SignalManager.cs
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using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Timeline;
using Object = UnityEngine.Object;
namespace UnityEditor.Timeline.Signals
{
class SignalManager : IDisposable
{
static SignalManager m_Instance;
readonly List<SignalAsset> m_assets = new List<SignalAsset>();
internal static SignalManager instance
{
get
{
if (m_Instance == null)
{
m_Instance = new SignalManager();
m_Instance.Refresh();
}
return m_Instance;
}
set { m_Instance = value; }
}
internal SignalManager()
{
SignalAsset.OnEnableCallback += Register;
}
public static IEnumerable<SignalAsset> assets
{
get
{
foreach (var asset in instance.m_assets)
{
if (asset != null)
yield return asset;
}
}
}
public static SignalAsset CreateSignalAssetInstance(string path)
{
var newSignal = ScriptableObject.CreateInstance<SignalAsset>();
newSignal.name = Path.GetFileNameWithoutExtension(path);
var asset = AssetDatabase.LoadMainAssetAtPath(path) as SignalAsset;
if (asset != null)
{
TimelineUndo.PushUndo(asset, Styles.UndoCreateSignalAsset);
EditorUtility.CopySerialized(newSignal, asset);
Object.DestroyImmediate(newSignal);
return asset;
}
AssetDatabase.CreateAsset(newSignal, path);
return newSignal;
}
public void Dispose()
{
SignalAsset.OnEnableCallback -= Register;
}
void Register(SignalAsset a)
{
m_assets.Add(a);
}
void Refresh()
{
var guids = AssetDatabase.FindAssets("t:SignalAsset");
foreach (var g in guids)
{
var path = AssetDatabase.GUIDToAssetPath(g);
var asset = AssetDatabase.LoadAssetAtPath<SignalAsset>(path);
m_assets.Add(asset);
}
}
}
}