// REDO ME private void updateUI() { ITimeline active_tl = __displayedTimeline; if (active_tl == null) { return; } bool is_previous_tl = (active_tl as PlayerTimeline).IsPrevious(); // to update time units sprites Transform current_tick_square_transform = null; if (null == __time_units) { if (!tryRefreshTimeUnits()) { return; } } for (int i = 0; i < __time_units.Length; i++) { bool square_is_active = active_tl.IsCursorValuable(i); UITimelineInput curr_unit = __time_units[i]; // show enabled or disabled for curr unit if (!square_is_active) { __time_units[i].showDisabled(); continue; } __time_units[i].showEnabled(); updateSquareInputImage(i, (active_tl.GetCursorValue(i) as PlayerTimelineValue).GetValue()); // RECORD exclusive logic for current timeline if (__WM.IM.CurrentMode == InputManager.Mode.RECORD && !is_previous_tl) { // Hide forward squares if (i > (active_tl as PlayerTimeline).getTickForTimeUnits()) { curr_unit.hide(); } // Show none as next input at the last_tick position else if (i == active_tl.GetCursorIndex() + 1) { if (Constants.ShowDefaultTileOnCursor) { __time_units[i].changeSprite(ui_input_none); } } } }//! for time units // update timeline animator update_time(active_tl.GetCursorIndex() + 1); }//! updateUI