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using System;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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static class BindingUtility
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{
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public static Type GetRequiredBindingType(PlayableBinding binding)
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{
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return binding.outputTargetType;
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}
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public static void Bind(PlayableDirector director, TrackAsset bindTo, Object objectToBind)
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{
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if (director == null || bindTo == null || TimelineWindow.instance == null)
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return;
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TimelineWindow.instance.state.previewMode = false; // returns all objects to previous state
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TimelineUndo.PushUndo(director, "PlayableDirector Binding");
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director.SetGenericBinding(bindTo, objectToBind);
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TimelineWindow.instance.state.rebuildGraph = true;
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}
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public static BindingAction GetBindingAction(Type requiredBindingType, Object objectToBind)
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{
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if (requiredBindingType == null || objectToBind == null)
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return BindingAction.DoNotBind;
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// prevent drag and drop of prefab assets
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if (PrefabUtility.IsPartOfPrefabAsset(objectToBind))
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return BindingAction.DoNotBind;
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if (requiredBindingType.IsInstanceOfType(objectToBind))
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return BindingAction.BindDirectly;
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var draggedGameObject = objectToBind as GameObject;
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if (!typeof(Component).IsAssignableFrom(requiredBindingType) || draggedGameObject == null)
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return BindingAction.DoNotBind;
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if (draggedGameObject.GetComponent(requiredBindingType) == null)
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return BindingAction.BindToMissingComponent;
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return BindingAction.BindToExistingComponent;
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}
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}
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enum BindingAction
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{
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DoNotBind,
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BindDirectly,
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BindToExistingComponent,
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BindToMissingComponent
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}
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}
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