Пример #1
0
    void ConvertBeatToControlTrack(Beat beat, int index)
    {
        ControlTrack track = TimelineAsset.CreateTrack <ControlTrack>(null, "Collectible_" + index);

        TimelineAsset timelineAsset = CollectiblePrefab.GetComponent <PlayableDirector>().playableAsset as TimelineAsset;

        TimelineClip clip = track.CreateDefaultClip();

        clip.start = beat.BeatStart * (60f / Track.BPM / ((float)Track.TrackSpeed / 4f));

        float beatDuration        = ((beat.BeatEnd - beat.BeatStart) * (60f / Track.BPM / ((float)Track.TrackSpeed / 4f)));
        float collectibleDuration = (float)timelineAsset.duration;

        clip.timeScale = timelineAsset.duration / beatDuration;

        clip.duration = beatDuration;

        ControlPlayableAsset controlPlayableAsset = clip.asset as ControlPlayableAsset;

        controlPlayableAsset.sourceGameObject.exposedName = UnityEditor.GUID.Generate().ToString();
        switch (beat.BeatLocation)
        {
        case BeatLocation.Center:
            PlayableDirector.SetReferenceValue(controlPlayableAsset.sourceGameObject.exposedName, CenterZone);
            break;

        case BeatLocation.North:
            PlayableDirector.SetReferenceValue(controlPlayableAsset.sourceGameObject.exposedName, NorthZone);
            break;

        case BeatLocation.South:
            PlayableDirector.SetReferenceValue(controlPlayableAsset.sourceGameObject.exposedName, SouthZone);
            break;

        case BeatLocation.East:
            PlayableDirector.SetReferenceValue(controlPlayableAsset.sourceGameObject.exposedName, EastZone);
            break;

        case BeatLocation.West:
            PlayableDirector.SetReferenceValue(controlPlayableAsset.sourceGameObject.exposedName, WestZone);
            break;
        }

        controlPlayableAsset.prefabGameObject   = CollectiblePrefab;
        controlPlayableAsset.updateParticle     = false;
        controlPlayableAsset.updateITimeControl = false;
        controlPlayableAsset.updateDirector     = true;
    }
Пример #2
0
    public void BuildTimeline()
    {
        Debug.Log("Buidilng Timeline");
        TimelineAsset timelineAsset = (TimelineAsset)timeline.playableAsset;

        //TODO: make it so that it deletes all tracks and rebuilds them every each time
        for (int i = 0; i < timelineAsset.rootTrackCount; i++)
        {
            timelineAsset.DeleteTrack(timelineAsset.GetRootTrack(0));
        }
        for (int i = 0; i < timelineAsset.outputTrackCount; i++)
        {
            timelineAsset.DeleteTrack(timelineAsset.GetOutputTrack(0));
        }

        ControlTrack controlTrack = (ControlTrack)timelineAsset.CreateTrack(typeof(ControlTrack), null, "Control Track");

        clipToTime = new Dictionary <ClipSettings, double>();

        // map all timeline clips first
        for (int i = 0; i < timelineClips.Count; i++)
        {
            TimelineClip         tc  = controlTrack.CreateDefaultClip();
            ControlPlayableAsset cpa = tc.asset as ControlPlayableAsset;
            cpa.sourceGameObject.exposedName = UnityEditor.GUID.Generate().ToString();
            timeline.SetReferenceValue(cpa.sourceGameObject.exposedName, timelineClips[i].timelineTrack.gameObject);

            if (i != 0)
            {
                tc.start = tc.start + 1;
            }

            clipToTime.Add(timelineClips[i], tc.start);

            tc.duration = timelineClips[i].timelineTrack.duration;
        }

        //map remix clips
        int j = 0;

        foreach (TimelineClip tc in controlTrack.GetClips())
        {
            foreach (TriggerMapping triggerMapping in timelineClips[j].triggers)
            {
                TimeMachineTrack timeMachineTrack = (TimeMachineTrack)timelineAsset.CreateTrack(typeof(TimeMachineTrack), null, "Trigger Track");
                if (triggerMapping.type == TriggerType.CONTINUOUS)
                {
                    TimelineClip     triggerCip = timeMachineTrack.CreateDefaultClip();
                    TimeMachineAsset tma        = triggerCip.asset as TimeMachineAsset;

                    tma.action          = TimeMachineBehavior.TimeMachineAction.JumpToTime;
                    tma.condition       = TimeMachineBehavior.Condition.TriggerOff;
                    tma.timeToJumpTo    = (float)clipToTime[triggerMapping.targetTrack];
                    triggerCip.start    = tc.start;
                    triggerCip.duration = tc.duration;


                    tma.trigger.exposedName = UnityEditor.GUID.Generate().ToString();
                    // tma.timeToJumpTo = triggerMapping.timeToJumpTo;
                    timeline.SetReferenceValue(tma.trigger.exposedName, triggerMapping.trigger);
                }
                else
                {
                    TimelineClip     triggerCip = timeMachineTrack.CreateDefaultClip();
                    TimeMachineAsset tma        = triggerCip.asset as TimeMachineAsset;

                    tma.action          = TimeMachineBehavior.TimeMachineAction.JumpToTime;
                    tma.condition       = TimeMachineBehavior.Condition.TriggerOff;
                    tma.timeToJumpTo    = (float)clipToTime[triggerMapping.targetTrack];
                    triggerCip.start    = tc.end;
                    triggerCip.duration = 1;

                    tma.trigger.exposedName = UnityEditor.GUID.Generate().ToString();
                    timeline.SetReferenceValue(tma.trigger.exposedName, triggerMapping.trigger);
                }
            }
            j++;
        }
        Debug.Log("Finished");
    }