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/Playables/PrefabControlPlayable.cs | 158 --------------------- 1 file changed, 158 deletions(-) delete mode 100644 Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/PrefabControlPlayable.cs (limited to 'Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/PrefabControlPlayable.cs') diff --git a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/PrefabControlPlayable.cs b/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/PrefabControlPlayable.cs deleted file mode 100644 index f84c9ff..0000000 --- a/Library/PackageCache/com.unity.timeline@1.2.13/Runtime/Playables/PrefabControlPlayable.cs +++ /dev/null @@ -1,158 +0,0 @@ -using System; -using UnityEngine.Playables; -using UnityEngine.SceneManagement; - -namespace UnityEngine.Timeline -{ - /// - /// Playable that controls and instantiates a Prefab. - /// - public class PrefabControlPlayable : PlayableBehaviour - { - GameObject m_Instance; - -#if UNITY_EDITOR - private bool m_IsActiveCached; -#endif - - /// - /// Creates a Playable with a PrefabControlPlayable behaviour attached - /// - /// The PlayableGraph to inject the Playable into. - /// The prefab to instantiate from - /// Transform to parent instance to. Can be null. - /// Returns a Playabe with PrefabControlPlayable behaviour attached. - public static ScriptPlayable Create(PlayableGraph graph, GameObject prefabGameObject, Transform parentTransform) - { - if (prefabGameObject == null) - return ScriptPlayable.Null; - - var handle = ScriptPlayable.Create(graph); - handle.GetBehaviour().Initialize(prefabGameObject, parentTransform); - return handle; - } - - /// - /// The instance of the prefab created by this behaviour - /// - public GameObject prefabInstance - { - get { return m_Instance; } - } - - /// - /// Initializes the behaviour with a prefab and parent transform - /// - /// The prefab to instantiate from - /// Transform to parent instance to. Can be null. - /// The created instance - public GameObject Initialize(GameObject prefabGameObject, Transform parentTransform) - { - if (prefabGameObject == null) - throw new ArgumentNullException("Prefab cannot be null"); - - if (m_Instance != null) - { - Debug.LogWarningFormat("Prefab Control Playable ({0}) has already been initialized with a Prefab ({1}).", prefabGameObject.name, m_Instance.name); - } - else - { - #if UNITY_EDITOR - if (!Application.isPlaying) - { - m_Instance = (GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefabGameObject, parentTransform); - UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated; - } - else - #endif - { - m_Instance = Object.Instantiate(prefabGameObject, parentTransform, false); - } - m_Instance.name = prefabGameObject.name + " [Timeline]"; - m_Instance.SetActive(false); - SetHideFlagsRecursive(m_Instance); - } - return m_Instance; - } - - /// - /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. - /// - /// The playable this behaviour is attached to. - public override void OnPlayableDestroy(Playable playable) - { - if (m_Instance) - { - if (Application.isPlaying) - Object.Destroy(m_Instance); - else - Object.DestroyImmediate(m_Instance); - } - -#if UNITY_EDITOR - UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated; -#endif - } - - /// - /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. - /// - /// The Playable that owns the current PlayableBehaviour. - /// A FrameData structure that contains information about the current frame context. - public override void OnBehaviourPlay(Playable playable, FrameData info) - { - if (m_Instance == null) - return; - - m_Instance.SetActive(true); - -#if UNITY_EDITOR - m_IsActiveCached = true; -#endif - } - - /// - /// This function is called when the Playable play state is changed to PlayState.Paused. - /// - /// The playable this behaviour is attached to. - /// A FrameData structure that contains information about the current frame context. - public override void OnBehaviourPause(Playable playable, FrameData info) - { - // OnBehaviourPause can be called if the graph is stopped for a variety of reasons - // the effectivePlayState will test if the pause is due to the clip being out of bounds - if (m_Instance != null && info.effectivePlayState == PlayState.Paused) - { - m_Instance.SetActive(false); -#if UNITY_EDITOR - m_IsActiveCached = false; -#endif - } - } - -#if UNITY_EDITOR - void OnPrefabUpdated(GameObject go) - { - if (go == m_Instance) - { - SetHideFlagsRecursive(go); - go.SetActive(m_IsActiveCached); - } - } - -#endif - - static void SetHideFlagsRecursive(GameObject gameObject) - { - if (gameObject == null) - return; - - gameObject.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; - if (!Application.isPlaying) - gameObject.hideFlags |= HideFlags.HideInHierarchy; - foreach (Transform child in gameObject.transform) - { - SetHideFlagsRecursive(child.gameObject); - } - } - } -} -- cgit v1.2.3