ISequenceState.cs
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using System;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
interface ISequenceState : IDisposable
{
TimelineAsset asset { get; }
PlayableDirector director { get; }
TimelineClip hostClip { get; }
double start { get; }
double timeScale { get; }
double duration { get; }
bool isReadOnly { get; }
TimelineAssetViewModel viewModel { get; }
double time { get; set; }
int frame { get; set; }
float frameRate { get; set; }
Range GetEvaluableRange();
string TimeAsString(double timeValue, string format = "F2");
double ToGlobalTime(double t);
double ToLocalTime(double t);
void ResetIsReadOnly();
}
/**
* This class is used to hold default values for an implementation of ISequenceState.
* It could be removed in a phase 2, but it is currently used to limit the scope of
* this refactoring: it allows client code to access sequence info without having to
* worry about `currentSequence` being null.
* In the future this should be removed and we should pass around the correct data
* structure (i.e. SequenceState OR WindowState) based on the situation.
*/
class NullSequenceState : ISequenceState
{
public TimelineAsset asset { get { return null; } }
public PlayableDirector director { get { return null; } }
public TimelineClip hostClip { get { return null; } }
public double start { get { return 0.0; } }
public double timeScale { get { return 1.0; } }
public double duration { get { return 0.0; } }
public bool isReadOnly { get { return false; } }
TimelineAssetViewModel m_ViewModel;
public TimelineAssetViewModel viewModel
{
get
{
if (m_ViewModel == null)
m_ViewModel = TimelineWindowViewPrefs.CreateUnassociatedViewModel();
return m_ViewModel;
}
}
public double time
{
get { return 0.0; }
set { /* NO-OP*/ }
}
public int frame
{
get { return 0; }
set { /* NO-OP*/ }
}
public float frameRate
{
get { return TimelineAsset.EditorSettings.kDefaultFps; }
set { /* NO-OP*/ }
}
public Range GetEvaluableRange()
{
return new Range();
}
public string TimeAsString(double timeValue, string format = "F2")
{
return TimeUtility.TimeAsTimeCode(timeValue, frameRate, format);
}
public double ToGlobalTime(double t)
{
return t;
}
public double ToLocalTime(double t)
{
return t;
}
public void ResetIsReadOnly()
{
// NO-OP
}
public void Dispose()
{
// NO-OP
}
}
}