UnityGame/Library/PackageCache/com.unity.timeline/Editor/Window/TimelineWindow_PreviewPlayMode.cs
2024-10-27 10:53:47 +03:00

85 lines
2.8 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
partial class TimelineWindow
{
void OnPreviewPlayModeChanged(bool isPlaying)
{
if (state != null && !state.ignorePreview && 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() && !state.playRangeEnabled && 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 (Math.Abs(time - playRangeTime.end) < TimeUtility.kFrameRateEpsilon || time > playRangeTime.end || time < playRangeTime.start)
{
state.masterSequence.time = playRangeTime.start;
// case 1215926 : Special case to make the director mode to play if the wrap mode is None.
// In that mode, the engine stop the graph before we can ensure play range is respected.
if (!state.playing && state.masterSequence.director.extrapolationMode == DirectorWrapMode.None)
state.Play();
}
}
}
}