TimelineWindow_PreviewPlayMode.cs
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using System;
using UnityEngine;
using UnityEngine.Playables;
namespace UnityEditor.Timeline
{
partial class TimelineWindow
{
void OnPreviewPlayModeChanged(bool isPlaying)
{
if (EditorApplication.isPlaying)
return;
if (isPlaying)
{
PreparePreviewPlay();
EditorApplication.update += OnPreviewPlay;
}
else
{
EditorApplication.update -= OnPreviewPlay;
}
}
void PreparePreviewPlay()
{
if (state == null || state.masterSequence.asset == null || state.masterSequence.director == null)
return;
if (state.playRangeEnabled && !state.isJogging)
{
EnsurePlayRangeIsRespected();
}
}
internal void OnPreviewPlay()
{
if (state == null || state.masterSequence.asset == null || state.masterSequence.director == null)
return;
var director = state.masterSequence.director;
if (director.timeUpdateMode == DirectorUpdateMode.Manual)
{
Repaint();
return;
}
if (state.isJogging)
{
ApplyJog();
}
else if (state.playRangeEnabled)
{
EnsurePlayRangeIsRespected();
}
if (director.extrapolationMode == DirectorWrapMode.None && director.playableGraph.IsValid() && director.playableGraph.IsDone())
{
//reset time if we hit the end of the timeline
state.masterSequence.time = 0.0;
state.Pause();
}
Repaint();
AudioMixerWindow.RepaintAudioMixerWindow();
}
void ApplyJog()
{
state.masterSequence.time = Math.Max(0.0, Math.Min(state.masterSequence.duration, state.masterSequence.time + state.playbackSpeed));
}
void EnsurePlayRangeIsRespected()
{
var playRangeTime = state.playRange;
var time = state.masterSequence.time;
if (time > playRangeTime.y || time < playRangeTime.x)
state.masterSequence.time = playRangeTime.x;
}
}
}