From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Runtime/Control/ControlPlayableAsset.cs | 406 --------------------- 1 file changed, 406 deletions(-) delete mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Control/ControlPlayableAsset.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Control/ControlPlayableAsset.cs') diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Control/ControlPlayableAsset.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Control/ControlPlayableAsset.cs deleted file mode 100644 index fd806f6..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Control/ControlPlayableAsset.cs +++ /dev/null @@ -1,406 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine.Playables; - -namespace UnityEngine.Timeline -{ - /// - /// Playable Asset that generates playables for controlling time-related elements on a GameObject. - /// - [Serializable] - [NotKeyable] - public class ControlPlayableAsset : PlayableAsset, IPropertyPreview, ITimelineClipAsset - { - const int k_MaxRandInt = 10000; - static readonly List k_EmptyDirectorsList = new List(0); - static readonly List k_EmptyParticlesList = new List(0); - - /// - /// GameObject in the scene to control, or the parent of the instantiated prefab. - /// - [SerializeField] public ExposedReference sourceGameObject; - - /// - /// Prefab object that will be instantiated. - /// - [SerializeField] public GameObject prefabGameObject; - - /// - /// Indicates whether Particle Systems will be controlled. - /// - [SerializeField] public bool updateParticle = true; - - /// - /// Random seed to supply particle systems that are set to use autoRandomSeed - /// - /// - /// This is used to maintain determinism when playing back in timeline. Sub emitters will be assigned incrementing random seeds to maintain determinism and distinction. - /// - [SerializeField] public uint particleRandomSeed; - - /// - /// Indicates whether playableDirectors are controlled. - /// - [SerializeField] public bool updateDirector = true; - - /// - /// Indicates whether Monobehaviours implementing ITimeControl will be controlled. - /// - [SerializeField] public bool updateITimeControl = true; - - /// - /// Indicates whether to search the entire hierarchy for controllable components. - /// - [SerializeField] public bool searchHierarchy = false; - - /// - /// Indicate whether GameObject activation is controlled - /// - [SerializeField] public bool active = true; - - /// - /// Indicates the active state of the GameObject when Timeline is stopped. - /// - [SerializeField] public ActivationControlPlayable.PostPlaybackState postPlayback = ActivationControlPlayable.PostPlaybackState.Revert; - - PlayableAsset m_ControlDirectorAsset; - double m_Duration = PlayableBinding.DefaultDuration; - bool m_SupportLoop; - - private static HashSet s_ProcessedDirectors = new HashSet(); - private static HashSet s_CreatedPrefabs = new HashSet(); - - // does the last instance created control directors and/or particles - internal bool controllingDirectors { get; private set; } - internal bool controllingParticles { get; private set; } - - /// - /// This function is called when the object is loaded. - /// - public void OnEnable() - { - // can't be set in a constructor - if (particleRandomSeed == 0) - particleRandomSeed = (uint)Random.Range(1, k_MaxRandInt); - } - - /// - /// Returns the duration in seconds needed to play the underlying director or particle system exactly once. - /// - public override double duration { get { return m_Duration; } } - - /// - /// Returns the capabilities of TimelineClips that contain a ControlPlayableAsset - /// - public ClipCaps clipCaps - { - get { return ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (m_SupportLoop ? ClipCaps.Looping : ClipCaps.None); } - } - - /// - /// Creates the root of a Playable subgraph to control the contents of the game object. - /// - /// PlayableGraph that will own the playable - /// The GameObject that triggered the graph build - /// The