internal static void PreviewParticles(IPropertyCollector driver, IEnumerable <ParticleSystem> particles) { foreach (var ps in particles) { driver.AddFromName <ParticleSystem>(ps.gameObject, "randomSeed"); driver.AddFromName <ParticleSystem>(ps.gameObject, "autoRandomSeed"); } }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (!(director == null)) { if (!ControlPlayableAsset.s_ProcessedDirectors.Contains(director)) { ControlPlayableAsset.s_ProcessedDirectors.Add(director); GameObject gameObject = this.sourceGameObject.Resolve(director); if (gameObject != null) { if (this.updateParticle) { foreach (ParticleSystem particleSystem in this.GetComponent <ParticleSystem>(gameObject)) { driver.AddFromName <ParticleSystem>(particleSystem.gameObject, "randomSeed"); driver.AddFromName <ParticleSystem>(particleSystem.gameObject, "autoRandomSeed"); } } if (this.active) { driver.AddFromName(gameObject, "m_IsActive"); } if (this.updateITimeControl) { foreach (MonoBehaviour monoBehaviour in ControlPlayableAsset.GetControlableScripts(gameObject)) { IPropertyPreview propertyPreview = monoBehaviour as IPropertyPreview; if (propertyPreview != null) { propertyPreview.GatherProperties(director, driver); } else { driver.AddFromComponent(monoBehaviour.gameObject, monoBehaviour); } } } if (this.updateDirector) { foreach (PlayableDirector playableDirector in this.GetComponent <PlayableDirector>(gameObject)) { if (!(playableDirector == null)) { TimelineAsset timelineAsset = playableDirector.playableAsset as TimelineAsset; if (!(timelineAsset == null)) { timelineAsset.GatherProperties(playableDirector, driver); } } } } } ControlPlayableAsset.s_ProcessedDirectors.Remove(director); } } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (director != null) { var binding = director.GetGenericBinding(this); if (binding is CanvasGroup cg) { driver.AddFromName <CanvasGroup>(cg.gameObject, "m_Interactable"); driver.AddFromName <CanvasGroup>(cg.gameObject, "m_BlocksRaycasts"); } } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR CinemachineDollyCart trackBinding = director.GetGenericBinding(this) as CinemachineDollyCart; if (trackBinding == null) return; driver.AddFromName<CinemachineDollyCart>(trackBinding.gameObject, "m_Position"); driver.AddFromName<CinemachineDollyCart>(trackBinding.gameObject, "m_Speed"); #endif base.GatherProperties(director, driver); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR var controller = director.GetGenericBinding(this) as EZGraphicColorAnimation; if (controller == null || controller.targetGraphic == null) { return; } driver.AddFromName <EZGraphicColorAnimation>(controller.gameObject, "m_Time"); driver.AddFromName <Graphic>(controller.targetGraphic.gameObject, "m_Color"); #endif base.GatherProperties(director, driver); }
/// <summary>IPropertyPreview implementation</summary> /// <param name="director"></param> /// <param name="driver"></param> public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { driver.AddFromName <Transform>("m_LocalPosition.x"); driver.AddFromName <Transform>("m_LocalPosition.y"); driver.AddFromName <Transform>("m_LocalPosition.z"); driver.AddFromName <Transform>("m_LocalRotation.x"); driver.AddFromName <Transform>("m_LocalRotation.y"); driver.AddFromName <Transform>("m_LocalRotation.z"); driver.AddFromName <Transform>("m_LocalRotation.w"); driver.AddFromName <Camera>("field of view"); driver.AddFromName <Camera>("near clip plane"); driver.AddFromName <Camera>("far clip plane"); }
// Token: 0x060001AF RID: 431 RVA: 0x00008D84 File Offset: 0x00006F84 public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (director != null) { GameObject gameObject = this.sourceGameObject.Resolve(director); if (gameObject != null) { if (this.updateParticle) { foreach (ParticleSystem particleSystem in this.GetParticleSystemRoots(gameObject)) { driver.AddFromName <ParticleSystem>(particleSystem.gameObject, "randomSeed"); driver.AddFromName <ParticleSystem>(particleSystem.gameObject, "autoRandomSeed"); } } if (this.active) { driver.AddFromName(gameObject, "m_IsActive"); } //if (this.updateITimeControl) //{ // foreach (MonoBehaviour monoBehaviour in TestControlPlayableAsset.GetControlableScripts(gameObject)) // { // IPropertyPreview propertyPreview = monoBehaviour as IPropertyPreview; // if (propertyPreview != null) // { // propertyPreview.GatherProperties(director, driver); // } else // { // driver.AddFromComponent(monoBehaviour.gameObject, monoBehaviour); // } // } //} //if (this.updateDirector) //{ // foreach (PlayableDirector playableDirector in this.GetComponent<PlayableDirector>(gameObject)) // { // if (!(playableDirector == null)) // { // TimelineAsset timelineAsset = playableDirector.playableAsset as TimelineAsset; // if (!(timelineAsset == null)) // { // timelineAsset.GatherProperties(playableDirector, driver); // } // } // } //} } } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR Light trackBinding = director.GetGenericBinding(this) as Light; if (trackBinding == null) { return; } driver.AddFromName <Light>(trackBinding.gameObject, "m_Color"); driver.AddFromName <Light>(trackBinding.gameObject, "m_Intensity"); driver.AddFromName <Light>(trackBinding.gameObject, "m_Range"); driver.AddFromName <Light>(trackBinding.gameObject, "m_BounceIntensity"); #endif base.GatherProperties(director, driver); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (template.controls == null) { return; } foreach (var ctrl in template.controls) { if (!ctrl.enabled) { continue; } var component = ctrl.targetComponent.Resolve(director); if (component == null) { continue; } if (string.IsNullOrEmpty(ctrl.fieldName)) { continue; } // This extension method is implemented in IPropertyCollectorExtension.cs driver.AddFromName(component.GetType(), component.gameObject, ctrl.fieldName); } }
