Пример #1
0
        /// <summary>
        /// Compiles the subgraph of this timeline
        /// </summary>
        /// <param name="graph">The playable graph to inject the timeline.</param>
        /// <param name="timelinePlayable"></param>
        /// <param name="tracks">The list of tracks to compile</param>
        /// <param name="go">The GameObject that initiated the compilation</param>
        /// <param name="autoRebalance">In the editor, whether the graph should account for the possibility of changing clip times</param>
        /// <param name="createOutputs">Whether to create PlayableOutputs in the graph</param>
        public void Compile(PlayableGraph graph, Playable timelinePlayable, IEnumerable <TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs)
        {
            if (tracks == null)
            {
                throw new ArgumentNullException("Tracks list is null", "tracks");
            }

            if (go == null)
            {
                throw new ArgumentNullException("GameObject parameter is null", "go");
            }

            var outputTrackList = new List <TrackAsset>(tracks);
            var maximumNumberOfIntersections = outputTrackList.Count * 2 + outputTrackList.Count; // worse case: 2 overlapping clips per track + each track

            m_CurrentListOfActiveClips = new List <RuntimeElement>(maximumNumberOfIntersections);
            m_ActiveClips = new List <RuntimeElement>(maximumNumberOfIntersections);

            m_EvaluateCallbacks.Clear();
            m_PlayableCache.Clear();

            CompileTrackList(graph, timelinePlayable, outputTrackList, go, createOutputs);

#if UNITY_EDITOR
            if (autoRebalance)
            {
                m_Rebalancer = new IntervalTreeRebalancer(m_IntervalTree);
            }
#endif
        }
Пример #2
0
        public void Compile(PlayableGraph graph, Playable timelinePlayable, IEnumerable <TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs)
        {
            if (tracks == null)
            {
                throw new ArgumentNullException("Tracks list is null", "tracks");
            }
            if (go == null)
            {
                throw new ArgumentNullException("GameObject parameter is null", "go");
            }
            List <TrackAsset> list = new List <TrackAsset>(tracks);
            int capacity           = list.Count * 2 + list.Count;

            this.m_CurrentListOfActiveClips = new List <RuntimeElement>(capacity);
            this.m_ActiveClips = new List <RuntimeElement>(capacity);
            this.m_EvaluateCallbacks.Clear();
            this.m_PlayableCache.Clear();
            this.AllocateDefaultTracks(graph, timelinePlayable, list, go);
            this.CompileTrackList(graph, timelinePlayable, list, go, createOutputs);
            if (autoRebalance)
            {
                this.m_Rebalancer = new IntervalTreeRebalancer(this.m_IntervalTree);
            }
        }