root playable of the subgraph - public override Playable CreatePlayable(PlayableGraph graph, GameObject go) - { - // case 989856 - if (prefabGameObject != null) - { - if (s_CreatedPrefabs.Contains(prefabGameObject)) - { - Debug.LogWarningFormat("Control Track Clip ({0}) is causing a prefab to instantiate itself recursively. Aborting further instances.", name); - return Playable.Create(graph); - } - s_CreatedPrefabs.Add(prefabGameObject); - } - - Playable root = Playable.Null; - var playables = new List(); - - GameObject sourceObject = sourceGameObject.Resolve(graph.GetResolver()); - if (prefabGameObject != null) - { - Transform parenTransform = sourceObject != null ? sourceObject.transform : null; - var controlPlayable = PrefabControlPlayable.Create(graph, prefabGameObject, parenTransform); - - sourceObject = controlPlayable.GetBehaviour().prefabInstance; - playables.Add(controlPlayable); - } - - m_Duration = PlayableBinding.DefaultDuration; - m_SupportLoop = false; - - controllingParticles = false; - controllingDirectors = false; - - if (sourceObject != null) - { - var directors = updateDirector ? GetComponent(sourceObject) : k_EmptyDirectorsList; - var particleSystems = updateParticle ? GetParticleSystemRoots(sourceObject) : k_EmptyParticlesList; - - // update the duration and loop values (used for UI purposes) here - // so they are tied to the latest gameObject bound - UpdateDurationAndLoopFlag(directors, particleSystems); - - var director = go.GetComponent(); - if (director != null) - m_ControlDirectorAsset = director.playableAsset; - - if (go == sourceObject && prefabGameObject == null) - { - Debug.LogWarningFormat("Control Playable ({0}) is referencing the same PlayableDirector component than the one in which it is playing.", name); - active = false; - if (!searchHierarchy) - updateDirector = false; - } - - if (active) - CreateActivationPlayable(sourceObject, graph, playables); - - if (updateDirector) - SearchHierarchyAndConnectDirector(directors, graph, playables, prefabGameObject != null); - - if (updateParticle) - SearchHiearchyAndConnectParticleSystem(particleSystems, graph, playables); - - if (updateITimeControl) - SearchHierarchyAndConnectControlableScripts(GetControlableScripts(sourceObject), graph, playables); - - // Connect Playables to Generic to Mixer - root = ConnectPlayablesToMixer(graph, playables); - } - - if (prefabGameObject != null) - s_CreatedPrefabs.Remove(prefabGameObject); - - if (!root.IsValid()) - root = Playable.Create(graph); - - return root; - } - - static Playable ConnectPlayablesToMixer(PlayableGraph graph, List playables) - { - var mixer = Playable.Create(graph, playables.Count); - - for (int i = 0; i != playables.Count; ++i) - { - ConnectMixerAndPlayable(graph, mixer, playables[i], i); - } - - mixer.SetPropagateSetTime(true); - - return mixer; - } - - void CreateActivationPlayable(GameObject root, PlayableGraph graph, - List outplayables) - { - var activation = ActivationControlPlayable.Create(graph, root, postPlayback); - if (activation.IsValid()) - outplayables.Add(activation); - } - - void SearchHiearchyAndConnectParticleSystem(IEnumerable particleSystems, PlayableGraph graph, - List outplayables) - { - foreach (var particleSystem in particleSystems) - { - if (particleSystem != null) - { - controllingParticles = true; - outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, particleRandomSeed)); - } - } - } - - void SearchHierarchyAndConnectDirector(IEnumerable directors, PlayableGraph graph, - List outplayables, bool disableSelfReferences) - { - foreach (var director in directors) - { - if (director != null) - { - if (director.playableAsset != m_ControlDirectorAsset) - { - outplayables.Add(DirectorControlPlayable.Create(graph, director)); - controllingDirectors = true; - } - // if this self references, disable the director. - else if (disableSelfReferences) - { - director.enabled = false; - } - } - } - } - - static void SearchHierarchyAndConnectControlableScripts(IEnumerable