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using System.Linq;
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using UnityEngine;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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static class AnimationOffsetMenu
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{
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public static GUIContent MatchPreviousMenuItem = EditorGUIUtility.TrTextContent("Match Offsets To Previous Clip");
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public static GUIContent MatchNextMenuItem = EditorGUIUtility.TrTextContent("Match Offsets To Next Clip");
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public static string MatchFieldsPrefix = "Match Offsets Fields/";
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public static GUIContent ResetOffsetMenuItem = EditorGUIUtility.TrTextContent("Reset Offsets");
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static bool EnforcePreviewMode(WindowState state)
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{
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state.previewMode = true; // try and set the preview mode
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if (!state.previewMode)
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{
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Debug.LogError("Match clips cannot be completed because preview mode cannot be enabed");
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return false;
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}
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return true;
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}
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internal static void MatchClipsToPrevious(WindowState state, TimelineClip[] clips)
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{
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if (!EnforcePreviewMode(state))
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return;
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clips = clips.OrderBy(x => x.start).ToArray();
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foreach (var clip in clips)
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{
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var sceneObject = TimelineUtility.GetSceneGameObject(state.editSequence.director, clip.parentTrack);
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if (sceneObject != null)
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{
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TimelineUndo.PushUndo(clip.asset, "Match Clip");
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TimelineAnimationUtilities.MatchPrevious(clip, sceneObject.transform, state.editSequence.director);
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}
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}
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InspectorWindow.RepaintAllInspectors();
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TimelineEditor.Refresh(RefreshReason.ContentsModified);
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}
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internal static void MatchClipsToNext(WindowState state, TimelineClip[] clips)
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{
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if (!EnforcePreviewMode(state))
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return;
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clips = clips.OrderByDescending(x => x.start).ToArray();
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foreach (var clip in clips)
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{
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var sceneObject = TimelineUtility.GetSceneGameObject(state.editSequence.director, clip.parentTrack);
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if (sceneObject != null)
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{
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TimelineUndo.PushUndo(clip.asset, "Match Clip");
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TimelineAnimationUtilities.MatchNext(clip, sceneObject.transform, state.editSequence.director);
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}
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}
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InspectorWindow.RepaintAllInspectors();
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TimelineEditor.Refresh(RefreshReason.ContentsModified);
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}
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public static void ResetClipOffsets(WindowState state, TimelineClip[] clips)
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{
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foreach (var clip in clips)
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{
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if (clip.asset is AnimationPlayableAsset)
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{
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TimelineUndo.PushUndo(clip.asset, "Reset Offsets");
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var playableAsset = (AnimationPlayableAsset)clip.asset;
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playableAsset.ResetOffsets();
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}
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}
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state.rebuildGraph = true;
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InspectorWindow.RepaintAllInspectors();
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TimelineEditor.Refresh(RefreshReason.SceneNeedsUpdate);
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}
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}
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}
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