UnityGame/Library/PackageCache/com.unity.timeline/Editor/Utilities/TimeReferenceUtility.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class TimeReferenceUtility
{
static WindowState state { get { return TimelineWindow.instance.state; } }
public static float PixelToTime(Vector2 mousePos)
{
return PixelToTime(mousePos.x);
}
public static float PixelToTime(float pixelX)
{
return state.PixelToTime(pixelX);
}
public static double GetSnappedTimeAtMousePosition(Vector2 mousePos)
{
return state.GetSnappedTimeAtMousePosition(mousePos);
}
public static double SnapToFrameIfRequired(double currentTime)
{
return TimelinePreferences.instance.snapToFrame ? SnapToFrame(currentTime) : currentTime;
}
public static double SnapToFrame(double time)
{
if (state.timeReferenceMode == TimeReferenceMode.Global)
{
time = state.editSequence.ToGlobalTime(time);
time = TimeUtility.RoundToFrame(time, state.referenceSequence.frameRate);
return state.editSequence.ToLocalTime(time);
}
return TimeUtility.RoundToFrame(time, state.referenceSequence.frameRate);
}
public static string ToTimeString(double time, string format = "F2")
{
if (state.timeReferenceMode == TimeReferenceMode.Global)
time = state.editSequence.ToGlobalTime(time);
return state.timeFormat.ToTimeString(time, state.referenceSequence.frameRate, format);
}
public static double FromTimeString(string timeString)
{
double newTime = state.timeFormat.FromTimeString(timeString, state.referenceSequence.frameRate, -1);
if (newTime >= 0.0)
{
return state.timeReferenceMode == TimeReferenceMode.Global ?
state.editSequence.ToLocalTime(newTime) : newTime;
}
return state.editSequence.time;
}
}
}