Beispiel #1
0
        //添加动作片段
        private void AddNewAnimationState(JTimelineAnimation line, JAnimationTrack track, float time, string stateName)
        {
            var clipData = ScriptableObject.CreateInstance <JAnimationClipData>();

            clipData.TargetObject     = line.AffectedObject.gameObject;
            clipData.StartTime        = time;
            clipData.StateName        = stateName;
            clipData.StateDuration    = MecanimAnimationUtility.GetStateDuration(stateName, line.AffectedObject.gameObject);
            clipData.PlaybackDuration = clipData.StateDuration;
            clipData.Track            = track;
            track.AddClip(clipData);
            if (timelineClipRenderDataMap.ContainsKey(track))
            {
                var cachedData = ScriptableObject.CreateInstance <JClipRenderData>();
                cachedData.ClipData = clipData;
                timelineClipRenderDataMap[track].Add(cachedData);
            }
            else
            {
                var cachedData = ScriptableObject.CreateInstance <JClipRenderData>();
                cachedData.ClipData = clipData;
                List <JClipRenderData> list = new List <JClipRenderData>();
                list.Add(cachedData);
                timelineClipRenderDataMap.Add(track, list);
            }
        }
Beispiel #2
0
        //移除时间线
        private void RemoveAnimationTimeline(JTimelineAnimation line, JAnimationTrack track)
        {
            if (timelineClipRenderDataMap.ContainsKey(track))
            {
                timelineClipRenderDataMap.Remove(track);
            }
            line.RemoveTrack(track);
            JTimelineContainer contain = line.TimelineContainer;

            if (line.AnimationTracks.Count == 0)
            {
                DestroyImmediate(line.gameObject);
            }
            //删除的是最后一个 删除掉container
            if (contain.transform.childCount == 0)
            {
                DestroyImmediate(contain.gameObject);
            }
        }
Beispiel #3
0
 //为时间线添加绘制片段数据
 private void AddRenderDataForAnimation(JTimelineBase timeline)
 {
     if (timeline is JTimelineAnimation)
     {
         JTimelineAnimation     animationline = (JTimelineAnimation)timeline;
         List <JClipRenderData> list          = new List <JClipRenderData>();
         for (int k = 0; k < animationline.AnimationTracks.Count; k++)
         {
             JAnimationTrack track = animationline.AnimationTracks[k];
             for (int l = 0; l < track.TrackClips.Count; l++)
             {
                 JAnimationClipData animationClipData = track.TrackClips[l];
                 var cachedData = ScriptableObject.CreateInstance <JClipRenderData>();
                 cachedData.ClipData = animationClipData;
                 list.Add(cachedData);
             }
             if (!timelineClipRenderDataMap.ContainsKey(track))
             {
                 timelineClipRenderDataMap.Add(track, list);
             }
         }
     }
 }
Beispiel #4
0
 public void RemoveTrack(JAnimationTrack animationTrack)
 {
     animationsTracks.Remove(animationTrack);
 }
Beispiel #5
0
 public void AddTrack(JAnimationTrack animationTrack)
 {
     animationTrack.TimeLine = this;
     animationsTracks.Add(animationTrack);
 }
Beispiel #6
0
        //绘制动作片段UI
        private void AnimationGUI(JTimelineAnimation Animationline, JAnimationTrack linetrack, JClipRenderData[] renderDataList)
        {
            GenericMenu contextMenu = new GenericMenu();
            ///event 右键点击
            bool isContext       = UnityEngine.Event.current.type == EventType.MouseDown && UnityEngine.Event.current.button == 1;
            bool isChoose        = UnityEngine.Event.current.type == EventType.MouseDown && UnityEngine.Event.current.button == 0 && UnityEngine.Event.current.clickCount == 1;
            bool hasBox          = false;
            Rect DisplayAreaTemp = DisplayArea;

            DisplayAreaTemp.x = 0;
            DisplayAreaTemp.y = 0;
            for (int j = 0; j < renderDataList.Length; j++)
            {
                JClipRenderData    renderdata        = renderDataList[j];
                JAnimationClipData animationClipData = (JAnimationClipData)renderdata.ClipData;
                JAnimationTrack    track             = animationClipData.Track;
                if (linetrack != track)
                {
                    continue;
                }
                var startX      = ConvertTimeToXPos(animationClipData.StartTime);
                var endX        = ConvertTimeToXPos(animationClipData.StartTime + animationClipData.PlaybackDuration);
                var transitionX = ConvertTimeToXPos(animationClipData.StartTime + animationClipData.TransitionDuration);
                var handleWidth = 2.0f;

                Rect renderRect     = new Rect(startX, DisplayArea.y, endX - startX, DisplayArea.height);
                Rect transitionRect = new Rect(startX, DisplayArea.y, transitionX - startX, DisplayArea.height);
                Rect leftHandle     = new Rect(startX, DisplayArea.y, handleWidth * 2.0f, DisplayArea.height);
                Rect rightHandle    = new Rect(endX - (handleWidth * 2.0f), DisplayArea.y, handleWidth * 2.0f, DisplayArea.height);
                Rect labelRect      = new Rect();

