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authorAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
committerAndrew Lee <alee14498@protonmail.com>2020-04-19 17:19:32 -0400
commitc55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 (patch)
treeee4d51c7c1d633e11f46453ef1edd3c77c4ef9f7 /Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/DirectorControlPlayable.cs
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diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/DirectorControlPlayable.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/DirectorControlPlayable.cs
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+using System;
+using UnityEngine;
+using UnityEngine.Playables;
+
+namespace UnityEngine.Timeline
+{
+ /// <summary>
+ /// Playable Behaviour used to control a PlayableDirector.
+ /// </summary>
+ /// <remarks>
+ /// This playable is used to control other PlayableDirector components from a Timeline sequence.
+ /// </remarks>
+ public class DirectorControlPlayable : PlayableBehaviour
+ {
+ /// <summary>
+ /// The PlayableDirector being controlled by this PlayableBehaviour
+ /// </summary>
+ public PlayableDirector director;
+
+ private bool m_SyncTime = false;
+
+ private double m_AssetDuration = double.MaxValue;
+
+ /// <summary>
+ /// Creates a Playable with a DirectorControlPlayable attached
+ /// </summary>
+ /// <param name="graph">The graph to inject the playable into</param>
+ /// <param name="director">The director to control</param>
+ /// <returns>Returns a Playable with a DirectorControlPlayable attached</returns>
+ public static ScriptPlayable<DirectorControlPlayable> Create(PlayableGraph graph, PlayableDirector director)
+ {
+ if (director == null)
+ return ScriptPlayable<DirectorControlPlayable>.Null;
+
+ var handle = ScriptPlayable<DirectorControlPlayable>.Create(graph);
+ handle.GetBehaviour().director = director;
+
+#if UNITY_EDITOR
+ if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(director))
+ UnityEditor.PrefabUtility.prefabInstanceUpdated += handle.GetBehaviour().OnPrefabUpdated;
+#endif
+
+ return handle;
+ }
+
+ public override void OnPlayableDestroy(Playable playable)
+ {
+#if UNITY_EDITOR
+ if (!Application.isPlaying)
+ UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated;
+#endif
+ if (director != null && director.playableAsset != null)
+ director.Stop();
+ }
+
+ /// <summary>
+ /// This function is called during the PrepareFrame phase of the PlayableGraph.
+ /// </summary>
+ /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
+ /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
+ public override void PrepareFrame(Playable playable, FrameData info)
+ {
+ if (director == null || !director.isActiveAndEnabled || director.playableAsset == null)
+ return;
+
+ // resync the time on an evaluate or a time jump (caused by loops, or some setTime calls)
+ m_SyncTime |= (info.evaluationType == FrameData.EvaluationType.Evaluate) ||
+ DetectDiscontinuity(playable, info);
+
+ SyncSpeed(info.effectiveSpeed);
+ SyncPlayState(playable.GetGraph(), playable.GetTime());
+ }
+
+ /// <summary>
+ /// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
+ /// </summary>
+ /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
+ /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
+ public override void OnBehaviourPlay(Playable playable, FrameData info)
+ {
+ m_SyncTime = true;
+
+ if (director != null && director.playableAsset != null)
+ m_AssetDuration = director.playableAsset.duration;
+ }
+
+ /// <summary>
+ /// This function is called when the Playable play state is changed to PlayState.Paused.
+ /// </summary>
+ /// <param name="playable">The playable this behaviour is attached to.</param>
+ /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
+ public override void OnBehaviourPause(Playable playable, FrameData info)
+ {
+ if (director != null && director.playableAsset != null)
+ {
+ if (info.effectivePlayState == PlayState.Playing) // graph was paused
+ director.Pause();
+ else
+ director.Stop();
+ }
+ }
+
+ /// <summary>
+ /// This function is called during the ProcessFrame phase of the PlayableGraph.
+ /// </summary>
+ /// <param name="playable">The playable this behaviour is attached to.</param>
+ /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
+ /// <param name="playerData">unused</param>
+ public override void ProcessFrame(Playable playable, FrameData info, object playerData)
+ {
+ if (director == null || !director.isActiveAndEnabled || director.playableAsset == null)
+ return;
+
+ if (m_SyncTime || DetectOutOfSync(playable))
+ {
+ UpdateTime(playable);
+ director.Evaluate();
+ }
+
+ m_SyncTime = false;
+ }
+
+#if UNITY_EDITOR
+ void OnPrefabUpdated(GameObject go)
+ {
+ // When the prefab asset is updated, we rebuild the graph to reflect the changes in editor
+ if (UnityEditor.PrefabUtility.GetRootGameObject(director) == go)
+ director.RebuildGraph();
+ }
+
+#endif
+
+ void SyncSpeed(double speed)
+ {
+ if (director.playableGraph.IsValid())
+ {
+ int roots = director.playableGraph.GetRootPlayableCount();
+ for (int i = 0; i < roots; i++)
+ {
+ var rootPlayable = director.playableGraph.GetRootPlayable(i);
+ if (rootPlayable.IsValid())
+ {
+ rootPlayable.SetSpeed(speed);
+ }
+ }
+ }
+ }
+
+ void SyncPlayState(PlayableGraph graph, double playableTime)
+ {
+ bool expectedFinished = (playableTime >= m_AssetDuration) && director.extrapolationMode == DirectorWrapMode.None;
+ if (graph.IsPlaying() && !expectedFinished)
+ director.Play();
+ else
+ director.Pause();
+ }
+
+ bool DetectDiscontinuity(Playable playable, FrameData info)
+ {
+ return Math.Abs(playable.GetTime() - playable.GetPreviousTime() - info.m_DeltaTime * info.m_EffectiveSpeed) > DiscreteTime.tickValue;
+ }
+
+ bool DetectOutOfSync(Playable playable)
+ {
+ double expectedTime = playable.GetTime();
+ if (playable.GetTime() >= m_AssetDuration)
+ {
+ if (director.extrapolationMode == DirectorWrapMode.None)
+ return false;
+ else if (director.extrapolationMode == DirectorWrapMode.Hold)
+ expectedTime = m_AssetDuration;
+ else if (m_AssetDuration > float.Epsilon) // loop
+ expectedTime = expectedTime % m_AssetDuration;
+ }
+
+ if (!Mathf.Approximately((float)expectedTime, (float)director.time))
+ {
+#if UNITY_EDITOR
+ double lastDelta = playable.GetTime() - playable.GetPreviousTime();
+ if (UnityEditor.Unsupported.IsDeveloperBuild())
+ Debug.LogWarningFormat("Internal Warning - Control track desync detected on {2} ({0:F10} vs {1:F10} with delta {3:F10}). Time will be resynchronized. Known to happen with nested control tracks", playable.GetTime(), director.time, director.name, lastDelta);
+#endif
+ return true;
+ }
+ return false;
+ }
+
+ // We need to handle loop modes explicitly since we are setting the time directly
+ void UpdateTime(Playable playable)
+ {
+ double duration = Math.Max(0.1, director.playableAsset.duration);
+ switch (director.extrapolationMode)
+ {
+ case DirectorWrapMode.Hold:
+ director.time = Math.Min(duration, Math.Max(0, playable.GetTime()));
+ break;
+ case DirectorWrapMode.Loop:
+ director.time = Math.Max(0, playable.GetTime() % duration);
+ break;
+ case DirectorWrapMode.None:
+ director.time = playable.GetTime();
+ break;
+ }
+ }
+ }
+}