Beispiel #1
0
        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));
            }
        }
Beispiel #2
0
        static void PasteTracks()
        {
            var trackData = TimelineEditor.clipboard.GetTracks().ToList();

            if (trackData.Any())
            {
                SelectionManager.RemoveTimelineSelection();
            }

            foreach (var track in trackData)
            {
                var newTrack = track.item.Duplicate(TimelineEditor.clipboard.exposedPropertyTable, TimelineEditor.inspectedDirector, TimelineEditor.inspectedAsset);
                if (track.binding != null)
                {
                    BindingUtility.Bind(TimelineEditor.inspectedDirector, newTrack, track.binding);
                }

                SelectionManager.Add(newTrack);
                foreach (var childTrack in newTrack.GetFlattenedChildTracks())
                {
                    SelectionManager.Add(childTrack);
                }

                if (track.parent != null && track.parent.timelineAsset == TimelineEditor.inspectedAsset)
                {
                    TrackExtensions.ReparentTracks(new List <TrackAsset> {
                        newTrack
                    }, track.parent, track.item);
                }
            }
        }
Beispiel #3
0
        static void ObjectBindingField(Rect position, Object obj, PlayableBinding binding)
        {
            bool allowScene =
                typeof(GameObject).IsAssignableFrom(binding.outputTargetType) ||
                typeof(Component).IsAssignableFrom(binding.outputTargetType);

            EditorGUI.BeginChangeCheck();
            // FocusType.Passive so it never gets focused when pressing tab
            int controlId = GUIUtility.GetControlID("s_ObjectFieldHash".GetHashCode(), FocusType.Passive, position);
            var newObject = EditorGUI.DoObjectField(EditorGUI.IndentedRect(position), EditorGUI.IndentedRect(position), controlId, obj, binding.outputTargetType, null, null, allowScene, EditorStyles.objectField);

            if (EditorGUI.EndChangeCheck())
            {
                BindingUtility.Bind(TimelineEditor.inspectedDirector, binding.sourceObject as TrackAsset, newObject);
            }
        }
Beispiel #4
0
        static void ObjectBindingField(Rect position, Object obj, PlayableBinding binding)
        {
            bool allowScene =
                typeof(GameObject).IsAssignableFrom(binding.outputTargetType) ||
                typeof(Component).IsAssignableFrom(binding.outputTargetType);

            using (var check = new EditorGUI.ChangeCheckScope())
            {
                // FocusType.Passive so it never gets focused when pressing tab
                int controlId = GUIUtility.GetControlID("s_ObjectFieldHash".GetHashCode(), FocusType.Passive, position);
                var newObject = UnityEditorInternals.DoObjectField(EditorGUI.IndentedRect(position), obj, binding.outputTargetType, controlId, allowScene);
                if (check.changed)
                {
                    BindingUtility.Bind(TimelineEditor.inspectedDirector, binding.sourceObject as TrackAsset, newObject);
                }
            }
        }