コード例 #1
0
        protected override void Init(FObject obj)
        {
            base.Init(obj);

            if (_sequenceEditor == null)
            {
                _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>();
                _sequenceEditor.Init((EditorWindow)null);                   // doesn't have a window
                _sequenceEditor.OpenSequence(_evt.Owner.GetComponent <FSequence>());
            }
        }
コード例 #2
0
        protected override void Init(FObject obj)
        {
            base.Init(obj);

            if (_sequenceEditor == null)
            {
                _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>();
                _sequenceEditor.Init((Editor)null /*SequenceEditor*/);
                _sequenceEditor.OpenSequence(_track.Owner.GetComponent <FSequence>());
            }
        }
コード例 #3
0
        public void Init(FObject obj, FSequenceEditor sequenceEditor)
        {
            //if (_sequenceEditor == sequenceEditor && obj == _timeline)
            //{
            //    Debug.LogError("´íÎóµÄÐòÁУº" + sequenceEditor.name);
            //    return;
            //}
            _sequenceEditor = sequenceEditor;
            Init(obj);
#if UNITY_4_6
            _offsetAnim.valueChanged.AddListener(_sequenceEditor.Repaint);
#endif
        }
コード例 #4
0
        void Update()
        {
#if FLUX_PROFILE
            Profiler.BeginSample("flux Update");
#endif
            if (_sequenceEditor == null)
            {
                _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>();
                _sequenceEditor.Init(this);
            }

            FSequence sequence = _sequenceEditor.GetSequence();

            if (EditorApplication.isCompiling)
            {
                _isEditorCompiling = true;
                _sequenceEditor.Stop();
            }
            else if (_isEditorCompiling)
            {
                _isEditorCompiling = false;
                _windowRect        = new Rect();          // clear window size so it rebuilds layout
                _sequenceEditor.Refresh();
            }

            if (Application.isPlaying && sequence != null)
            {
                Repaint();
            }

            _sequenceEditor.Update();

#if FLUX_PROFILE
            Profiler.EndSample();
#endif
        }