From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Editor/Window/TimelineWindow_ActiveTimeline.cs | 80 ++++++++++++++++++++++ 1 file changed, 80 insertions(+) create mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_ActiveTimeline.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_ActiveTimeline.cs') diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_ActiveTimeline.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_ActiveTimeline.cs new file mode 100644 index 0000000..004209f --- /dev/null +++ b/Library/PackageCache/com.unity.timeline@1.2.13/Editor/Window/TimelineWindow_ActiveTimeline.cs @@ -0,0 +1,80 @@ +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Timeline; + +namespace UnityEditor.Timeline +{ + partial class TimelineWindow + { + private TimelineAsset m_PreviousMasterSequence; + + public void ClearCurrentTimeline() + { + SetCurrentTimeline(null, null, null, true); + } + + public void SetCurrentTimeline(TimelineAsset seq) + { + SetCurrentTimeline(seq, null, null); + } + + public void SetCurrentTimeline(PlayableDirector director, TimelineClip hostClip = null) + { + var asset = director != null ? director.playableAsset as TimelineAsset : null; + SetCurrentTimeline(asset, director, hostClip); + } + + void SetCurrentTimeline(TimelineAsset seq, PlayableDirector instanceOfDirector, TimelineClip hostClip, bool force = false) + { + if (state == null) + return; + + if (!force && + state.editSequence.hostClip == hostClip && + state.editSequence.director == instanceOfDirector && + state.editSequence.asset == seq) + return; + + state.SetCurrentSequence(seq, instanceOfDirector, hostClip); + } + + void OnBeforeSequenceChange() + { + treeView = null; + m_MarkerHeaderGUI = null; + m_TimeAreaDirty = true; + + state.Reset(); + m_PlayableLookup.ClearPlayableLookup(); + + // clear old editors to caches, like audio previews, get flushed + CustomTimelineEditorCache.ClearCache(); + CustomTimelineEditorCache.ClearCache(); + CustomTimelineEditorCache.ClearCache(); + + m_PreviousMasterSequence = state.masterSequence.asset; + } + + void OnAfterSequenceChange() + { + Repaint(); + + m_SequencePath = state.GetCurrentSequencePath(); + + m_LastFrameHadSequence = state.editSequence.asset != null; + TimelineWindowViewPrefs.SaveAll(); + + // this prevent clearing the animation window when going in/out of playmode, but + // clears it when we switch master timelines + // the cast to a object will handle the case where the sequence has been deleted. + object previousMasterSequence = m_PreviousMasterSequence; + bool isDeleted = previousMasterSequence != null && m_PreviousMasterSequence == null; + bool hasChanged = m_PreviousMasterSequence != null && m_PreviousMasterSequence != state.masterSequence.asset; + if (isDeleted || hasChanged) + { + AnimationClipCurveCache.Instance.Clear(); + TimelineAnimationUtilities.UnlinkAnimationWindow(); + } + } + } +} -- cgit v1.2.3