//----------------------------------------------------------------------------------------------------------------------

        /// <inheritdoc/>
        public override void OnCreate(TimelineClip clip, TrackAsset track, TimelineClip clonedFrom)
        {
            StreamingImageSequencePlayableAsset asset = clip.asset as StreamingImageSequencePlayableAsset;

            if (null == asset)
            {
                Debug.LogError("Asset is not a StreamingImageSequencePlayableAsset: " + clip.asset);
                return;
            }

            StreamingImageSequenceTrack sisTrack = track as StreamingImageSequenceTrack;

            Assert.IsNotNull(sisTrack);


            //This callback occurs before the clip is assigned to the track, but we need the track for creating curves.
            clip.parentTrack = track;

            //If we have a default asset, and clonedFrom is NULL, which means this is created by user interaction,
            //such as Folder D&D
            UnityEditor.DefaultAsset timelineDefaultAsset = asset.GetTimelineDefaultAsset();
            if (null != timelineDefaultAsset && null == clonedFrom)
            {
                InitializeAssetFromDefaultAsset(asset, timelineDefaultAsset);
            }

            //If the clip already has curves (because of cloning, etc), then we don't set anything
            if (null == clip.curves)
            {
                if (asset.HasImages())
                {
                    clip.duration    = asset.GetImageFileNames().Count * 0.125; // 8fps (standard limited animation)
                    clip.displayName = Path.GetFileName(asset.GetFolder());
                }
                clip.CreateCurves("Curves: " + clip.displayName);
            }


            TimelineClipSISData sisData = null;

            asset.InitTimelineClipCurve(clip);

            if (null == clonedFrom)
            {
                sisData = new TimelineClipSISData(clip);
                asset.BindTimelineClipSISData(sisData);
                return;
            }

            //Duplicate/Split process
            StreamingImageSequencePlayableAsset clonedFromAsset = clonedFrom.asset as StreamingImageSequencePlayableAsset;

            Assert.IsNotNull(clonedFromAsset);

            TimelineClipSISData otherSISData = clonedFromAsset.GetBoundTimelineClipSISData();

            sisData = new TimelineClipSISData(clip, otherSISData);
            asset.BindTimelineClipSISData(sisData);
            clip.displayName = clonedFrom.displayName + " (Cloned)";
        }
Пример #2
0
//----------------------------------------------------------------------------------------------------------------------

        internal static void CreateTimelineClipCurve(TimelineClip clip, EditorCurveBinding curveBinding)
        {
            clip.CreateCurves("Curves: " + clip.displayName);

            AnimationCurve curve = CreateDefaultAnimationCurve(clip);

            SetTimelineClipCurve(clip, curve, curveBinding);
        }
Пример #3
0
//----------------------------------------------------------------------------------------------------------------------

    private void CreateClipCurve(TimelineClip clip) {        
        clip.CreateCurves("Curves: " + clip.displayName);
        
        //Init dummy linear curve
        AnimationCurve curve = AnimationCurve.Linear(0f,0f,(float)clip.duration,1f);
        AnimationUtility.SetEditorCurve(clip.curves, SceneCachePlayableAsset.GetTimeCurveBinding(),curve);
        TimelineEditor.Refresh(RefreshReason.ContentsAddedOrRemoved );
        
        
    }
        internal static void CreateCurvesIfRequired(TimelineClip clip, Object owner = null)
        {
            if (owner == null)
            {
                owner = clip.parentTrack;
            }

            if (clip.curves == null)
            {
                if (owner == clip.parentTrack)
                {
                    clip.CreateCurves(AnimationTrackRecorder.GetUniqueRecordedClipName(owner, TimelineClip.kDefaultCurvesName));
                }
                else
                {
                    CreateCurvesOnDifferentOwner(clip, owner);
                }
            }
        }
Пример #5
0
//----------------------------------------------------------------------------------------------------------------------

        //Make sure that TimelineClip has a curve set
        internal static AnimationCurve ValidateTimelineClipCurve(TimelineClip clip, EditorCurveBinding curveBinding)
        {
            AnimationCurve curve = null;

            if (null == clip.curves)
            {
                clip.CreateCurves("Curves: " + clip.displayName);
            }
            else
            {
                curve = AnimationUtility.GetEditorCurve(clip.curves, curveBinding);
            }

            if (null == curve)
            {
                curve = CreateDefaultAnimationCurve(clip);
                SetTimelineClipCurve(clip, curve, curveBinding);
            }

            return(curve);
        }
Пример #6
0
        private static void UpdateClipCurveInEditor(TimelineClip clip, AnimationCurve animationCurveToApply)
        {
            bool shouldRefresh = (null == clip.curves);

            if (!shouldRefresh)
            {
                AnimationCurve shownCurve = AnimationUtility.GetEditorCurve(clip.curves, SceneCachePlayableAsset.GetTimeCurveBinding());
                shouldRefresh = !CurveApproximately(shownCurve, animationCurveToApply);
            }
            else
            {
                clip.CreateCurves("Curves: " + clip.displayName);
            }


