mathe/Library/PackageCache/com.unity.timeline@1.7.5/Editor/Extensions/AnimationTrackExtensions.cs

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2024-09-20 20:30:10 +02:00
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
/// <summary>
/// Extension Methods for AnimationTracks that require the Unity Editor, and may require the Timeline containing the Animation Track to be currently loaded in the Timeline Editor Window.
/// </summary>
public static class AnimationTrackExtensions
{
/// <summary>
/// Determines whether the Timeline window can enable recording mode on an AnimationTrack.
/// For a track to support recording, it needs to have a valid scene binding,
/// its offset mode should not be Auto and needs to be currently visible in the Timeline Window.
/// </summary>
/// <param name="track">The track to query.</param>
/// <returns>True if recording can start, False otherwise.</returns>
public static bool CanStartRecording(this AnimationTrack track)
{
if (track == null)
{
throw new ArgumentNullException(nameof(track));
}
if (TimelineEditor.state == null)
{
return false;
}
var director = TimelineEditor.inspectedDirector;
var animTrack = TimelineUtility.GetSceneReferenceTrack(track) as AnimationTrack;
return animTrack != null && animTrack.trackOffset != TrackOffset.Auto &&
TimelineEditor.inspectedAsset == animTrack.timelineAsset &&
director != null && TimelineUtility.GetSceneGameObject(director, animTrack) != null;
}
/// <summary>
/// Method that allows querying if a track is current enabled for animation recording.
/// </summary>
/// <param name="track">The track to query.</param>
/// <returns>True if currently recording and False otherwise.</returns>
public static bool IsRecording(this AnimationTrack track)
{
if (track == null)
{
throw new ArgumentNullException(nameof(track));
}
return TimelineEditor.state != null && TimelineEditor.state.IsArmedForRecord(track);
}
/// <summary>
/// Method that enables animation recording for an AnimationTrack.
/// </summary>
/// <param name="track">The AnimationTrack which will be put in recording mode.</param>
/// <returns>True if track was put successfully in recording mode, False otherwise. </returns>
public static bool StartRecording(this AnimationTrack track)
{
if (!CanStartRecording(track))
{
return false;
}
TimelineEditor.state.ArmForRecord(track);
return true;
}
/// <summary>
/// Disables recording mode of an AnimationTrack.
/// </summary>
/// <param name="track">The AnimationTrack which will be taken out of recording mode.</param>
public static void StopRecording(this AnimationTrack track)
{
if (!IsRecording(track) || TimelineEditor.state == null)
{
return;
}
TimelineEditor.state.UnarmForRecord(track);
}
internal static void ConvertToClipMode(this AnimationTrack track)
{
if (!track.CanConvertToClipMode())
return;
UndoExtensions.RegisterTrack(track, L10n.Tr("Convert To Clip"));
if (!track.infiniteClip.empty)
{
var animClip = track.infiniteClip;
TimelineUndo.PushUndo(animClip, L10n.Tr("Convert To Clip"));
UndoExtensions.RegisterTrack(track, L10n.Tr("Convert To Clip"));
var start = AnimationClipCurveCache.Instance.GetCurveInfo(animClip).keyTimes.FirstOrDefault();
animClip.ShiftBySeconds(-start);
track.infiniteClip = null;
var clip = track.CreateClip(animClip);
clip.start = start;
clip.preExtrapolationMode = track.infiniteClipPreExtrapolation;
clip.postExtrapolationMode = track.infiniteClipPostExtrapolation;
clip.recordable = true;
if (Mathf.Abs(animClip.length) < TimelineClip.kMinDuration)
{
clip.duration = 1;
}
var animationAsset = clip.asset as AnimationPlayableAsset;
if (animationAsset)
{
animationAsset.position = track.infiniteClipOffsetPosition;
animationAsset.eulerAngles = track.infiniteClipOffsetEulerAngles;
// going to / from infinite mode should reset this. infinite mode
animationAsset.removeStartOffset = track.infiniteClipRemoveOffset;
animationAsset.applyFootIK = track.infiniteClipApplyFootIK;
animationAsset.loop = track.infiniteClipLoop;
track.infiniteClipOffsetPosition = Vector3.zero;
track.infiniteClipOffsetEulerAngles = Vector3.zero;
}
track.CalculateExtrapolationTimes();
}
track.infiniteClip = null;
EditorUtility.SetDirty(track);
}
internal static void ConvertFromClipMode(this AnimationTrack track, TimelineAsset timeline)
{
if (!track.CanConvertFromClipMode())
return;
UndoExtensions.RegisterTrack(track, L10n.Tr("Convert From Clip"));
var clip = track.clips[0];
var delta = (float)clip.start;
track.infiniteClipTimeOffset = 0.0f;
track.infiniteClipPreExtrapolation = clip.preExtrapolationMode;
track.infiniteClipPostExtrapolation = clip.postExtrapolationMode;
var animAsset = clip.asset as AnimationPlayableAsset;
if (animAsset)
{
track.infiniteClipOffsetPosition = animAsset.position;
track.infiniteClipOffsetEulerAngles = animAsset.eulerAngles;
track.infiniteClipRemoveOffset = animAsset.removeStartOffset;
track.infiniteClipApplyFootIK = animAsset.applyFootIK;
track.infiniteClipLoop = animAsset.loop;
}
// clone it, it may not be in the same asset
var animClip = clip.animationClip;
float scale = (float)clip.timeScale;
if (!Mathf.Approximately(scale, 1.0f))
{
if (!Mathf.Approximately(scale, 0.0f))
scale = 1.0f / scale;
animClip.ScaleTime(scale);
}
TimelineUndo.PushUndo(animClip, L10n.Tr("Convert From Clip"));
animClip.ShiftBySeconds(delta);
// manually delete the clip
var asset = clip.asset;
clip.asset = null;
// Remove the clip, remove old assets
ClipModifier.Delete(timeline, clip);
TimelineUndo.PushDestroyUndo(null, track, asset);
track.infiniteClip = animClip;
EditorUtility.SetDirty(track);
}
internal static bool CanConvertToClipMode(this AnimationTrack track)
{
if (track == null || track.inClipMode)
return false;
return (track.infiniteClip != null && !track.infiniteClip.empty);
}
// Requirements to go from clip mode
// - one clip, recordable, and animation clip belongs to the same asset as the track
internal static bool CanConvertFromClipMode(this AnimationTrack track)
{
if ((track == null) ||
(!track.inClipMode) ||
(track.clips.Length != 1) ||
(track.clips[0].start < 0) ||
(!track.clips[0].recordable))
return false;
var asset = track.clips[0].asset as AnimationPlayableAsset;
if (asset == null)
return false;
return TimelineHelpers.HaveSameContainerAsset(track, asset.clip);
}
}
}