//---------------------------------------------------------------------------------------------------------------------- private static void InitTest(bool enableSceneCacheGo, out PlayableDirector director, out SceneCachePlayer sceneCachePlayer, out TimelineClip clip) { EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); director = CreateTestDirector(); sceneCachePlayer = CreateTestSceneCachePlayer(); sceneCachePlayer.gameObject.SetActive(enableSceneCacheGo); clip = SceneCachePlayerEditorUtility.AddSceneCacheTrackAndClip(director, "TestSceneCacheTrack", sceneCachePlayer); TimelineEditorUtility.SelectDirectorInTimelineWindow(director); //trigger the TimelineWindow's update etc. TimelineEditorUtility.RefreshTimelineEditor(); }
public IEnumerator DetectActiveClip() { PlayableDirector director = CreateDirectorWithTimelineAsset(TIMELINE_ASSET_PATH, out TimelineAsset timelineAsset); TimelineEditorUtility.SelectDirectorInTimelineWindow(director); //trigger the TimelineWindow's update etc. yield return(YieldEditorUtility.WaitForFramesAndIncrementUndo(1)); TrackAsset track = timelineAsset.CreateTrack <DummyTimelineTrack>(null, "FooTrack"); List <TimelineClip> clips = new List <TimelineClip>(); const int NUM_CLIPS = 3; double nextClipStart = 0; for (int i = 0; i < NUM_CLIPS; ++i) { TimelineClip curClip = TimelineEditorReflection.CreateClipOnTrack(typeof(DummyTimelinePlayableAsset), track, 0); curClip.asset.name = $"Clip Asset {i}"; curClip.start = nextClipStart; nextClipStart += curClip.duration; clips.Add(curClip); yield return(YieldEditorUtility.WaitForFramesAndIncrementUndo(1)); } //Check that all clips have been created successfully List <TimelineClip> trackClips = new List <TimelineClip>(track.GetClips()); HashSet <TimelineClip> trackClipsToCheck = new HashSet <TimelineClip>(trackClips); for (int i = 0; i < NUM_CLIPS; ++i) { Assert.IsTrue(trackClipsToCheck.Contains(clips[i])); trackClipsToCheck.Remove(clips[i]); } NUnit.Framework.Assert.Zero(trackClipsToCheck.Count); yield return(YieldEditorUtility.WaitForFramesAndIncrementUndo(3)); //Ensure the active clip can be detected for (int i = 0; i < NUM_CLIPS; ++i) { TimelineClip curClip = clips[i]; double time = curClip.start + curClip.duration * 0.5f; TimelineUtility.GetActiveTimelineClipInto(trackClips, time, out TimelineClip detectedClip, out TimelineAsset _); Assert.AreEqual(curClip, detectedClip); } yield return(YieldEditorUtility.WaitForFramesAndIncrementUndo(1)); TimelineEditorUtility.DestroyAssets(timelineAsset); //Cleanup }
public IEnumerator CreateClip() { PlayableDirector director = CreateDirectorWithTimelineAsset(TIMELINE_ASSET_PATH, out TimelineAsset timelineAsset); yield return(YieldEditorUtility.WaitForFramesAndIncrementUndo(1)); TimelineClip clip = TimelineEditorUtility.CreateTrackAndClip <DummyTimelineTrack, DummyTimelinePlayableAsset>( timelineAsset, "FirstTrack"); VerifyClip(clip); TimelineEditorUtility.SelectDirectorInTimelineWindow(director); //trigger the TimelineWindow's update etc. yield return(YieldEditorUtility.WaitForFramesAndIncrementUndo(3)); DummyTimelineClipData clipData = clip.GetClipData <DummyTimelineClipData>(); Assert.IsNotNull(clipData); TimelineEditorUtility.DestroyAssets(clip); //Cleanup }