            AnimationUtility.SetEditorCurve(clip.curves, SceneCachePlayableAsset.GetTimeCurveBinding(), animationCurveToApply);

            if (shouldRefresh)
            {
                TimelineEditor.Refresh(RefreshReason.ContentsAddedOrRemoved);
            }
        }
//----------------------------------------------------------------------------------------------------------------------
        internal static TimelineClip CreateTestTimelineClip(PlayableDirector director)
        {
            string tempTimelineAssetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/TempTimelineForTestRunner.playable");

            //Create timeline asset
            TimelineAsset timelineAsset = ScriptableObject.CreateInstance <TimelineAsset>();

            director.playableAsset = timelineAsset;
            AssetDatabase.CreateAsset(timelineAsset, tempTimelineAssetPath);

            //Create empty asset
            StreamingImageSequenceTrack sisTrack = timelineAsset.CreateTrack <StreamingImageSequenceTrack>(null, "Footage");
            TimelineClip clip = sisTrack.CreateDefaultClip();
            StreamingImageSequencePlayableAsset sisAsset = clip.asset as StreamingImageSequencePlayableAsset;

            Assert.IsNotNull(sisAsset);

            clip.CreateCurves("Curves: " + clip.displayName);
            TimelineClipSISData sisData = new TimelineClipSISData(clip);

            sisAsset.InitTimelineClipCurve(clip);
            sisAsset.BindTimelineClipSISData(sisData);

            //Select gameObject and open Timeline Window. This will trigger the TimelineWindow's update etc.
            EditorApplication.ExecuteMenuItem("Window/Sequencing/Timeline");
//            Selection.activeTransform = director.gameObject.transform;
//            TimelineEditor.selectedClip = sisAsset.GetBoundTimelineClip();
            Selection.activeObject = director;


            string fullPath = Path.GetFullPath(SRC_IMAGE_PATH);

            ImageSequenceImporter.ImportImages(fullPath, sisAsset, false);


            return(clip);
        }
Пример #8
0
//---------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Import a timeline file exported from DCC tools into the scene in the Timeline object
        /// </summary>
        /// <param name="jsTimelinePath">The path of the file</param>
        /// <param name="destFolder">The dest folder of the imported files</param>
        public static void ImportTimeline(string jsTimelinePath, string destFolder = "")
        {
            // prepare asset name, paths, etc
            string assetName      = Path.GetFileNameWithoutExtension(jsTimelinePath);
            string timelineFolder = Path.GetDirectoryName(jsTimelinePath);

            if (string.IsNullOrEmpty(timelineFolder))
            {
                Debug.LogError("Can't get directory name for: " + jsTimelinePath);
                return;
            }
            timelineFolder = Path.Combine(timelineFolder, destFolder, assetName).Replace("\\", "/");

            //Check if we are exporting from external asset
            if (!timelineFolder.StartsWith("Assets/"))
            {
                timelineFolder = Path.Combine("Assets", destFolder, assetName);
            }

            Directory.CreateDirectory(timelineFolder);
            string        strJson     = File.ReadAllText(jsTimelinePath);
            TimelineParam container   = JsonUtility.FromJson <TimelineParam>(strJson);
            string        assetFolder = container.assetFolder;

            if (string.IsNullOrEmpty(assetFolder))
            {
                assetFolder = Path.GetDirectoryName(jsTimelinePath);
            }

            //delete existing objects in the scene that is pointing to the Director
            string           timelinePath = Path.Combine(timelineFolder, assetName + "_Timeline.playable").Replace("\\", "/");
            PlayableDirector director     = RemovePlayableFromDirectorsInScene(timelinePath);

            if (null == director)
            {
                GameObject directorGo = new GameObject(assetName);
                director = directorGo.AddComponent <PlayableDirector>();
            }

            //Create timeline asset
            TimelineAsset asset = ScriptableObject.CreateInstance <TimelineAsset>();

