private void SequenceSwitch(JSequencer nextSequence) { CurrentSequence = nextSequence; ContentRenderer.OnSequenceChange(CurrentSequence); //TryToFixPropertyTimelines(CurrentSequence); //TryToFixObserverTimelines(CurrentSequence); }
private void SequenceUpdate() { if (CurrentSequence) { float currentTime = Time.realtimeSinceStartup; float deltaTime = currentTime - PreviousTime; if (Mathf.Abs(deltaTime) > JSequencer.SequenceUpdateRate) { if (CurrentSequence.IsPlaying && !Application.isPlaying) { //CurrentSequence.UpdateSequencer(deltaTime * Time.timeScale); Repaint(); } PreviousTime = currentTime; } } JSequencer nextSequence = null; if (Selection.activeGameObject != null && (CurrentSequence == null || Selection.activeGameObject != CurrentSequence.gameObject)) { nextSequence = Selection.activeGameObject.GetComponent <JSequencer>(); if (nextSequence != null) { bool isPrefab = PrefabUtility.GetPrefabParent(nextSequence.gameObject) == null && PrefabUtility.GetPrefabObject(nextSequence.gameObject) != null; if (isPrefab) { nextSequence = null; } } } else { return; } if (nextSequence == null) { return; } if (!Application.isPlaying && CurrentSequence != nextSequence) { if (CurrentSequence) { CurrentSequence.Stop(); } if (nextSequence) { nextSequence.Stop(); } StopProcessingAnimationMode(); } SequenceSwitch(nextSequence); Repaint(); }
public void ResetCachedData() { sequence = null; timelines = null; foreach (var timeline in Timelines) { timeline.ResetCachedData(); } }
public void OnSequenceChange(JSequencer newSequence) { CurrentSequence = newSequence; ZoomInfo.Reset(); ScrollInfo.Reset(); totalPixelWidthOfTimeline = 1.0f; UpdateCachedMarkerInformation(); InitializeRenderMapWithSequence(); SequenceWindow.Repaint(); }
public static void CreateEmptySkill(string SkillId, GameObject PlayerModel, ModelTargetType modelType, RuntimeAnimatorController controll) { string ModelName = PlayerModel.name; GameObject ShowRoot = new GameObject("ShowRoot_" + SkillId); //获取模型 实例化 GameObject Player = null; if (PlayerModel != null) { Player = UnityEngine.Object.Instantiate(PlayerModel) as GameObject; Player.name = ModelName; Player.transform.parent = ShowRoot.transform; } else { Player = new GameObject(ModelName); Player.transform.parent = ShowRoot.transform; } //获取animator 赋值 if (controll != null) { if (Player.GetComponent <Animator>() == null) { Player.AddComponent <Animator>(); } Player.GetComponent <Animator>().runtimeAnimatorController = controll; } GameObject newSequence = new GameObject("Sequence_" + ModelName); JSequencer sequence = newSequence.AddComponent <JSequencer>(); JTimelineContainer ccontainer = sequence.CreateNewTimelineContainer(Player.transform); JTimelineAnimation aniline = (JTimelineAnimation)ccontainer.AddNewTimeline(TimeLineType.Animation); /* foreach (SkillNames.GuideAction gui in Enum.GetValues(typeof(SkillNames.GuideAction))) * { * JAnimationTrack track = aniline.AddNewTrack(); * track.name = SkillNames.ActionNames[(int)gui]; * }*/ JTimelineEffect effectline = (JTimelineEffect)ccontainer.AddNewTimeline(TimeLineType.Effect); foreach (SkillNames.Effect gui in Enum.GetValues(typeof(SkillNames.Effect))) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)gui]; } /* JTimelineSound soundline = (JTimelineSound)ccontainer.AddNewTimeline(TimeLineType.Sound); * foreach (SkillNames.Sound gui in Enum.GetValues(typeof(SkillNames.Sound))) * { * JSoundTrack track = soundline.AddNewTrack(); * track.name = SkillNames.SoundNames[(int)gui]; * }*/ }
//生成序列 public static JSequencer GenerateSequence(SkillAssetData skillart) { //id 名称 string SkillId = EditorDataContainer.GetSkillStringById(skillart.skillArt.id); //模型名称 string ModelName = skillart.skillArt.modelName; //起始动作 string guideAction = skillart.skillArt.guideAction; //持续动作 string guidingAction = skillart.skillArt.guidingAction; //结束动作 string endAction = skillart.skillArt.endAction; //animator名称 string animatorName = skillart.skillArt.animationController; RuntimeAnimatorController animationControllerObj = skillart.skillArt.animationControllerObj; //模型类型 主角 NPC ModelTargetType modelType = skillart.skillArt.modelType; //技能列表 List <SkillEffectUnit> beginEffect = skillart.skillArt.beginEffect; //技能列表 List <SkillEffectUnit> unitEffect = skillart.skillArt.unitEffect; //技能列表 List <SkillEffectUnit> tipEffect = skillart.skillArt.tipEffect; //技能列表 List <SkillEffectUnit> hitEffect = skillart.skillArt.hitEffect; GameObject ShowRoot = new GameObject("ShowRoot_" + SkillId); //获取模型 实例化 GameObject PlayerModel = AssetUtility.GetFBXAsset(modelType, ModelName); GameObject Player = null; if (PlayerModel != null) { Player = UnityEngine.Object.Instantiate(PlayerModel) as GameObject; Player.name = ModelName; Player.transform.parent = ShowRoot.transform; } else { Player = new GameObject(ModelName); Player.transform.parent = ShowRoot.transform; } //获取animator 赋值 RuntimeAnimatorController controll = animationControllerObj;// AssetUtility.GetAnimationCtl(modelType, ModelName, animatorName); if (controll != null) { if (Player.GetComponent <Animator>() == null) { Player.AddComponent <Animator>(); } Player.GetComponent <Animator>().runtimeAnimatorController = controll; } //新建队列 GameObject newSequence = new GameObject("Sequence_" + ModelName); JSequencer sequence = newSequence.AddComponent <JSequencer>(); JTimelineContainer ccontainer = sequence.CreateNewTimelineContainer(Player.transform); JTimelineEffect effectline = (JTimelineEffect)ccontainer.AddNewTimeline(TimeLineType.Effect); if (guideAction != "-1") { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.GuideAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Animation; clip.TargetObject = effectline.AffectedObject.gameObject; clip.animController = controll; clip.StateName = guideAction; clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll); clip.StartTime = 0; track.AddClip(clip); } if (guidingAction != "-1") { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.GuidingAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Animation; clip.TargetObject = effectline.AffectedObject.gameObject; clip.animController = controll; clip.StateName = guidingAction; clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(guidingAction, controll); float t = guidingAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll); clip.StartTime = t; track.AddClip(clip); } if (endAction != "-1") { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.EndAction]; float t1 = guideAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll); float t = guidingAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guidingAction, controll); JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Animation; clip.TargetObject = effectline.AffectedObject.gameObject; clip.animController = controll; clip.StateName = endAction; clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(endAction, controll); clip.StartTime = t1 + t; track.AddClip(clip); } if (beginEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in beginEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); int index = beginEffect.IndexOf(effect); if (index > 2) { index = 2; } track.name = SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0 + index]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Particle; clip.effectunit = effect.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); } } if (unitEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in unitEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Trajectory; clip.effectunit = effect.Copy(); clip.skillunit = skillart.skillUnit.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); } } if (tipEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in tipEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.TipEffect]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Particle; clip.effectunit = effect.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); } } if (hitEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in hitEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.HitEffect]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Particle; clip.effectunit = effect.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); // track.AddClip(effectName, (float)effect.artEffect.beginTime / 1000.0f, (float)effect.artEffect.phaseTime / 1000.0f, effectPrefab, effect.configure); } } if (skillart.skillArt.beginCameraAction != null) { //一个特效 一条轨道 foreach (SkillCameraAction effect in skillart.skillArt.beginCameraAction) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.BeginCameraAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Camera; clip.cameraAction = effect.Copy(); clip.TargetCamera = Camera.main; clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.phaseTime; clip.StartTime = (float)effect.delay; track.AddClip(clip); } } if (skillart.skillArt.moveCameraAction != null) { foreach (SkillCameraAction effect in skillart.skillArt.moveCameraAction) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.MoveCameraAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Camera; clip.cameraAction = effect.Copy(); clip.TargetCamera = Camera.main; clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.phaseTime; clip.StartTime = (float)effect.delay; track.AddClip(clip); } } if (skillart.skillArt.hitCameraAction != null) { foreach (SkillCameraAction effect in skillart.skillArt.hitCameraAction) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.HitCameraAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Camera; clip.cameraAction = effect.Copy(); clip.TargetCamera = Camera.main; clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.phaseTime; clip.StartTime = (float)effect.delay; track.AddClip(clip); } } return(sequence); }
