UnityGame/Library/PackageCache/com.unity.timeline/Editor/Manipulators/Sequence/Jog.cs

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2024-10-27 10:53:47 +03:00
using UnityEditor.ShortcutManagement;
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
class Jog : Manipulator
{
Vector2 m_MouseDownOrigin = Vector2.zero;
[ClutchShortcut("Timeline/Jog", typeof(TimelineWindow), KeyCode.J)]
static void JogShortcut(ShortcutArguments args)
{
if (args.stage == ShortcutStage.Begin)
{
(args.context as TimelineWindow).state.isJogging = true;
}
else if (args.stage == ShortcutStage.End)
{
(args.context as TimelineWindow).state.isJogging = false;
}
}
protected override bool MouseDown(Event evt, WindowState state)
{
if (!state.isJogging)
return false;
m_MouseDownOrigin = evt.mousePosition;
state.playbackSpeed = 0.0f;
state.Play();
return true;
}
protected override bool MouseUp(Event evt, WindowState state)
{
if (!state.isJogging)
{
return false;
}
m_MouseDownOrigin = evt.mousePosition;
state.playbackSpeed = 0.0f;
state.Play();
return false;
}
protected override bool MouseDrag(Event evt, WindowState state)
{
if (!state.isJogging)
return false;
var distance = evt.mousePosition - m_MouseDownOrigin;
state.playbackSpeed = distance.x * 0.002f;
state.Play();
return true;
}
}
}