public TimelineVisuals( PlaybackControllerCallback playbackControllerCallback, LockButtonCallback onLockButton, TimelineCursorLineCallback cursorLineCallback, NodeEventsCallback nodeEventsCallback, SettingsEventsCallback settingsEventsCallback, FTMSelectedCallback FTMSelectedCallback, Val <bool> visualizationMode, Val <bool> isLocked, ExternalEditor advancedEditor, ImmutableArray <FunTweenManager> ftms, TimelineVisualsSettings visualsSettings ) { this.visualizationMode = visualizationMode; onPlaybackControllerButton = playbackControllerCallback; onTimelineCursorLine = cursorLineCallback; onNodeEvent = nodeEventsCallback; onNewSettings = settingsEventsCallback; onFTMselectionChange = FTMSelectedCallback; this.isLocked = isLocked; this.onLockButton = onLockButton; this.advancedEditor = advancedEditor; _visualsSettings = visualsSettings; ftmsLabels = ftms.Select((ftm, idx) => $"{idx}: {ftm.title}").ToArray(); toStartButtonTexture = EditorGUIUtility.FindTexture("d_beginButton"); startButtonTexture = EditorGUIUtility.FindTexture("d_StepButton"); playButtonTexture = EditorGUIUtility.FindTexture("d_PlayButton"); pauseButtonTexture = EditorGUIUtility.FindTexture("d_PauseButton"); playFromEndButtonTexture = EditorGUIUtility.FindTexture("d_StepLeftButton"); toEndButtonTexture = EditorGUIUtility.FindTexture("d_endButton"); reverseButtonTexture = EditorGUIUtility.FindTexture("d_playLoopOff"); exitButtonTexture = EditorGUIUtility.FindTexture("P4_DeletedLocal"); lockTexture = EditorGUIUtility.FindTexture("LockIcon"); lockOnTexture = EditorGUIUtility.FindTexture("LockIcon-On"); }
static void Init() { EditScoreSysScoEditor window = EditorWindow.GetWindow <EditScoreSysScoEditor>(); window.wantsMouseMove = true; window.editor = ExternalEditor.CreateInstance <ExternalEditor>(); window.editor.DraggableSeparator = false; window.editor.DivisionSeparator = 150; }
public static void Init() { ExternalInspectorWindow window = EditorWindow.GetWindow <ExternalInspectorWindow>(); window.wantsMouseMove = true; window.editor = ExternalEditor.CreateInstance <ExternalEditor>(); window.editor.DraggableSeparator = false; window.editor.DivisionSeparator = 150; }
static void Init() { SaveLoadExternalEditor window = EditorWindow.GetWindow <SaveLoadExternalEditor>(); window.wantsMouseMove = true; window.editor = ExternalEditor.CreateInstance <ExternalEditor>(); window.editor.DraggableSeparator = false; window.editor.DivisionSeparator = 150; saveload.UpdateWorldLevel(); }
public Init( TimelineEditor backing, Option <FunTweenManager> ftmToSetOpt, Option <TimelineNode> rootSelectedNodeToSet ) { EditorApplication.playmodeStateChanged += OnPlaymodeStateChanged; Undo.undoRedoPerformed += undoCallback; EditorSceneManager.sceneSaving += EditorSceneManagerOnSceneSaving; advancedEditor = CreateInstance <ExternalEditor>(); advancedEditor.Instances = new object[] { }; selectedGameObjectOpt = Selection.activeGameObject.opt(); isStartSnapped = false; isEndSnapped = false; funNodes.Clear(); selectedNodesList.Clear(); this.backing = backing; ftms = getFunTweenManagers(selectedGameObjectOpt); foreach (var root in rootSelectedNodeToSet) { selectedNodesList.Add(root); } rootSelectedNodeOpt = rootSelectedNodeToSet; selectedFunTweenManager = ftmToSetOpt .flatMap(ftmToSet => ftms.find(ftm => ftm == ftmToSet)) || ftms.headOption(); timelineVisuals = new TimelineVisuals( manageAnimationPlayback, toggleLock, manageCursorLine, doNodeEvents, doNewSettings, selectNewFunTweenManager, visualizationMode, isLocked, advancedEditor, ftms, getSettings() ); TimelineVisuals.TimelineVisualsSettings getSettings() { var idx = selectedFunTweenManager.isSome ? ftms.IndexOf(selectedFunTweenManager.get) : 0; return(selectedFunTweenManager.flatMap( ftm => backing.mappedSettings.TryGet(ftm) .map(settings => { settings.selectedFTMindex = idx; return settings; }) ).getOrElse(new TimelineVisuals.TimelineVisualsSettings(idx))); } selectedFunTweenManager.voidFold( () => funNodes.Clear(), manager => { tweenPlaybackController = new TweenPlaybackController(manager, visualizationMode).some(); advancedEditor.unityObjects = new UnityEngine.Object[] { manager }; funNodes.Clear(); importTimeline(); } ); backing.Repaint(); }