//---------------------------------------------------------------------------------------------------------------------- private void DoFolderGUI() { string prevFolder = m_asset.GetFolder(); string newLoadPath = InspectorUtility.ShowFolderSelectorGUI("Image Sequence", "Select Folder", prevFolder, AssetEditorUtility.NormalizeAssetPath ); if (newLoadPath != prevFolder) { ImportImages(newLoadPath); GUIUtility.ExitGUI(); } }
//---------------------------------------------------------------------------------------------------------------------- public override void OnInspectorGUI() { //View resolution Vector2 res = ViewEditorUtility.GetMainGameViewSize(); EditorGUILayout.LabelField("Resolution (Modify GameView size to change)"); ++EditorGUI.indentLevel; EditorGUILayout.LabelField("Width", res.x.ToString(CultureInfo.InvariantCulture)); EditorGUILayout.LabelField("Height", res.y.ToString(CultureInfo.InvariantCulture)); --EditorGUI.indentLevel; EditorGUILayout.Space(15f); //Check if the asset is actually inspected if (null != TimelineEditor.selectedClip && TimelineEditor.selectedClip.asset != m_asset) { return; } ValidateAssetFolder(); string prevFolder = m_asset.GetFolder(); string newFolder = InspectorUtility.ShowFolderSelectorGUI("Cache Output Folder", "Select Folder", prevFolder, AssetEditorUtility.NormalizeAssetPath ); if (newFolder != prevFolder) { m_asset.SetFolder(AssetEditorUtility.NormalizeAssetPath(newFolder)); GUIUtility.ExitGUI(); } TimelineClipSISData timelineClipSISData = m_asset.GetBoundTimelineClipSISData(); if (null == timelineClipSISData) { return; } GUILayout.Space(15); //Capture Selected Frames using (new EditorGUILayout.VerticalScope(GUI.skin.box)) { ShowCaptureSelectedFramesGUI(TimelineEditor.selectedClip, timelineClipSISData); ShowLockFramesGUI(TimelineEditor.selectedClip, timelineClipSISData); } ShortcutBinding updateRenderCacheShortcut = ShortcutManager.instance.GetShortcutBinding(SISEditorConstants.SHORTCUT_UPDATE_RENDER_CACHE); GUILayout.Space(15); if (GUILayout.Button($"Update Render Cache ({updateRenderCacheShortcut})")) { PlayableDirector director = TimelineEditor.inspectedDirector; if (null == director) { EditorUtility.DisplayDialog("Streaming Image Sequence", "PlayableAsset is not loaded in scene. Please load the correct scene before doing this operation.", "Ok"); return; } //Loop time EditorCoroutineUtility.StartCoroutine(UpdateRenderCacheCoroutine(director, m_asset), this); } }