internal static void PreviewActivation(IPropertyCollector driver, IEnumerable <GameObject> objects) { foreach (var gameObject in objects) { driver.AddFromName(gameObject, "m_IsActive"); } }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { if (!(director == null) && !s_ProcessedDirectors.Contains(director)) { s_ProcessedDirectors.Add(director); GameObject val = GetGameObjectBinding(director); if (val != null) { if (active) { driver.AddFromName(val, "m_IsActive"); } if (updateDirector) { foreach (PlayableDirector item in GetComponent <PlayableDirector>(val)) { if (!(item == null)) { TimelineAsset timelineAsset = item.playableAsset as TimelineAsset; if (!(timelineAsset == null)) { timelineAsset.GatherProperties(item, driver); } } } } } s_ProcessedDirectors.Remove(director); } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if false #if UNITY_EDITOR Light trackBinding = director.GetGenericBinding(this) as Light; if (trackBinding == null) { return; } var serializedObject = new UnityEditor.SerializedObject(trackBinding); var iterator = serializedObject.GetIterator(); while (iterator.NextVisible(true)) { if (iterator.hasVisibleChildren) { continue; } driver.AddFromName <Light>(trackBinding.gameObject, iterator.propertyPath); } #endif #endif base.GatherProperties(director, driver); }
// Invoked by the timeline editor to put properties into preview mode. This permits the timeline // to temporarily change fields for the purpose of previewing in EditMode. public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { TMP_Text trackBinding = director.GetGenericBinding(this) as TMP_Text; if (trackBinding == null) { return; } // The field names are the name of the backing serializable field. These can be found from the class source, // or from the unity scene file that contains an object of that type. driver.AddFromName <TMP_Text>(trackBinding.gameObject, "m_text"); driver.AddFromName <TMP_Text>(trackBinding.gameObject, "m_fontSize"); driver.AddFromName <TMP_Text>(trackBinding.gameObject, "m_fontColor"); base.GatherProperties(director, driver); }
// IPropertyPreview implementation #pragma warning disable CS0246 // The type or namespace name 'IPropertyCollector' could not be found (are you missing a using directive or an assembly reference?) public void GatherProperties(PlayableDirector director, IPropertyCollector driver) #pragma warning restore CS0246 // The type or namespace name 'IPropertyCollector' could not be found (are you missing a using directive or an assembly reference?) { driver.AddFromName <Transform>("m_LocalPosition.x"); driver.AddFromName <Transform>("m_LocalPosition.y"); driver.AddFromName <Transform>("m_LocalPosition.z"); driver.AddFromName <Transform>("m_LocalRotation.x"); driver.AddFromName <Transform>("m_LocalRotation.y"); driver.AddFromName <Transform>("m_LocalRotation.z"); driver.AddFromName <Camera>("field of view"); driver.AddFromName <Camera>("near clip plane"); driver.AddFromName <Camera>("far clip plane"); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { // // In this track, the following properties will be modified. // // - transform.position // - transform.rotation // - particleSystem.useAutoRandomSeed // - particleSystem.main.duration // - particleSystem.emission.rateOverTimeMultiplier // - particleSystem.emission.rateOverDistanceMultiplier // // Note that the serialized property names are a bit defferent from // their property name. // var ps = director.GetGenericBinding(this) as ParticleSystem; if (ps == null) { return; } var go = ps.gameObject; driver.AddFromName <Transform>(go, "m_LocalPosition"); driver.AddFromName <Transform>(go, "m_LocalRotation"); driver.AddFromName <ParticleSystem>(go, "lengthInSec"); driver.AddFromName <ParticleSystem>(go, "autoRandomSeed"); driver.AddFromName <ParticleSystem>(go, "randomSeed"); driver.AddFromName <ParticleSystem>(go, "EmissionModule.rateOverTime.scalar"); driver.AddFromName <ParticleSystem>(go, "EmissionModule.rateOverDistance.scalar"); }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { var streamComponent = streamPlayer.Resolve(director); if (streamComponent != null) { driver.AddFromName <AlembicStreamPlayer>(streamComponent.gameObject, "currentTime"); } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { SkeletonGraphic skeletonGraphic = (SkeletonGraphic)director.GetGenericBinding(this); if (skeletonGraphic != null) { driver.AddFromName <SkeletonGraphic>(skeletonGraphic.gameObject, "freeze"); } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { SkeletonAnimation skeletonAnimation = (SkeletonAnimation)director.GetGenericBinding(this); if (skeletonAnimation != null) { driver.AddFromName <SkeletonAnimation>(skeletonAnimation.gameObject, "m_Enabled"); } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { GameObject gameObjectBinding = base.GetGameObjectBinding(director); if (gameObjectBinding != null) { driver.AddFromName(gameObjectBinding, "m_IsActive"); } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { var binding = director.GetGenericBinding(this) as Transform; if (binding == null) { return; } driver.AddFromName <Transform>(binding.gameObject, "m_LocalPosition"); base.GatherProperties(director, driver); }
