargetType == typeof(GameObject)) { BindingUtility.Bind(director, asset, go); } else { BindingUtility.Bind(director, asset, TimelineHelpers.AddRequiredComponent(go, asset)); } } public static PlayableDirector[] GetDirectorsInSceneUsingAsset(PlayableAsset asset) { const HideFlags hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.DontSaveInEditor | HideFlags.NotEditable; var prefabMode = PrefabStageUtility.GetCurrentPrefabStage(); var inScene = new List(); var allDirectors = Resources.FindObjectsOfTypeAll(typeof(PlayableDirector)) as PlayableDirector[]; foreach (var director in allDirectors) { if ((director.hideFlags & hideFlags) != 0) continue; string assetPath = AssetDatabase.GetAssetPath(director.transform.root.gameObject); if (!String.IsNullOrEmpty(assetPath)) continue; if (prefabMode != null && !prefabMode.IsPartOfPrefabContents(director.gameObject)) continue; if (asset == null || (asset != null && director.playableAsset == asset)) { inScene.Add(director); } } return inScene.ToArray(); } public static PlayableDirector GetDirectorComponentForGameObject(GameObject gameObject) { return gameObject != null ? gameObject.GetComponent() : null; } public static TimelineAsset GetTimelineAssetForDirectorComponent(PlayableDirector director) { return director != null ? director.playableAsset as TimelineAsset : null; } public static bool IsPrefabOrAsset(Object obj) { return EditorUtility.IsPersistent(obj) || (obj.hideFlags & HideFlags.NotEditable) != 0; } // TODO -- Need to add this to SerializedProperty so we can get replicate the accuracy that exists // in the undo system internal static string PropertyToString(SerializedProperty property) { switch (property.propertyType) { case SerializedPropertyType.Integer: return property.intValue.ToString(); case SerializedPropertyType.Float: return property.floatValue.ToString(); case SerializedPropertyType.String: return property.stringValue; case SerializedPropertyType.Boolean: return property.boolValue ? "1" : "0"; case SerializedPropertyType.Color: return property.colorValue.ToString(); case SerializedPropertyType.ArraySize: return property.intValue.ToString(); case SerializedPropertyType.Enum: return property.intValue.ToString(); case SerializedPropertyType.ObjectReference: return string.Empty; case SerializedPropertyType.LayerMask: return property.intValue.ToString(); case SerializedPropertyType.Character: return property.intValue.ToString(); case SerializedPropertyType.AnimationCurve: return property.animationCurveValue.ToString(); case SerializedPropertyType.Gradient: return property.gradientValue.ToString(); case SerializedPropertyType.Vector3: return property.vector3Value.ToString(); case SerializedPropertyType.Vector4: return property.vector4Value.ToString(); case SerializedPropertyType.Vector2: return property.vector2Value.ToString(); case SerializedPropertyType.Rect: return property.rectValue.ToString(); case SerializedPropertyType.Bounds: return property.boundsValue.ToString(); case SerializedPropertyType.Quaternion: return property.quaternionValue.ToString(); case SerializedPropertyType.Generic: return string.Empty; default: Debug.LogWarning("Unknown Property Type: " + property.propertyType); return string.Empty; } } // Is this a recordable clip on an animation track. internal static bool IsRecordableAnimationClip(TimelineClip clip) { if (!clip.recordable) return false; AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset; if (asset == null) return false; return true; } public static IList GetSubTimelines(TimelineClip clip, IExposedPropertyTable director) { var editor = CustomTimelineEditorCache.GetClipEditor(clip); List directors = new List(); try { editor.GetSubTimelines(clip, director as PlayableDirector, directors); } catch (Exception e) { Debug.LogException(e); } return directors; } public static bool IsAllSubTrackMuted(TrackAsset asset) { if (asset is GroupTrack) return asset.mutedInHierarchy; foreach (TrackAsset t in asset.GetChildTracks()) { if (!t.muted) return false; var childMuted = IsAllSubTrackMuted(t); if (!childMuted) return false; } return true; } public static bool IsParentMuted(TrackAsset asset) { TrackAsset p = asset.parent as TrackAsset; if (p == null) return false; return p is GroupTrack ? p.mutedInHierarchy : IsParentMuted(p); } public static IEnumerable GetAllDirectorsInHierarchy(PlayableDirector mainDirector) { var directors = new HashSet { mainDirector }; GetAllDirectorsInHierarchy(mainDirector, directors); return directors; } static void GetAllDirectorsInHierarchy(PlayableDirector director, ISet directors) { var timelineAsset = director.playableAsset as TimelineAsset; if (timelineAsset == null) return; foreach (var track in timelineAsset.GetOutputTracks()) { foreach (var clip in track.clips) { foreach (var subDirector in GetSubTimelines(clip, director)) { if (!directors.Contains(subDirector)) { directors.Add(subDirector); GetAllDirectorsInHierarchy(subDirector, directors); } } } } } public static IEnumerable GetBindingsFromDirectors(IEnumerable directors) where T : Object { var bindings = new HashSet(); foreach (var director in directors) { if (director.playableAsset == null) continue; foreach (var output in director.playableAsset.outputs) { var binding = director.GetGenericBinding(output.sourceObject) as T; if (binding != null) bindings.Add(binding); } } return bindings; } public static bool IsLockedFromGroup(TrackAsset asset) { TrackAsset p = asset.parent as TrackAsset; if (p == null) return false; return p is GroupTrack ? p.lockedInHierarchy : IsLockedFromGroup(p); } internal static bool IsCurrentSequenceValid() { return TimelineWindow.instance != null && TimelineWindow.instance.state != null && TimelineWindow.instance.state.editSequence != null; } public static TimelineAsset CreateAndSaveTimelineAsset(string path) { var newAsset = ScriptableObject.CreateInstance(); newAsset.editorSettings.fps = TimelineProjectSettings.instance.assetDefaultFramerate; AssetDatabase.CreateAsset(newAsset, path); return newAsset; } } }