controlableScripts, PlayableGraph graph, List outplayables) - { - foreach (var script in controlableScripts) - { - outplayables.Add(TimeControlPlayable.Create(graph, (ITimeControl)script)); - } - } - - static void ConnectMixerAndPlayable(PlayableGraph graph, Playable mixer, Playable playable, - int portIndex) - { - graph.Connect(playable, 0, mixer, portIndex); - mixer.SetInputWeight(playable, 1.0f); - } - - internal IList GetComponent(GameObject gameObject) - { - var components = new List(); - if (gameObject != null) - { - if (searchHierarchy) - { - gameObject.GetComponentsInChildren(true, components); - } - else - { - gameObject.GetComponents(components); - } - } - return components; - } - - static IEnumerable GetControlableScripts(GameObject root) - { - if (root == null) - yield break; - - foreach (var script in root.GetComponentsInChildren()) - { - if (script is ITimeControl) - yield return script; - } - } - - internal void UpdateDurationAndLoopFlag(IList directors, IList particleSystems) - { - if (directors.Count == 0 && particleSystems.Count == 0) - return; - - const double invalidDuration = double.NegativeInfinity; - - var maxDuration = invalidDuration; - var supportsLoop = false; - - foreach (var director in directors) - { - if (director.playableAsset != null) - { - var assetDuration = director.playableAsset.duration; - - if (director.playableAsset is TimelineAsset && assetDuration > 0.0) - // Timeline assets report being one tick shorter than they actually are, unless they are empty - assetDuration = (double)((DiscreteTime)assetDuration).OneTickAfter(); - - maxDuration = Math.Max(maxDuration, assetDuration); - supportsLoop = supportsLoop || director.extrapolationMode == DirectorWrapMode.Loop; - } - } - - foreach (var particleSystem in particleSystems) - { - maxDuration = Math.Max(maxDuration, particleSystem.main.duration); - supportsLoop = supportsLoop || particleSystem.main.loop; - } - - m_Duration = double.IsNegativeInfinity(maxDuration) ? PlayableBinding.DefaultDuration : maxDuration; - m_SupportLoop = supportsLoop; - } - - IList GetParticleSystemRoots(GameObject go) - { - if (searchHierarchy) - { - // We only want the parent systems as they will handle all the child systems. - var roots = new List(); - GetParticleSystemRoots(go.transform, roots); - return roots; - } - return GetComponent(go); - } - - static void GetParticleSystemRoots(Transform t, ICollection roots) - { - var ps = t.GetComponent(); - if (ps != null) - { - // its a root - roots.Add(ps); - return; - } - - for (int i = 0; i < t.childCount; ++i) - { - GetParticleSystemRoots(t.GetChild(i), roots); - } - } - - /// - public void GatherProperties(PlayableDirector director, IPropertyCollector driver) - { - if (director == null) - return; - - // prevent infinite recursion - if (s_ProcessedDirectors.Contains(director)) - return; - s_ProcessedDirectors.Add(director); - - var gameObject = sourceGameObject.Resolve(director); - if (gameObject != null) - { - if (updateParticle) - { - // case 1076850 -- drive all emitters, not just roots. - foreach (var ps in gameObject.GetComponentsInChildren(true)) - { - driver.AddFromName(ps.gameObject, "randomSeed"); - driver.AddFromName(ps.gameObject, "autoRandomSeed"); - } - } - - if (active) - { - driver.AddFromName(gameObject, "m_IsActive"); - } - - if (updateITimeControl) - { - foreach (var script in GetControlableScripts(gameObject)) - { - var propertyPreview = script as IPropertyPreview; - if (propertyPreview != null) - propertyPreview.GatherProperties(director, driver); - else - driver.AddFromComponent(script.gameObject, script); - } - } - - if (updateDirector) - { - foreach (var childDirector in GetComponent(gameObject)) - { - if (childDirector == null) - continue; - - var timeline = childDirector.playableAsset as TimelineAsset; - if (timeline == null) - continue; - - timeline.GatherProperties(childDirector, driver); - } - } - } - s_ProcessedDirectors.Remove(director); - } - } -} -- cgit v1.2.3