                Rect renderRecttemp = renderRect;
                renderRecttemp.x -= DisplayArea.x;
                renderRecttemp.y  = 0;
                Rect transitionRecttemp = transitionRect;
                transitionRecttemp.y  = 0;
                transitionRecttemp.x -= DisplayArea.x;
                Rect leftHandletemp = leftHandle;
                leftHandletemp.y  = 0;
                leftHandletemp.x -= DisplayArea.x;
                Rect rightHandletemp = rightHandle;
                rightHandletemp.x -= DisplayArea.x;
                rightHandletemp.y  = 0;

                //GUI.color = new Color(70 / 255.0f, 147 / 255.0f, 236 / 255.0f, 1);
                GUI.color = ColorTools.GetGrandientColor((float)renderdata.index / (float)CountClip);

                if (SelectedObjects.Contains(renderdata))
                {
                    GUI.color = ColorTools.SelectColor;// Color.yellow;
                }

                GUI.Box(renderRecttemp, "", USEditorUtility.NormalWhiteOutLineBG);
                if (animationClipData.CrossFade)
                {
                    GUI.Box(transitionRecttemp, "");
                }

                GUI.Box(leftHandletemp, "");
                GUI.Box(rightHandletemp, "");

                labelRect       = renderRecttemp;
                labelRect.width = DisplayArea.width;

                renderdata.renderRect     = renderRect;
                renderdata.labelRect      = renderRect;
                renderdata.renderPosition = new Vector2(startX, DisplayArea.y);
                renderdata.transitionRect = transitionRect;
                renderdata.leftHandle     = leftHandle;
                renderdata.rightHandle    = rightHandle;
                renderdata.ClipData       = animationClipData;

                if (animationClipData.CrossFade)
                {
                    labelRect.x = labelRect.x + (transitionX - startX);
                }
                else
                {
                    labelRect.x += 4.0f; // Nudge this along a bit so it isn't flush with the side.
                }
                GUI.color = Color.black;
                GUI.Label(labelRect, animationClipData.FriendlyName);

                GUI.color = Color.white;

                if (isContext && renderRecttemp.Contains(UnityEngine.Event.current.mousePosition))
                {
                    hasBox = true;
                    contextMenu.AddItem(new GUIContent("DeleteClip"),
                                        false, (obj) => RemoveAnimationClip(((JClipRenderData)((object[])obj)[0])),
                                        new object[] { renderdata });
                }
                if (isContext && renderRecttemp.Contains(UnityEngine.Event.current.mousePosition))
                {
                    UnityEngine.Event.current.Use();
                    contextMenu.ShowAsContext();
                }
            }

            if (!hasBox && isChoose && DisplayAreaTemp.Contains(UnityEngine.Event.current.mousePosition) && (UnityEngine.Event.current.control || UnityEngine.Event.current.command))
            {
                //代码选中hierarchy中的对象 显示inspector 按住Ctrl or command
                //GameObject go = GameObject.Find(Animationline.gameObject.name);
                Selection.activeGameObject = Animationline.gameObject;
                EditorGUIUtility.PingObject(Animationline.gameObject);
            }
            if (!hasBox && isContext && DisplayAreaTemp.Contains(UnityEngine.Event.current.mousePosition))
            {
                contextMenu = MenuForAnimationTimeLine(Animationline, linetrack);
            }
            if (!hasBox && isContext && DisplayAreaTemp.Contains(UnityEngine.Event.current.mousePosition))
            {
                UnityEngine.Event.current.Use();
                contextMenu.ShowAsContext();
            }
        }
Beispiel #7
0
        //时间线右键点击的菜单
        private GenericMenu MenuForAnimationTimeLine(JTimelineAnimation Animationline, JAnimationTrack linetrack)
        {
            GenericMenu   contextMenu     = new GenericMenu();
            List <string> allStates       = new List <string>();
            var           animationLayers = MecanimAnimationUtility.GetAllLayerNames(Animationline.AffectedObject.gameObject);

            contextMenu.AddItem(new GUIContent("AddNewTrack"),
                                false, (obj) => AddNewAnimationTrack(((JTimelineBase)((object[])obj)[0])),
                                new object[] { Animationline });

            foreach (var animationLayer in animationLayers)
            {
                int           layer          = MecanimAnimationUtility.LayerNameToIndex(Animationline.AffectedObject.gameObject, animationLayer);
                List <string> layerallStates = MecanimAnimationUtility.GetAllStateNames(Animationline.AffectedObject.gameObject, layer);
                foreach (var statename in layerallStates)
                {
                    string Addstate = "Layer/{0}/{1}";
                    allStates.Add(string.Format(Addstate, animationLayer, statename));
                }
            }
            float newTime = (((UnityEngine.Event.current.mousePosition.x + XScroll) / DisplayArea.width) * Animationline.Sequence.Duration) / XScale;

            foreach (var state in allStates)
            {
                contextMenu.AddItem(
                    new GUIContent(state),
                    false,
                    (obj) => AddNewAnimationState(((JTimelineAnimation)((object[])obj)[0]), ((JAnimationTrack)((object[])obj)[1]), ((float)((object[])obj)[2]), ((string)((object[])obj)[3])),
                    new object[] { Animationline, linetrack, newTime, state.Split('/')[2] }
                    );
            }
            //删除时间线
            contextMenu.AddItem(new GUIContent("DeleteAnimationLine"),
                                false, (obj) => RemoveAnimationTimeline(((JTimelineAnimation)((object[])obj)[0]), ((JAnimationTrack)((object[])obj)[1])),
                                new object[] { Animationline, linetrack });
            return(contextMenu);
        }