public void Init(Timeline timeline)
                            {
                                this._timeline = timeline;
                                this._gui      = timeline.gui;

                                TimelineCode.Log("(" + this._timeline.name + ") : Init Timeframe Control Seek Insert Segment");
                            }
Beispiel #2
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 public Scene Init(Timeline timeline, Scene scene)
 {
     Scenes.timeline = timeline;
     this.current    = scene;
     TimelineCode.Log("Scene Starting...");
     return(scene);
 }
Beispiel #3
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            public void InitGUI(Timeline timeline)
            {
                timeline.gui.enabled    = GUI.initialized = true;
                this.onrevert.CallBacks = RevertCallbacks;

                // Delegated
                TimelineCode.Log("Timeframe GUI Prepare for (" + timeline.name + ")");
            }
 public void Start(TimelineCode global, GUI gui)
 {
     gui.element  = global.seekUI;
     gui.span     = global.spanUI;
     gui.scrubber = global.scrubberUI;
     gui.info     = global.infoUI;
     gui.slider   = global.sliderUI;
 }
Beispiel #5
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            public void Init(Timeline timeline)
            {
                this._timeline = timeline;
                this._code     = timeline.code;
                this._access   = timeline.access;

                //Test();
                TimelineCode.Log("Init Binding");
            }
 public void Init(Timeline timeline)
 {
     this._timeline  = timeline;
     this._scenes    = timeline.scenes;
     this._code      = timeline.code;
     this._gui       = timeline.gui;
     this._timeframe = timeline.timeframe;
     //timeline.timeframe.AddRevertCallback(timeline.slider_box, testRevert);
     TimelineCode.Log("(" + this._timeline.name + ") : Init Timeframe Control");
 }
Beispiel #7
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                    public void Init(Timeline timeline)
                    {
                        this._timeline = timeline;
                        this._gui      = timeline.gui;
                        this._element  = timeline.gui.element;
                        this._span     = timeline.gui.span;
                        this._scrubber = timeline.gui.scrubber;
                        this._info     = timeline.gui.info;
                        this._slider   = timeline.gui.slider;

                        TimelineCode.Log("(" + this._timeline.name + ") : Init Timeframe Control Seek");
                    }
            public override int Segments()
            {
                segments[200] = () =>
                {
                    TimelineCode.Log("This is frame 200");
                    return(0);
                };

                segments[500] = () =>
                {
                    TimelineCode.Log("This is frame 500");
                    return(0);
                };
                return(0);
            }
            public override int Sounds()
            {
                sounds[200] = () =>
                {
                    TimelineCode.Log("This is frame 200");
                    return(0);
                };

                sounds[500] = () =>
                {
                    TimelineCode.Log("This is frame 500");
                    return(0);
                };
                return(0);
            }
Beispiel #10
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            public override int Actions()
            {
                actions[200] = () =>
                {
                    TimelineCode.Log("This is frame 200");
                    return(0);
                };

                actions[500] = () =>
                {
                    TimelineCode.Log("This is frame 500");
                    return(0);
                };
                return(0);
            }
 public void Start(TimelineCode global)
 {
     if (!this._gui.enabled)
     {
         return;
     }
     this._gui.Start(global, this._gui);
     this.seek.Init(_timeline);
     this.seek.insert.Init(_timeline);
     this.seek.insert.action.Init(_timeline);
     this.seek.insert.comment.Init(_timeline);
     this.seek.insert.segment.Init(_timeline);
     this.seek.insert.sound.Init(_timeline);
     this.seek.insert.dialog.Init(_timeline);
     this.seek._slider.proxy = new float[1];
     Bind.OnRevert(this.seek._slider /* this.gui.slider_box*/, this._code.timeframe, OnRevert);
     Bind.OnRuntime(this.seek._slider /* this.gui.slider_box*/, this._code.timeframe, OnRuntime);
 }
Beispiel #12
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    private static void OnPlayModeChanged(PlayModeState currentMode, PlayModeState changedMode)
    {
        // DO your stuff here...
        if (changedMode == PlayModeState.AboutToStop || changedMode == PlayModeState.Stopped)
        {
            TimelineCode.running = false;
        }
        //if (changedMode == PlayModeState.Playing)
        //TimelineCode.running = true;
        TimelineCode.Log(currentMode.ToString() + " => " + changedMode.ToString());

