public override void Init(FObject obj, FEditor owner) { base.Init(obj, owner); FSequenceTrack sequenceTrack = (FSequenceTrack)Obj; if (sequenceTrack.OwnerSequence == null) { FSequence newSequence = FSequenceEditorWindow.CreateSequence(); newSequence.transform.parent = sequenceTrack.transform; sequenceTrack.OwnerSequence = newSequence; foreach (FPlaySequenceEvent evt in sequenceTrack.Events) { evt.Init(); } } if (_sequenceEditor == null) { _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>(); _sequenceEditor.Init((Editor)null /*SequenceEditor*/); _sequenceEditor.OpenSequence(sequenceTrack.OwnerSequence); // if( Track.PreviewDirtiesScene && !Track.HasCache ) // { // _sequenceEditor.TurnOnAllPreviews( false ); // } } }
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>()); } }
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>()); } }
public override void Init(FObject obj, FEditor owner) { base.Init(obj, owner); if (_sequenceEditor == null) { _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>(); _sequenceEditor.Init((Editor)null /*SequenceEditor*/); _sequenceEditor.OpenSequence(Track.Owner.GetComponent <FSequence>()); if (Track.PreviewDirtiesScene && !Track.HasCache) { _sequenceEditor.TurnOnAllPreviews(false); } } }
void Update() { #if FLUX_PROFILE Profiler.BeginSample("flux Update"); #endif if (_sequenceEditor == null) { _sequenceEditor = FSequenceEditor.CreateInstance <FSequenceEditor>(); _sequenceEditor.Init(this); } FSequence sequence = _sequenceEditor.Sequence; if (Application.isPlaying && sequence != null && FUtility.RenderOnEditorPlay) { Repaint(); } #if FLUX_PROFILE Profiler.EndSample(); #endif }
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 }