summaryrefslogtreecommitdiff
path: root/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_Selection.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_Selection.cs')
-rw-r--r--Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_Selection.cs80
1 files changed, 0 insertions, 80 deletions
diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_Selection.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_Selection.cs
deleted file mode 100644
index c736e2e..0000000
--- a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_Selection.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-using UnityEngine;
-using UnityEngine.Playables;
-using UnityEngine.Timeline;
-
-namespace UnityEditor.Timeline
-{
- partial class TimelineWindow
- {
- [SerializeField]
- SequencePath m_SequencePath;
- private Object lastSelectedGO { get; set; }
-
- void OnSelectionChange()
- {
- RefreshSelection(false);
- }
-
- void RefreshSelection(bool forceRebuild)
- {
- // if we're in Locked mode, keep current selection - don't use locked property because the
- // sequence hierarchy may need to be rebuilt and it assumes no asset == unlocked
- if (m_LockTracker.isLocked || (state != null && state.recording))
- {
- RestoreLastSelection(forceRebuild);
- return;
- }
-
- // selection is a TimelineAsset
- Object selectedObject = Selection.activeObject as TimelineAsset;
- if (selectedObject != null)
- {
- SetCurrentSelection(Selection.activeObject);
- return;
- }
-
- // selection is a GameObject, or a prefab with a director
- var selectedGO = Selection.activeGameObject;
- if (selectedGO != null)
- {
- bool isSceneObject = !PrefabUtility.IsPartOfPrefabAsset(selectedGO);
- bool hasDirector = selectedGO.GetComponent<PlayableDirector>() != null;
- if (isSceneObject || hasDirector)
- {
- SetCurrentSelection(selectedGO);
- return;
- }
- }
-
- // otherwise, keep the same selection.
- RestoreLastSelection(forceRebuild);
- }
-
- void RestoreLastSelection(bool forceRebuild)
- {
- state.SetCurrentSequencePath(m_SequencePath, forceRebuild);
- }
-
- void SetCurrentSelection(Object obj)
- {
- var selectedGameObject = obj as GameObject;
- if (selectedGameObject != null)
- {
- PlayableDirector director = TimelineUtility.GetDirectorComponentForGameObject(selectedGameObject);
- SetCurrentTimeline(director);
- lastSelectedGO = selectedGameObject;
- }
- else
- {
- var selectedSequenceAsset = obj as TimelineAsset;
- if (selectedSequenceAsset != null)
- {
- SetCurrentTimeline(selectedSequenceAsset);
- lastSelectedGO = selectedGameObject;
- }
- }
-
- Repaint();
- }
- }
-}