        if (debugOp)
        {
            TimelineCode.Log(EditorApplication.isCompiling);
            TimelineCode.Log(EditorApplication.isPaused);
            TimelineCode.Log(EditorApplication.isPlaying);
            TimelineCode.Log(EditorApplication.isPlayingOrWillChangePlaymode);
            TimelineCode.Log(EditorApplication.isUpdating);
            Debug.LogWarning("-------------------------------------");
        }
    }
 public void Build(Func <int> CallBack = null)
 {
     try
     {
         if (binding.proxy == null)
         {
             binding.proxy = binding.Agent();
         }
         Finalize(CallBack);
     }
     catch (System.IO.IOException e)
     {
         // handle(e)
         TimelineCode.Log("Streaming: No bindings - ref: http:// (" + e + ")");
     }
     finally
     {
         TimelineCode.Log("Streaming - ");
         // Debug.Log("Like what you see? We\'er looking for developers! https://github.com/leroyron/TimelineUnityCode");
     }
 }
Beispiel #14
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 void Init()
 {
     this._Then = (float value, string ease, int duration, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Then");
         return(This);
     };
     this._Keep = (object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Keep");
         return(This);
     };
     this._Wait = (int duration, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Wait");
         return(This);
     };
     this._Hold = (int duration, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Hold");
         return(This);
     };
     this._Pair = (float[] array, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Pair");
         return(This);
     };
     this._Shift = (int shift, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Shift");
         return(This);
     };
     this._Revert = (int from, int to, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Revert");
         return(this);
     };
     this._At = (int at, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams At");
         return(This);
     };
     this._Flood = (float value, int from, int to, ExecParams This) => {
         TimelineCode.Log("ExecParams Flood");
         return(This);
     };
 }
    // Update is called once per frame
    void AwakeTimelineCode()
    {
        CavButText = GameObject.Find("Canvas/Button/Text").GetComponent <Text>();
        timeline1  = timelines[0];
        timeline2  = timelines[1];
        timeline1.access.defaults.timeframe = "read";
        timeline2.access.defaults.timeframe = "thrust";

        //// SETUP Timeline ------
        timeline1.access.AddUpdateCallback("var 1", (int key) => { Log(key); return(0); });
        timeline1.access.AddUpdateCallback("var 2", Test);
        timeline1.access.AddUpdateCallback("var 3", Test1);
        timeline1.access.AddDevertCallback(new { var1 = "var1",
                                                 var2 = 9 }, Test2);
        //timeline.Params(true, 3, 0, 0, true, 0, -999999, false);

        // All above variables are declared and assigned and can be used in Scenes App.cs script
        TimelineCode.scene.Start(timelines);

        //TimelineCode.Build();// This Is Default
        TimelineCode.Build = this.AutoBuild; // Reassigned, but Same function as default
        TimelineCode.Build();
    }
Beispiel #16
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            public override void Start(Timeline[] timelines)
            {
                Init(timelines);
                var obj     = new { position = new { type = "position" }, rotation = new { type = "rotation" } };
                var element = new
                {
                    position = new { x = 10, y = 0.1 },
                    variable = variable,
                    nodes    = timeline.code.binding.Add(
                        new object[] {
                        TimelineCode.timeline1,
                        obj.position, 800,
                        obj.rotation, 801,
                        "x", 100f,
                        "y", 50f, 100f,
                        801, 802,
                        false
                    }
                        )
                };

                // TODO Make Queue
                timeline.code.binding.Queue(
                    new object[] {
                    TimelineCode.timeline1,
                    element.position, 800,
                    'x', 100f,
                    'y', 50f,
                    801, 802,
                    false
                }
                    );

                string tlname = timeline.name;

                timeline.access.defaults.timeframe = "read";
                timeline.timeframe.Update();

                Core.Binding bind   = timeline.code.binding;
                Core.Buffer  buffer = timeline.code.buffer;

                Core.TLGameObject earth          = new Core.TLGameObject("Earth");
                Core.TLTransform  earthTransform = earth.transform;
                bind.Add(
                    new object[] {
                    TimelineCode.timeline1,
                    earthTransform.rotation, 804,
                    earthTransform.position, 805, // give binding it's current position
                    'x', 0f,                      // if no value then give current
                    801,
                    false
                }
                    );

                Core.TLGameObject moon          = new Core.TLGameObject("Moon");
                Core.TLTransform  moonTransform = moon.transform;
                moon.nodes = timeline.code.binding.Add(
                    new object[] {
                    TimelineCode.timeline1,
                    moonTransform.rotation, 806,
                    'x', 0f,
                    //'y', 0f,
                    //'z', 0f,
                    801,
                    false
                }
                    );

                //timeline.code.binding.Test();

                buffer.Eval(
                    TimelineCode.timeline1,
                    new object[] {
                    earthTransform.rotation,
                    //earthTransform.position,
                    'x', 360f,
                    "linear", 2200,
                    earthTransform.position,
                    'x', 360f,
                    "inSine", 2200
                }
                    );

                buffer.Eval(
                    TimelineCode.timeline1,
                    new object[] {
                    moonTransform.rotation,
                    'x', 1080f + 360f,
                    "linear", 2198
                }, false, false, (node) => {
                    TimelineCode.Log("This is the end.----------------------------------------------#######");
                    buffer.ZeroOut(TimelineCode.timeline1, 0, timeline.length, new Core.TLType[] { earthTransform.position }, new string[] { "x" });
                    return(0);
                }
                    );