public static SkillAssetData MakeSkillAssetData(JSequencer sequenceer) { SkillAssetData skillart = new SkillAssetData(); Transform AffectedObject = sequenceer.TimelineContainers[0].AffectedObject; string ModelName = AffectedObject.name; List <GameObject> plist = AssetUtility.GetAllFBXWithType(ModelTargetType.Player); List <GameObject> nlist = AssetUtility.GetAllFBXWithType(ModelTargetType.NPC); skillart.skillArt.modelType = ModelTargetType.Player; bool findtype = false; for (int i = 0; i < plist.Count && !findtype; i++) { if (plist[i].name == ModelName) { skillart.skillArt.modelType = ModelTargetType.Player; findtype = true; } } for (int i = 0; i < nlist.Count && !findtype; i++) { if (nlist[i].name == ModelName) { skillart.skillArt.modelType = ModelTargetType.NPC; findtype = true; } } skillart.skillArt.modelName = ModelName; skillart.skillArt.model = AssetUtility.GetFBXWithName(ModelName); Animator Animator = AffectedObject.GetComponent <Animator>(); skillart.skillArt.animationController = Animator.runtimeAnimatorController.name; skillart.skillArt.id = EditorDataContainer.GetSkillIdByString(AffectedObject.parent.name.Split('_')[1]); if (sequenceer.TimelineContainers.Length > 0) { JTimelineBase[] lines = sequenceer.TimelineContainers[0].Timelines; for (int i = 0; i < lines.Length; i++) { JTimelineBase line = lines[i]; //动作时间线 guideaction /* if (line.LineType() == TimeLineType.Animation) * { * JTimelineAnimation aniline = (JTimelineAnimation)line; * foreach (var track in aniline.AnimationTracks) * { * if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.GuideAction]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillArt.guideAction = track.TrackClips[0].StateName; * } * } * else if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.GuidingAction]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillArt.guidingAction = track.TrackClips[0].StateName; * } * } * else if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.EndAction]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillArt.endAction = track.TrackClips[0].StateName; * } * } * } * }*/ //特效时间线 begineffect if (line.LineType() == TimeLineType.Effect) { JTimelineEffect aniline = (JTimelineEffect)line; foreach (var track in aniline.EffectTracks) { if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.GuideAction]) { if (track.TrackClips.Count > 0) { skillart.skillArt.guideAction = track.TrackClips[0].StateName; } } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.GuidingAction]) { if (track.TrackClips.Count > 0) { skillart.skillArt.guidingAction = track.TrackClips[0].StateName; } } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndAction]) { if (track.TrackClips.Count > 0) { skillart.skillArt.endAction = track.TrackClips[0].StateName; } } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0] || track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect1]) { if (skillart.skillArt.beginEffect == null) { skillart.skillArt.beginEffect = new List <SkillEffectUnit>(); } skillart.skillArt.beginEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndEffect]) { if (skillart.skillArt.endEffect == null) { skillart.skillArt.endEffect = new List <SkillEffectUnit>(); } skillart.skillArt.endEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect]) { if (skillart.skillArt.unitEffect == null) { skillart.skillArt.unitEffect = new List <SkillEffectUnit>(); } if (skillart.skillUnit == null) { skillart.skillUnit = new JSkillUnit(); } skillart.skillArt.unitEffect.Add(track.TrackClips[0].effectunit.Copy()); skillart.skillUnit = track.TrackClips[0].skillunit.Copy(); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.HitEffect]) { if (skillart.skillArt.hitEffect == null) { skillart.skillArt.hitEffect = new List <SkillEffectUnit>(); } skillart.skillArt.hitEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.TipEffect]) { if (skillart.skillArt.tipEffect == null) { skillart.skillArt.tipEffect = new List <SkillEffectUnit>(); } skillart.skillArt.tipEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginCameraAction]) { if (skillart.skillArt.beginCameraAction == null) { skillart.skillArt.beginCameraAction = new List <SkillCameraAction>(); } skillart.skillArt.beginCameraAction.Add(track.TrackClips[0].cameraAction.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.MoveCameraAction]) { if (skillart.skillArt.moveCameraAction == null) { skillart.skillArt.moveCameraAction = new List <SkillCameraAction>(); } skillart.skillArt.moveCameraAction.Add(track.TrackClips[0].cameraAction.