// Please note this assumes only one component of type SpriteRenderer on the same gameobject. public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR SpriteRenderer trackBinding = director.GetGenericBinding(this) as SpriteRenderer; if (trackBinding == null) { return; } // These field names are procedurally generated estimations based on the associated property names. // If any of the names are incorrect you will get a DrivenPropertyManager error saying it has failed to register the name. // In this case you will need to find the correct backing field name. // The suggested way of finding the field name is to: // 1. Make sure your scene is serialized to text. // 2. Search the text for the track binding component type. // 3. Look through the field names until you see one that looks correct. driver.AddFromName <SpriteRenderer>(trackBinding.gameObject, "m_Color"); driver.AddFromName <SpriteRenderer>(trackBinding.gameObject, "m_Enabled"); #endif base.GatherProperties(director, driver); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR AutoBlink trackBinding = director.GetGenericBinding(this) as AutoBlink; if (trackBinding == null) { return; } driver.AddFromName <AutoBlink>(trackBinding.gameObject, "blinkOverrider"); #endif }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR var controller = director.GetGenericBinding(this) as EZTransformAnimation; if (controller == null || controller.targetTransform == null) { return; } driver.AddFromName <EZTransformAnimation>(controller.gameObject, "m_Time"); driver.AddFromComponent(controller.targetTransform.gameObject, controller.targetTransform); #endif base.GatherProperties(director, driver); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { var ps = director.GetGenericBinding(this) as Image; if (ps == null) { return; } var go = ps.gameObject; driver.AddFromName <Image>(go, "m_Color"); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR var trackBinding = ((TimelineLabel)director.GetGenericBinding(this)).label.gameObject; if (trackBinding == null) { return; } driver.AddFromName <Text>(trackBinding.gameObject, "m_Text"); #endif base.GatherProperties(director, driver); }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { // Timelineから外したときに値を戻したい場合はこのように書く #if UNITY_EDITOR TimelineHandControl trackBinding = director.GetGenericBinding(this) as TimelineHandControl; if (trackBinding == null) { return; } driver.AddFromName <TimelineHandControl>(trackBinding.gameObject, "handShape"); #endif }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { var transform = director.GetGenericBinding(this) as Transform; if (transform == null) { return; } foreach (var smr in transform.GetComponentsInChildren <SkinnedMeshRenderer>()) { driver.AddFromName <SkinnedMeshRenderer>(smr.gameObject, "m_MotionVectors"); } }
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) { GameObject gameObjectBinding = this.GetGameObjectBinding(director); if (!((UnityEngine.Object)gameObjectBinding != (UnityEngine.Object)null)) { return; } foreach (Transform child in gameObjectBinding.transform) { driver.AddFromName(child.gameObject, "m_IsActive"); } }
public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { GameObject gameObject = GetGameObjectBinding(director); if (!gameObject) { return; } if (this.updateParticle) { foreach (ParticleSystem particleSystem in this.GetParticleSystems(gameObject)) { driver.AddFromName <ParticleSystem>(particleSystem.gameObject, "randomSeed"); driver.AddFromName <ParticleSystem>(particleSystem.gameObject, "autoRandomSeed"); } } if (this.active) { driver.AddFromName(gameObject, "m_IsActive"); } if (this.updateITimeControl) { foreach (MonoBehaviour controlableScript in this.GetControlableScripts(gameObject)) { IPropertyPreview propertyPreview = controlableScript as IPropertyPreview; if (propertyPreview != null) { propertyPreview.GatherProperties(director, driver); } else { driver.AddFromComponent(controlableScript.gameObject, (Component)controlableScript); } } } }
// Defines which properties are changed by this playable. Those properties will be reverted in editmode // when Timeline's preview is turned off. public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { const string kLocalPosition = "m_LocalPosition"; const string kLocalRotation = "m_LocalRotation"; driver.AddFromName <Transform>(kLocalPosition + ".x"); driver.AddFromName <Transform>(kLocalPosition + ".y"); driver.AddFromName <Transform>(kLocalPosition + ".z"); driver.AddFromName <Transform>(kLocalRotation + ".x"); driver.AddFromName <Transform>(kLocalRotation + ".y"); driver.AddFromName <Transform>(kLocalRotation + ".z"); driver.AddFromName <Transform>(kLocalRotation + ".w"); }