public void Init(Timeline timeline)
                            {
                                this._timeline = timeline;
                                this._gui      = timeline.gui;

                                TimelineCode.Log("(" + this._timeline.name + ") : Init Timeframe Control Seek Insert Segment");
                            }
Esempio n. 2
0
 public Scene Init(Timeline timeline, Scene scene)
 {
     Scenes.timeline = timeline;
     this.current    = scene;
     TimelineCode.Log("Scene Starting...");
     return(scene);
 }
Esempio n. 3
0
            public void InitGUI(Timeline timeline)
            {
                timeline.gui.enabled    = GUI.initialized = true;
                this.onrevert.CallBacks = RevertCallbacks;

                // Delegated
                TimelineCode.Log("Timeframe GUI Prepare for (" + timeline.name + ")");
            }
Esempio n. 4
0
            public void Init(Timeline timeline)
            {
                this._timeline = timeline;
                this._code     = timeline.code;
                this._access   = timeline.access;

                //Test();
                TimelineCode.Log("Init Binding");
            }
 public void Init(Timeline timeline)
 {
     this._timeline  = timeline;
     this._scenes    = timeline.scenes;
     this._code      = timeline.code;
     this._gui       = timeline.gui;
     this._timeframe = timeline.timeframe;
     //timeline.timeframe.AddRevertCallback(timeline.slider_box, testRevert);
     TimelineCode.Log("(" + this._timeline.name + ") : Init Timeframe Control");
 }
Esempio n. 6
0
                    public void Init(Timeline timeline)
                    {
                        this._timeline = timeline;
                        this._gui      = timeline.gui;
                        this._element  = timeline.gui.element;
                        this._span     = timeline.gui.span;
                        this._scrubber = timeline.gui.scrubber;
                        this._info     = timeline.gui.info;
                        this._slider   = timeline.gui.slider;

                        TimelineCode.Log("(" + this._timeline.name + ") : Init Timeframe Control Seek");
                    }
Esempio n. 7
0
            public override int Segments()
            {
                segments[200] = () =>
                {
                    TimelineCode.Log("This is frame 200");
                    return(0);
                };

                segments[500] = () =>
                {
                    TimelineCode.Log("This is frame 500");
                    return(0);
                };
                return(0);
            }
Esempio n. 8
0
            public override int Sounds()
            {
                sounds[200] = () =>
                {
                    TimelineCode.Log("This is frame 200");
                    return(0);
                };

                sounds[500] = () =>
                {
                    TimelineCode.Log("This is frame 500");
                    return(0);
                };
                return(0);
            }
Esempio n. 9
0
            public override int Actions()
            {
                actions[200] = () =>
                {
                    TimelineCode.Log("This is frame 200");
                    return(0);
                };

                actions[500] = () =>
                {
                    TimelineCode.Log("This is frame 500");
                    return(0);
                };
                return(0);
            }
Esempio n. 10
0
    private static void OnPlayModeChanged(PlayModeState currentMode, PlayModeState changedMode)
    {
        // DO your stuff here...
        if (changedMode == PlayModeState.AboutToStop || changedMode == PlayModeState.Stopped)
        {
            TimelineCode.running = false;
        }
        //if (changedMode == PlayModeState.Playing)
        //TimelineCode.running = true;
        TimelineCode.Log(currentMode.ToString() + " => " + changedMode.ToString());