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.HitCameraAction]) { if (skillart.skillArt.hitCameraAction == null) { skillart.skillArt.hitCameraAction = new List <SkillCameraAction>(); } skillart.skillArt.hitCameraAction.Add(track.TrackClips[0].cameraAction.Copy()); } } } if (skillart.skillArt.beginEffect != null) { skillart.skillArt.beginEffect.Sort(delegate(SkillEffectUnit x, SkillEffectUnit y) { return(x.artEffect.beginTime.CompareTo(y.artEffect.beginTime)); }); } /* * if (line.LineType() == TimeLineType.Particle) * { * JTimelineParticle aniline = (JTimelineParticle)line; * foreach (var track in aniline.ParticleTracks) * { * if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0]|| track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect1]|| track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndEffect]) * { * if (track.TrackClips.Count > 0) * { * SkillEffectUnit unit = new SkillEffectUnit(); * unit.configure = track.TrackClips[0].EffectConfig.Copy(); * unit.artEffect.beginTime = (int)(track.TrackClips[0].StartTime*1000f); * unit.artEffect.phaseTime = (int)(track.TrackClips[0].PlaybackDuration * 1000f); * unit.artEffect.effectObj = track.TrackClips[0].Effect; * unit.artEffect.effect = EditorDataContainer.GetIdByString(track.TrackClips[0].ParticleName); * begineffect.Insert(0, unit); * } * } * * } * } * //弹道时间线 * if (skillart.skillArt.unitEffect == null) * skillart.skillArt.unitEffect = new List<SkillEffectUnit>(); * List<SkillEffectUnit> unitEffect = skillart.skillArt.unitEffect; * unitEffect.Clear(); * if (line.LineType() == TimeLineType.Trajectory) * { * JTimelineTrajectory aniline = (JTimelineTrajectory)line; * * foreach (var track in aniline.TrajectoryTracks) * { * if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillUnit = track.TrackClips[0].skillunit.Copy(); * unitEffect.Add(track.TrackClips[0].effectunit.Copy()); * } * } * } * } */ } } Debug.Log(skillart.skillArt.beginEffect.Count); return(skillart); }
private void DisplayTopBar() { float space = 16.0f; GUILayout.Box("", EditorStyles.toolbar, GUILayout.ExpandWidth(true), GUILayout.Height(18.0f)); if (UnityEngine.Event.current.type == EventType.Repaint) { TopBar = GUILayoutUtility.GetLastRect(); } GUILayout.BeginArea(TopBar); { GUILayout.BeginHorizontal(); { if (GUILayout.Button("Create New Sequence", EditorStyles.toolbarButton)) { GameObject newSequence = new GameObject("Sequence"); JSequencer sequence = newSequence.AddComponent <JSequencer>(); //USUtility.CreateAndAttachObserver(sequence); if (CurrentSequence == null) { Selection.activeGameObject = newSequence; Selection.activeTransform = newSequence.transform; SequenceSwitch(sequence); } Repaint(); } string currentSequence = CurrentSequence != null ? CurrentSequence.name : ""; string label = "Select a Sequence"; if (CurrentSequence != null) { label = String.Format("Editting : {0}", currentSequence); } if (GUILayout.Button(label, EditorStyles.toolbarButton, GUILayout.Width(150.0f))) { GenericMenu menu = new GenericMenu(); JSequencer[] sequences = FindObjectsOfType(typeof(JSequencer)) as JSequencer[]; var orderedSequences = sequences.OrderBy(sequence => sequence.name); foreach (JSequencer sequence in orderedSequences) { menu.AddItem(new GUIContent(sequence.name), currentSequence == sequence.name ? true : false, (obj) => Selection.activeGameObject = (GameObject)obj, sequence.gameObject); } menu.ShowAsContext(); } GUILayout.Space(space); GUILayout.Box("", USEditorUtility.SeperatorStyle, GUILayout.Height(18.0f)); GUILayout.Space(space); if (CurrentSequence != null) { if (GUILayout.Button(new GUIContent(!CurrentSequence.IsPlaying ? USEditorUtility.PlayButton : USEditorUtility.PauseButton, "Toggle Play Mode (P)"), USEditorUtility.ToolbarButtonSmall)) { PlayOrPause(); } if (GUILayout.Button(USEditorUtility.StopButton, USEditorUtility.ToolbarButtonSmall)) { Stop(); } GUILayout.Space(space); GUILayout.Box("", USEditorUtility.SeperatorStyle, GUILayout.Height(18.0f)); GUILayout.Space(space); } if (GUILayout.Button("CreateNewSkill", EditorStyles.toolbarButton)) { Debug.Log("创建新技能"); var window = GetWindow <SetModelWindow>(); window.Show(); } if (GUILayout.Button("Configure", EditorStyles.toolbarButton)) { Debug.Log("配置面板"); var window = GetWindow <ConfigureWindow>(); window.CurrentSequence = CurrentSequence; window.Show(); } if (GUILayout.Button("Save", EditorStyles.toolbarButton)) { EditorDataContainer.SaveSkillAssetData(); } if (GUILayout.Button("Load", EditorStyles.toolbarButton)) { EditorDataContainer.LoadSkillAssetData(); } GUILayout.FlexibleSpace(); } GUILayout.EndHorizontal(); } GUILayout.EndArea(); }