Ejemplo n.º 1
0
                public override void OnInspectorGUI()
                {
                    PlayableDirectorBindings assetSwitcher = target as PlayableDirectorBindings;

                    if (assetSwitcher == null)
                    {
                        return;
                    }

                    PlayableDirector playableDirector = assetSwitcher.GetComponent <PlayableDirector>();

                    if (playableDirector == null)
                    {
                        return;
                    }

                    if (Application.isPlaying)
                    {
                        return;
                    }

                    SerializedObject playableDirectorSO = new SerializedObject(playableDirector);

                    SerializedProperty assetProp             = playableDirectorSO.FindProperty("m_PlayableAsset");
                    SerializedProperty sceneBindingsProp     = playableDirectorSO.FindProperty("m_SceneBindings");
                    SerializedProperty exposedReferencesProp = playableDirectorSO.FindProperty("m_ExposedReferences.m_References");

                    if (_cachedAsset != playableDirector.playableAsset)
                    {
                        _cachedAsset = playableDirector.playableAsset;

                        //Clear bindings
                        sceneBindingsProp.ClearArray();
                        exposedReferencesProp.ClearArray();
                        playableDirectorSO.ApplyModifiedPropertiesWithoutUndo();

                        //Load bindings from component
                        assetSwitcher.PrepareBindings(playableDirector.playableAsset);
                        EditorSceneManager.MarkSceneDirty(playableDirector.gameObject.scene);
                    }

                    EditorGUILayout.LabelField("Configured Playable Assets", EditorStyles.boldLabel);

                    //Draw assets that have binding for (show asset, switch to button, clear button)
                    SerializedProperty assetDataArrayProp = serializedObject.FindProperty("_playableAssetData");

                    assetDataArrayProp.isExpanded = EditorGUILayout.Foldout(assetDataArrayProp.isExpanded, new GUIContent("Playable Asset Bindings"), toggleOnLabelClick: true);

                    if (assetDataArrayProp.isExpanded)
                    {
                        EditorGUI.indentLevel++;
                        EditorGUILayout.BeginVertical();

                        for (int i = 0; i < assetDataArrayProp.arraySize; i++)
                        {
                            SerializedProperty assetDataProp = assetDataArrayProp.GetArrayElementAtIndex(i).FindPropertyRelative("_asset");

                            EditorGUILayout.BeginHorizontal();

                            GUI.enabled = false;
                            EditorGUILayout.PropertyField(assetDataProp, GUIContent.none);
                            GUI.enabled = true;

                            if (GUILayout.Button("Load"))
                            {
                                _cachedAsset = assetDataProp.objectReferenceValue as PlayableAsset;

                                //Clear bindings
                                sceneBindingsProp.ClearArray();
                                exposedReferencesProp.ClearArray();

                                //Set playable assets
                                assetProp.objectReferenceValue = _cachedAsset;

                                playableDirectorSO.ApplyModifiedPropertiesWithoutUndo();

                                //Load bindings from component
                                assetSwitcher.PrepareBindings(_cachedAsset);

                                if (TimelineEditor.inspectedDirector == playableDirector)
                                {
                                    TimelineEditor.Refresh(RefreshReason.ContentsModified);
                                }
                            }

                            if (GUILayout.Button("Clear"))
                            {
                                _cachedAsset = null;

                                //If its the current asset, clear it
                                if (assetProp.objectReferenceValue == assetDataProp.objectReferenceValue)
                                {
                                    assetProp.objectReferenceValue = null;
                                    playableDirectorSO.ApplyModifiedProperties();

                                    if (TimelineEditor.inspectedDirector == playableDirector)
                                    {
                                        TimelineEditor.Refresh(RefreshReason.ContentsModified);
                                    }
                                }

                                //Remove from array
                                assetDataArrayProp.DeleteArrayElementAtIndex(i);
                                i--;
                                serializedObject.ApplyModifiedProperties();
                            }

                            EditorGUILayout.EndHorizontal();
                        }

                        EditorGUILayout.EndVertical();
                        EditorGUI.indentLevel--;
                    }

                    //Sync binding from director - this should happen whenever bindings change or on update not on inspector
                    if (playableDirector.playableAsset != null)
                    {
                        SyncBindings(assetSwitcher);
                    }
                }
Ejemplo n.º 2
0
                private static void SyncBindings(PlayableDirectorBindings bindings)
                {
                    PlayableDirector playableDirector = bindings.GetComponent <PlayableDirector>();

                    if (playableDirector == null || playableDirector.playableAsset == null)
                    {
                        return;
                    }

                    SerializedObject playableDirectorSO = new SerializedObject(playableDirector);

                    SerializedProperty sceneBindingsProp     = playableDirectorSO.FindProperty("m_SceneBindings");
                    SerializedProperty exposedReferencesProp = playableDirectorSO.FindProperty("m_ExposedReferences.m_References");

                    //Get scene bindings
                    List <PlayableDirectorBindings.GenericBinding> sceneBindings = new List <PlayableDirectorBindings.GenericBinding>();

                    for (int i = 0; i < sceneBindingsProp.arraySize; i++)
                    {
                        SerializedProperty binding = sceneBindingsProp.GetArrayElementAtIndex(i);
                        SerializedProperty key     = binding.FindPropertyRelative("key");
                        SerializedProperty value   = binding.FindPropertyRelative("value");

                        PlayableDirectorBindings.GenericBinding genericBinding = new PlayableDirectorBindings.GenericBinding
                        {
                            _key   = key.objectReferenceValue,
                            _value = value.objectReferenceValue
                        };

                        sceneBindings.Add(genericBinding);
                    }

                    //Get exposed refs
                    List <PlayableDirectorBindings.ExposedReference> exposedReferences = new List <PlayableDirectorBindings.ExposedReference>();

                    for (int i = 0; i < exposedReferencesProp.arraySize; i++)
                    {
                        SerializedProperty exposedReferenceProp = exposedReferencesProp.GetArrayElementAtIndex(i);
                        exposedReferenceProp.NextVisible(true);
                        string key = exposedReferenceProp.stringValue;
                        exposedReferenceProp.NextVisible(true);
                        Object value = exposedReferenceProp.objectReferenceValue;

                        PlayableDirectorBindings.ExposedReference exposedReference = new PlayableDirectorBindings.ExposedReference
                        {
                            _key   = key,
                            _value = value
                        };

                        exposedReferences.Add(exposedReference);
                    }

                    //Update data
                    bool foundData = false;

                    if (bindings._playableAssetData != null)
                    {
                        for (int i = 0; i < bindings._playableAssetData.Length; i++)
                        {
                            if (bindings._playableAssetData[i]._asset == playableDirector.playableAsset)
                            {
                                bindings._playableAssetData[i]._sceneBindings     = sceneBindings.ToArray();
                                bindings._playableAssetData[i]._exposedReferences = exposedReferences.ToArray();
                                foundData = true;
                                break;
                            }
                        }
                    }

                    if (!foundData)
                    {
                        PlayableDirectorBindings.PlayableAssetData playableAssetData = new PlayableDirectorBindings.PlayableAssetData();
                        playableAssetData._asset             = playableDirector.playableAsset;
                        playableAssetData._sceneBindings     = sceneBindings.ToArray();
                        playableAssetData._exposedReferences = exposedReferences.ToArray();

                        ArrayUtils.Add(ref bindings._playableAssetData, playableAssetData);
                    }
                }