示例#1
0
        public void Rebuild()
        {
            _containers.Clear();

            Transform t = Content;

            for (int i = 0; i != t.childCount; ++i)
            {
                FContainer container = t.GetChild(i).GetComponent <FContainer>();

                if (container != null)
                {
                    _containers.Add(container);
                    container.SetSequence(this);
                    container.Rebuild();
                }
            }

            UpdateContainerIds();
        }
示例#2
0
        /// @brief Rebuilds the sequence. This is to be called whenever timelines,
        /// tracks, or events are added / removed from the sequence.
        /// @note You should only call this in editor mode, avoid calling it at runtime.
        public void Rebuild()
        {
#if FLUX_DEBUG
            Debug.Log("Rebuilding");
#endif
            //			Transform t = TimelineContainer;
            //			_timelines.Clear();
            //
            //			for( int i = 0; i != t.childCount; ++i )
            //			{
            //				FTimeline timeline = t.GetChild(i).GetComponent<FTimeline>();
            //
            //				if( timeline )
            //				{
            //					if( timeline.IsGlobal )
            //					{
            //						_globalTimeline = timeline;
            //					}
            //					else
            //					{
            //						_timelines.Add( timeline );
            //						timeline.SetSequence( this );
            //						timeline.Rebuild();
            //					}
            //				}
            //			}

            _containers.Clear();

            Transform t = Content;

            for (int i = 0; i != t.childCount; ++i)
            {
                FContainer container = t.GetChild(i).GetComponent <FContainer>();

                if (container != null)
                {
                    _containers.Add(container);
                    container.SetSequence(this);
                    container.Rebuild();
                }
            }

            // fix sibling indexes
            //			for( int i = 0; i != _containers.Count; ++i )
            //			{
            //				Transform containerTransform = _containers[i].transform;
            //				if( containerTransform.GetSiblingIndex() != i )
            //					containerTransform.SetSiblingIndex( i );
            //			}

            UpdateContainerIds();

            //			if( _globalTimeline == null )
            //			{
            //				AddGlobalTimeline();
            //			}

            //			_globalTimeline.Rebuild();

            //			UpdateTimelineIds();
        }