Exemple #1
0
        private bool TimeOnAudioClip(TimeSpan t, CutsceneAsset asset)
        {
            float audioClipStartInSec = (float)new TimeSpan(asset.AudioClipStartTimeTicks).TotalSeconds;
            float audioClipEndInSec   = audioClipStartInSec + asset.AudioClip.length;

            return(t.TotalSeconds >= audioClipStartInSec && t.TotalSeconds <= audioClipEndInSec);
        }
Exemple #2
0
 /// <summary>  Copy another CutsceneAsset values to this one. </summary>
 /// <param name="toCopy">CutsceneAsset to copy.</param>
 public void Assign(CutsceneAsset toCopy)
 {
     TimeTicks               = toCopy.TimeTicks;
     ScrollPos               = toCopy.ScrollPos;
     Scenes                  = toCopy.Scenes;
     DurationTicks           = toCopy.DurationTicks;
     Zoom                    = toCopy.Zoom;
     AudioClip               = toCopy.AudioClip;
     AudioClipStartTimeTicks = toCopy.AudioClipStartTimeTicks;
     TimeLabelsData          = toCopy.TimeLabelsData;
 }
Exemple #3
0
        /// <summary>  Load asset from file.  </summary>
        /// <param name="path">Path of saving data collection.</param>
        /// <param name="name">Name of saving data collection.</param>
        /// <returns>True, if save successful, false otherwise. </returns>
        public bool LoadAsset(string path, string name)
        {
            CutsceneAsset temp = Resources.Load(Path.Combine(path, name)) as CutsceneAsset;

            if (temp == null)
            {
                return(false);
            }
            else
            {
                Assign(temp);
                return(true);
            }
        }
Exemple #4
0
        /// <summary> Create and save data to asset. Works only when in edit mode.  </summary>
        /// <param name="path">Path of saving data collection.</param>
        /// <param name="name">Name of saving data collection.</param>
        public void CreateAsset(string path, string name)
        {
#if UNITY_EDITOR
            string        newPath = Path.Combine(path, name);
            CutsceneAsset asset   = CreateInstance <CutsceneAsset>();
            asset.Assign(this);
            int    count      = 0;
            object testObject = AssetDatabase.LoadAssetAtPath <CutsceneAsset>(newPath + EXT);
            while (testObject != null)
            {
                count++;
                testObject = AssetDatabase.LoadAssetAtPath <CutsceneAsset>(newPath + " " + (count + 1) + EXT);
            }
            if (count > 0)
            {
                newPath += " " + (count + 1);
            }
            AssetDatabase.CreateAsset(asset, newPath + EXT);
            AssetDatabase.SaveAssets();
#endif
        }