        if (debugOp)
        {
            TimelineCode.Log(EditorApplication.isCompiling);
            TimelineCode.Log(EditorApplication.isPaused);
            TimelineCode.Log(EditorApplication.isPlaying);
            TimelineCode.Log(EditorApplication.isPlayingOrWillChangePlaymode);
            TimelineCode.Log(EditorApplication.isUpdating);
            Debug.LogWarning("-------------------------------------");
        }
    }
 public void Build(Func <int> CallBack = null)
 {
     try
     {
         if (binding.proxy == null)
         {
             binding.proxy = binding.Agent();
         }
         Finalize(CallBack);
     }
     catch (System.IO.IOException e)
     {
         // handle(e)
         TimelineCode.Log("Streaming: No bindings - ref: http:// (" + e + ")");
     }
     finally
     {
         TimelineCode.Log("Streaming - ");
         // Debug.Log("Like what you see? We\'er looking for developers! https://github.com/leroyron/TimelineUnityCode");
     }
 }
Esempio n. 12
0
 void Init()
 {
     this._Then = (float value, string ease, int duration, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Then");
         return(This);
     };
     this._Keep = (object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Keep");
         return(This);
     };
     this._Wait = (int duration, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Wait");
         return(This);
     };
     this._Hold = (int duration, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Hold");
         return(This);
     };
     this._Pair = (float[] array, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Pair");
         return(This);
     };
     this._Shift = (int shift, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Shift");
         return(This);
     };
     this._Revert = (int from, int to, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams Revert");
         return(this);
     };
     this._At = (int at, object leapCallback, bool reassign, bool dispose, float?zeroIn, bool skipLeap, ExecParams This) => {
         TimelineCode.Log("ExecParams At");
         return(This);
     };
     this._Flood = (float value, int from, int to, ExecParams This) => {
         TimelineCode.Log("ExecParams Flood");
         return(This);
     };
 }
Esempio n. 13
0
 static SingleEntryPoint()
 {
     TimelineCode.Log("SingleEntryPoint. Up and running");
     EditorPlayMode.PlayModeChanged += OnPlayModeChanged;
 }
Esempio n. 14
0
 public void Init(Timeline timeline)
 {
     this._timeline = timeline;
     TimelineCode.Log("Init Dialog");
 }
 public void AddDevertCallback(object variableBoxed, Func <object, int, int> Func)
 {
     devertCalls[devertCallCount] = (int count) => { TimelineCode.Log(variableBoxed); return(Func(variableBoxed, count)); };
     devertCallCount++;
 }
 public void Init(Timeline timeline)
 {
     this._timeline = timeline;
     TimelineCode.Log("Code Started");
 }
Esempio n. 17
0
 public void Init(Timeline timeline)
 {
     this._timeline = timeline;
     TimelineCode.Log("Gui Started");
     timeframe.control.Init(timeline);
 }
 // CALLBACK Methods
 // update calls change (GUI, ect...)// not using !
 public void AddUpdateCallback(object variableBoxed, Func <int, int> Func)
 {
     updateCalls[updateCallCount] = (int count) => { TimelineCode.Log(variableBoxed); return(Func(count)); };
     updateCallCount++;
 }
Esempio n. 19
0
 void Msg(Timeline timeline)
 {
     TimelineCode.Log("(" + timeline.name + ")" + " Binding objects to stream - Running queue");
 }
Esempio n. 20
0
            public override void Start(Timeline[] timelines)
            {
                Init(timelines);
                var obj     = new { position = new { type = "position" }, rotation = new { type = "rotation" } };
                var element = new
                {
                    position = new { x = 10, y = 0.1 },
                    variable = variable,
                    nodes    = timeline.code.binding.Add(
                        new object[] {
                        TimelineCode.timeline1,
                        obj.position, 800,
                        obj.rotation, 801,
                        "x", 100f,
                        "y", 50f, 100f,
                        801, 802,
                        false
                    }
                        )
                };

                // TODO Make Queue
                timeline.code.binding.Queue(
                    new object[] {
                    TimelineCode.timeline1,
                    element.position, 800,
                    'x', 100f,
                    'y', 50f,
                    801, 802,
                    false
                }
                    );

                string tlname = timeline.name;

                timeline.access.defaults.timeframe = "read";
                timeline.timeframe.Update();

                Core.Binding bind   = timeline.code.binding;
                Core.Buffer  buffer = timeline.code.buffer;

                Core.TLGameObject earth          = new Core.TLGameObject("Earth");
                Core.TLTransform  earthTransform = earth.transform;
                bind.Add(
                    new object[] {
                    TimelineCode.timeline1,
                    earthTransform.rotation, 804,
                    earthTransform.position, 805, // give binding it's current position
                    'x', 0f,                      // if no value then give current
                    801,
                    false
                }
                    );

                Core.TLGameObject moon          = new Core.TLGameObject("Moon");
                Core.TLTransform  moonTransform = moon.transform;
                moon.nodes = timeline.code.binding.Add(
                    new object[] {
                    TimelineCode.timeline1,
                    moonTransform.rotation, 806,
                    'x', 0f,
                    //'y', 0f,
                    //'z', 0f,
                    801,
                    false
                }
                    );

                //timeline.code.binding.Test();

                buffer.Eval(
                    TimelineCode.timeline1,
                    new object[] {
                    earthTransform.rotation,
                    //earthTransform.position,
                    'x', 360f,
                    "linear", 2200,
                    earthTransform.position,
                    'x', 360f,
                    "inSine", 2200
                }
                    );

                buffer.Eval(
                    TimelineCode.timeline1,
                    new object[] {
                    moonTransform.rotation,
                    'x', 1080f + 360f,
                    "linear", 2198
                }, false, false, (node) => {
                    TimelineCode.Log("This is the end.----------------------------------------------#######");
                    buffer.ZeroOut(TimelineCode.timeline1, 0, timeline.length, new Core.TLType[] { earthTransform.position }, new string[] { "x" });
                    return(0);
                }
                    );

                //buffer.ZeroOut(TimelineCode.timeline1, 0, timeline.length, new Core.TLType[]{earthTransform.position}, new string[]{"x"});

                TimelineCode.timeline1.timeframe.Process = () => {
                    //Log("TL1");
                };
                TimelineCode.timeline2.timeframe.Process = () => {
                    //Log("TL2");
                };
                TimelineCode.timeline1.timeframe.Invoke  = () => {
                    //Log("TL1");
                };
                TimelineCode.timeline2.timeframe.Invoke  = () => {
                    //Log("TL2");
                };
            }