PropertyCollector.cs
7.45 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Object = UnityEngine.Object;
namespace UnityEditor.Timeline
{
class PropertyCollector : IPropertyCollector
{
readonly Stack<GameObject> m_ObjectStack = new Stack<GameObject>();
// Call immediately before use
public void Reset()
{
m_ObjectStack.Clear();
}
// call to reset caches. should be called when switching master timelines
public void Clear()
{
m_ObjectStack.Clear();
AnimationPreviewUtilities.ClearCaches();
}
public void PushActiveGameObject(GameObject gameObject)
{
m_ObjectStack.Push(gameObject);
}
public void PopActiveGameObject()
{
m_ObjectStack.Pop();
}
public void AddFromClip(AnimationClip clip)
{
var go = m_ObjectStack.Peek(); // allow it to throw if empty
if (go != null && clip != null) // null game object is allowed for calls to be ignored
AddFromClip(go, clip);
}
public void AddFromClips(IEnumerable<AnimationClip> clips)
{
var go = m_ObjectStack.Peek();
if (go != null)
AddFromClips(go, clips);
}
public void AddFromName<T>(string name) where T : Component
{
var go = m_ObjectStack.Peek(); // allow it to throw if empty
if (go != null) // null game object is allowed for calls to be ignored
AddFromName<T>(go, name);
}
public void AddFromName(string name)
{
var go = m_ObjectStack.Peek(); // allow it to throw if empty
if (go != null) // null game object is allowed for calls to be ignored
AddFromName(go, name);
}
public void AddFromClip(GameObject obj, AnimationClip clip)
{
if (!Application.isPlaying)
AddPropertiesFromClip(obj, clip);
}
public void AddFromClips(GameObject animatorRoot, IEnumerable<AnimationClip> clips)
{
if (Application.isPlaying)
return;
AnimationPreviewUtilities.PreviewFromCurves(animatorRoot, AnimationPreviewUtilities.GetBindings(animatorRoot, clips));
}
public void AddFromName<T>(GameObject obj, string name) where T : Component
{
if (!Application.isPlaying)
AddPropertiesFromName(obj, typeof(T), name);
}
public void AddFromName(GameObject obj, string name)
{
if (!Application.isPlaying)
AddPropertiesFromName(obj, name);
}
public void AddFromName(Component component, string name)
{
if (!Application.isPlaying)
AddPropertyModification(component, name);
}
public void AddFromComponent(GameObject obj, Component component)
{
if (Application.isPlaying)
return;
if (obj == null || component == null)
return;
var serializedObject = new SerializedObject(component);
SerializedProperty property = serializedObject.GetIterator();
while (property.NextVisible(true))
{
if (property.hasVisibleChildren || !AnimatedParameterUtility.IsTypeAnimatable(property.propertyType))
continue;
AddPropertyModification(component, property.propertyPath);
}
}
void AddPropertiesFromClip(GameObject go, AnimationClip clip)
{
if (go != null && clip != null)
{
AnimationMode.InitializePropertyModificationForGameObject(go, clip);
}
}
static void AddPropertiesFromName(GameObject go, string property)
{
if (go == null)
return;
AddPropertyModification(go, property);
}
static void AddPropertiesFromName(GameObject go, Type compType, string property)
{
if (go == null)
return;
var comp = go.GetComponent(compType);
if (comp == null)
return;
AddPropertyModification(comp, property);
}
public void AddObjectProperties(Object obj, AnimationClip clip)
{
if (obj == null || clip == null)
return;
IPlayableAsset asset = obj as IPlayableAsset;
IPlayableBehaviour playable = obj as IPlayableBehaviour;
// special case for assets that contain animated script playables.
// The paths in the clip start from the field with the templated playable
if (asset != null)
{
if (playable == null)
{
AddSerializedPlayableModifications(asset, clip);
}
else
{
// in this case the asset is the playable. The clip applies directly
AnimationMode.InitializePropertyModificationForObject(obj, clip);
}
}
}
void AddSerializedPlayableModifications(IPlayableAsset asset, AnimationClip clip)
{
var obj = asset as Object;
if (obj == null)
return;
var driver = WindowState.previewDriver;
if (driver == null || !AnimationMode.InAnimationMode(driver))
return;
var serializedObj = new SerializedObject(obj);
var bindings = AnimationClipCurveCache.Instance.GetCurveInfo(clip).bindings;
var fields = AnimatedParameterUtility.GetScriptPlayableFields(asset);
// go through each binding and offset using the field name
// so the modification system can find the particle object using the asset as a root
foreach (var b in bindings)
{
foreach (var f in fields)
{
var propertyPath = f.Name + "." + b.propertyName;
if (serializedObj.FindProperty(propertyPath) != null)
{
DrivenPropertyManager.RegisterProperty(driver, obj, propertyPath);
break;
}
}
}
}
private static void AddPropertyModification(GameObject obj, string propertyName)
{
var driver = WindowState.previewDriver;
if (driver == null || !AnimationMode.InAnimationMode(driver))
return;
DrivenPropertyManager.RegisterProperty(driver, obj, propertyName);
}
private static void AddPropertyModification(Component comp, string name)
{
if (comp == null)
return;
var driver = WindowState.previewDriver;
if (driver == null || !AnimationMode.InAnimationMode(driver))
return;
// Register Property will display an error if a property doesn't exist (wanted behaviour)
// However, it also displays an error on Monobehaviour m_Script property, since it can't be driven. (not wanted behaviour)
// case 967026
if (name == "m_Script" && (comp as MonoBehaviour) != null)
return;
DrivenPropertyManager.RegisterProperty(driver, comp, name);
}
}
}