Esempio n. 1
0
        private static void selectionChangeEventHandler()
        {
            if (Selection.activeGameObject != null) {

                                Stop ();

                                Sequence sequence = Selection.activeGameObject.GetComponent<Sequence> ();
                                if (sequence != null) {
                                        __sequenceGameObject = sequence.gameObject;
                                        __sequence = sequence;

                                        SceneView.currentDrawingSceneView.Repaint ();

                                        EditorWindow.GetWindow<SequenceEditorWindow> ().Repaint ();

                                        __timeAreaW.hTicks.SetTickModulosForFrameRate (__sequence.frameRate);
                                }
                        }
        }
Esempio n. 2
0
        public static void ShowWindow()
        {
            SequenceEditorWindow window = EditorWindow.GetWindow<SequenceEditorWindow> (false, "Sequence");

                        if (__sequence != null) {
                                __sequence = Selection.activeGameObject.GetComponent<Sequence> ();
                                __sequenceGameObject = Selection.activeGameObject;

                                if(__timeAreaW!=null)
                                __timeAreaW.hTicks.SetTickModulosForFrameRate (__sequence.frameRate);

                        } else {
                                selectionChangeEventHandler ();

                        }

                        window.wantsMouseMove = true;
                        UnityEngine.Object.DontDestroyOnLoad (window);
        }
Esempio n. 3
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        /// <summary>
        /// Update this instance.
        /// </summary>
        private void Update()
        {
            if (__sequenceGameObject != null) {
                                __sequence = __sequenceGameObject.GetComponent<Sequence> ();
                        }

                                if (!EditorApplication.isPlaying && __sequence != null && __sequence.isPlaying && (float)__sequence.timeCurrent<__sequence.duration) {//??? enters here even isPlaying is false

                                __sequence.UpdateSequence (EditorApplication.timeSinceStartup);

                                Debug.Log((float)__sequence.timeCurrent+"__"+__sequence.duration+" "+__sequence.isPlaying+" "+__sequence.name);

                                SampleClipNodesAt (__sequence.timeCurrent);

                                this.Repaint ();

                                //this ensure update of MovieTexture (it its bottle neck do some reflection and force render call)
                                //GetWindow<SceneView>().Repaint();
                                SceneView.RepaintAll ();

                                //AudioUtilW.UpdateAudio();
                        }
        }
Esempio n. 4
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 /// <summary>
 /// Ons the sequence end.
 /// </summary>
 /// <param name="sequence">Sequence.</param>
 public static void onSequenceEnd(Sequence sequence)
 {
     Stop ();
 }
Esempio n. 5
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 /// <summary>
 /// Raises the game object selection changed event.
 /// </summary>
 /// <param name="data">Data.</param>
 private void OnGameObjectSelectionChanged(object data)
 {
     Sequence sequence = data as Sequence;
                 Selection.activeGameObject = sequence.gameObject;
                 __sequenceGameObject = sequence.gameObject;
                 __sequence = sequence;
 }
Esempio n. 6
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        ////   CREATE NEW SEQUENCE GAME OBJECT WITH SEQUENCE BEHAVIOUR ////
        /// <summary>
        /// Creates the new sequence.
        /// </summary>
        private void CreateNewSequence()
        {
            List<Sequence> sequences = GameObjectUtilityEx.FindAllContainComponentOfType<Sequence> ();
                        int count = 0;

                        while (sequences.Find(x=>x.name == "Sequence "+count.ToString())!=null) {
                                count++;
                        }

                        __sequenceGameObject = new GameObject ("Sequence " + count.ToString ());
                        __sequence = __sequenceGameObject.AddComponent<Sequence> ();

                        Selection.activeGameObject = __sequenceGameObject;
        }