UnityGame/Library/PackageCache/com.unity.timeline/Editor/Manipulators/Utils/EditModeRippleUtils.cs

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C#
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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
static class EditModeRippleUtils
{
public static void Insert(IEnumerable<ItemsPerTrack> itemsGroups)
{
var start = double.MaxValue;
var end = double.MinValue;
foreach (var itemsGroup in itemsGroups)
{
start = Math.Min(start, itemsGroup.items.Min(c => c.start));
end = Math.Max(end, itemsGroup.items.Max(c => c.end));
}
var offset = 0.0;
var discreteStart = (DiscreteTime)start;
var discreteEnd = (DiscreteTime)end;
var itemTypes = ItemsUtils.GetItemTypes(itemsGroups);
var siblingsToRipple = new List<ITimelineItem>();
foreach (var itemsGroup in itemsGroups)
{
//can only ripple items of the same type as those selected
siblingsToRipple.AddRange(ItemsUtils.GetItemsExcept(itemsGroup.targetTrack, itemsGroup.items).Where(i => itemTypes.Contains(i.GetType())));
foreach (var item in siblingsToRipple)
{
var discreteItemStart = (DiscreteTime)item.start;
var discreteItemEnd = (DiscreteTime)item.end;
if ((discreteItemStart < discreteStart && discreteItemEnd > discreteStart) || (discreteItemStart >= discreteStart && discreteItemStart < discreteEnd))
offset = Math.Max(offset, end - item.start);
}
}
if (offset > 0.0)
{
foreach (var sibling in siblingsToRipple)
{
if ((DiscreteTime)sibling.end > (DiscreteTime)start)
sibling.start += offset;
}
}
}
public static void Remove(IEnumerable<ItemsPerTrack> itemsGroups)
{
foreach (var itemsGroup in itemsGroups)
Remove(itemsGroup.targetTrack, itemsGroup.items);
}
static void Remove(TrackAsset track, IEnumerable<ITimelineItem> items)
{
if (track == null) return;
//can only ripple items of the same type as those selected
var itemTypes = ItemsUtils.GetItemTypes(items);
var siblingsToRipple = ItemsUtils.GetItemsExcept(track, items)
.Where(i => itemTypes.Contains(i.GetType()))
.OrderBy(c => c.start)
.ToArray();
var orderedItems = items
.OrderBy(c => c.start)
.ToArray();
var cumulativeOffset = 0.0;
foreach (var item in orderedItems)
{
var offset = item.end - item.start;
var start = item.start - cumulativeOffset;
var end = item.end - cumulativeOffset;
var nextItem = siblingsToRipple.FirstOrDefault(c => (DiscreteTime)c.start > (DiscreteTime)start && (DiscreteTime)c.start < (DiscreteTime)end);
if (nextItem != null)
{
offset -= end - nextItem.start;
}
var prevItem = siblingsToRipple.FirstOrDefault(c => (DiscreteTime)c.end > (DiscreteTime)start && (DiscreteTime)c.end < (DiscreteTime)end);
if (prevItem != null)
{
offset -= prevItem.end - start;
}
if (offset <= 0.0)
continue;
cumulativeOffset += offset;
for (int i = siblingsToRipple.Length - 1; i >= 0; --i)
{
var c = siblingsToRipple[i];
if ((DiscreteTime)c.start < (DiscreteTime)start)
break;
c.start = c.start - offset;
}
}
}
}
}