            AssetEditorUtility.OverwriteAsset(asset, timelinePath);

            director.playableAsset = asset;
            string strHome = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal);

            int numTracks = container.Tracks.Length;

            for (int index = numTracks - 1; index >= 0; index--)
            {
                var    track          = container.Tracks[index];
                string strFootagePath = track.Footage;
                // remove '~' if necessary
                if (strFootagePath.StartsWith("~"))
                {
                    strFootagePath = strHome + strFootagePath.Substring(1);
                }
                if (!Path.IsPathRooted(strFootagePath))
                {
                    strFootagePath = Path.Combine(assetFolder, strFootagePath);
                }
                string        strFootageName = Path.GetFileNameWithoutExtension(strFootagePath);
                string        strJsonFootage = File.ReadAllText(strFootagePath);
                AEFootageInfo footageInfo    = JsonUtility.FromJson <AEFootageInfo>(strJsonFootage);

                int numImages = footageInfo.Pictures.Count;
                if (numImages > 0)
                {
                    List <string> originalImagePaths = new List <string>(footageInfo.Pictures);

                    for (int xx = 0; xx < numImages; ++xx)
                    {
                        string fileName = footageInfo.Pictures[xx];
                        // replace '~' with the path to home (for Linux environment
                        if (fileName.StartsWith("~"))
                        {
                            fileName = strHome + fileName.Substring(1);
                        }
                        footageInfo.Pictures[xx] = Path.GetFileName(fileName);
                    }

                    string destFootageFolder = Application.streamingAssetsPath;
                    destFootageFolder = Path.Combine(destFootageFolder, strFootageName).Replace("\\", "/");
                    Directory.CreateDirectory(destFootageFolder); //make sure the directory exists
                    footageInfo.Folder = AssetUtility.NormalizeAssetPath(destFootageFolder);

                    for (int i = 0; i < numImages; ++i)
                    {
                        string destFilePath = Path.Combine(destFootageFolder, footageInfo.Pictures[i]);
                        if (File.Exists(destFilePath))
                        {
                            File.Delete(destFilePath);
                        }

                        string srcFilePath = Path.GetFullPath(Path.Combine(assetFolder, originalImagePaths[i])).Replace("\\", "/");
                        FileUtil.CopyFileOrDirectory(srcFilePath, destFilePath);
                    }
                }

                //Convert to WatchedFileInfo
                List <WatchedFileInfo> imageFiles = WatchedFileInfo.CreateList(footageInfo.Folder, footageInfo.Pictures);

                StreamingImageSequencePlayableAsset sisAsset = ScriptableObject.CreateInstance <StreamingImageSequencePlayableAsset>();
                sisAsset.InitFolder(footageInfo.Folder, imageFiles, footageInfo.Resolution);

                string playableAssetPath = Path.Combine(timelineFolder, strFootageName + "_StreamingImageSequence.playable");
                AssetEditorUtility.OverwriteAsset(sisAsset, playableAssetPath);

                StreamingImageSequenceTrack movieTrack = asset.CreateTrack <StreamingImageSequenceTrack>(null, strFootageName);
                TimelineClip clip = movieTrack.CreateDefaultClip();
                clip.asset    = sisAsset;
                clip.start    = track.Start;
                clip.duration = track.Duration;
                clip.CreateCurves("Curves: " + clip.displayName);

                TimelineClipSISData sisData = new TimelineClipSISData(clip);
                sisAsset.InitTimelineClipCurve(clip);
                sisAsset.BindTimelineClipSISData(sisData);


                if (Object.FindObjectOfType(typeof(UnityEngine.EventSystems.EventSystem)) == null)
                {
                    var es = new GameObject();
                    es.AddComponent <UnityEngine.EventSystems.EventSystem>();
                    es.AddComponent <UnityEngine.EventSystems.StandaloneInputModule>();
                    es.name = "EventSystem";
                }
                GameObject canvasObj = null;
                Canvas     canvas    = Object.FindObjectOfType(typeof(Canvas)) as Canvas;
                if (canvas != null)
                {
                    canvasObj = canvas.gameObject;
                }
                else
                {
                    canvasObj = UIUtility.CreateCanvas().gameObject;
                }

                Transform directorT = director.gameObject.transform;
                directorT.SetParent(canvasObj.transform);
                directorT.localPosition = new Vector3(0.0f, 0.0f, 0.0f);

                GameObject imageGo = null;
                Transform  imageT  = directorT.Find(strFootageName);
                if (null == imageT)
                {
                    imageGo = new GameObject(strFootageName);
                    imageT  = imageGo.transform;
                }
                else
                {
                    imageGo = imageT.gameObject;
                }

                Image image = imageGo.GetOrAddComponent <Image>();
                StreamingImageSequenceRenderer renderer = imageGo.GetOrAddComponent <StreamingImageSequenceRenderer>();

                RectTransform rectTransform = imageGo.GetComponent <RectTransform>();
                rectTransform.SetParent(directorT);
                rectTransform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
                rectTransform.sizeDelta     = new Vector2(footageInfo.Resolution.Width,
                                                          footageInfo.Resolution.Height);

                director.SetGenericBinding(movieTrack, renderer);
                EditorUtility.SetDirty(director);
            }

            //cause crash if this is called inside of OnImportAsset()
            UnityEditor.EditorApplication.delayCall += () => {
                AssetDatabase.Refresh();
                if (null != director)
                {
                    Selection.activeGameObject = director.gameObject;
                }
            };
        }