                //buffer.ZeroOut(TimelineCode.timeline1, 0, timeline.length, new Core.TLType[]{earthTransform.position}, new string[]{"x"});

                TimelineCode.timeline1.timeframe.Process = () => {
                    //Log("TL1");
                };
                TimelineCode.timeline2.timeframe.Process = () => {
                    //Log("TL2");
                };
                TimelineCode.timeline1.timeframe.Invoke  = () => {
                    //Log("TL1");
                };
                TimelineCode.timeline2.timeframe.Invoke  = () => {
                    //Log("TL2");
                };
            }
Beispiel #17
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    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        int pos = int.Parse(property.propertyPath.Split('[', ']')[1]);

        // Using BeginProperty / EndProperty on the parent property means that
        // prefab override logic works on the entire property.
        EditorGUI.BeginProperty(position, label, property);

        // Draw label and calculate new position
        position = EditorGUI.PrefixLabel(position,
                                         GUIUtility.GetControlID(FocusType.Passive),
                                         new GUIContent(((TimelineCodeAttribute)attribute).names[pos]));

        // Don't make child fields be indented
        int indent = EditorGUI.indentLevel;

        EditorGUI.indentLevel = 0;

        // Calculate positions and dimensions for the GUI elements
        //  - min-field       ... X-pos:  0%, width: 40%  \
        //  - mirror-checkbox ... X-pos: 40%, width: 20%   |> 100% of available width
        //  - max-field       ... X-pos: 60%, width: 40%  /
        float p1            = position.x;
        float w1            = 35;
        Rect  nameLabelRect = new Rect(p1,
                                       position.y,
                                       w1,
                                       position.height);
        float p2       = p1 + w1;
        float w2       = position.width * 0.30f;
        Rect  nameRect = new Rect(p2,
                                  position.y,
                                  w2,
                                  position.height);
        float p3            = p2 + w2;
        float w3            = 35;
        Rect  muteLabelRect = new Rect(p3,
                                       position.y,
                                       w3,
                                       position.height);
        float p4       = p3 + w3;
        float w4       = position.width * 0.20f;
        Rect  muteRect = new Rect(p4,
                                  position.y,
                                  w4,
                                  position.height);

        // Get properties by exactly passing the names of the interval's attributes
        SerializedProperty nameProp = property.FindPropertyRelative("name");
        SerializedProperty muteProp = property.FindPropertyRelative("mute");

        TimelineCode tlTarget = (TimelineCode)property.serializedObject.targetObject;

        bool first = pos == 0;
        bool last  = pos == tlTarget.Timelines.Length - 1;

        // Draw minimum-field - pass GUIContent.none to not draw the
        // label of the property
        EditorGUI.PrefixLabel(nameLabelRect, nameText);
        EditorGUI.PropertyField(nameRect, nameProp, GUIContent.none);
        EditorGUI.PrefixLabel(muteLabelRect, muteText);
        // Draw maximum-field
        EditorGUI.PropertyField(muteRect, muteProp, GUIContent.none);

        // Set indent back to what it was
        EditorGUI.indentLevel = indent;

        EditorGUI.EndProperty();
        int cpLength = tlTarget.Timelines.Length;

        if (first)
        {
            //tlTarget.Update();
        }
        if (last)
        {
        }
    }
Beispiel #18
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 static SingleEntryPoint()
 {
     TimelineCode.Log("SingleEntryPoint. Up and running");
     EditorPlayMode.PlayModeChanged += OnPlayModeChanged;
 }
 public void Init(Timeline timeline)
 {
     this._timeline = timeline;
     TimelineCode.Log("Code Started");
 }
 public void Init(Timeline timeline)
 {
     this._timeline = timeline;
     TimelineCode.Log("Init Dialog");
 }
 // CALLBACK Methods
 // update calls change (GUI, ect...)// not using !
 public void AddUpdateCallback(object variableBoxed, Func <int, int> Func)
 {
     updateCalls[updateCallCount] = (int count) => { TimelineCode.Log(variableBoxed); return(Func(count)); };
     updateCallCount++;
 }
 public void AddDevertCallback(object variableBoxed, Func <object, int, int> Func)
 {
     devertCalls[devertCallCount] = (int count) => { TimelineCode.Log(variableBoxed); return(Func(variableBoxed, count)); };
     devertCallCount++;
 }
Beispiel #23
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 void Msg(Timeline timeline)
 {
     TimelineCode.Log("(" + timeline.name + ")" + " Binding objects to stream - Running queue");
 }
 public void Init(Timeline timeline)
 {
     this._timeline = timeline;
     TimelineCode.Log("Gui Started");
     timeframe.control.Init(timeline);
 }