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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace UnityEditor.Timeline
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{
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partial class TimelineWindow
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{
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List<BreadCrumbTitle> m_BreadCrumbLabels = new List<BreadCrumbTitle>(100);
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static TitleMode GetTitleMode(ISequenceState sequence)
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{
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var prefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
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// Top level
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if (sequence.hostClip == null)
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{
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if (sequence.director != null && prefabStage != null && prefabStage.IsPartOfPrefabContents(sequence.director.gameObject))
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return TitleMode.Prefab;
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if (sequence.director != null && PrefabUtility.IsPartOfPrefabAsset(sequence.director))
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return TitleMode.PrefabOutOfContext;
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if (sequence.director != null && !sequence.director.isActiveAndEnabled)
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return TitleMode.DisabledComponent;
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if (sequence.director != null)
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return TitleMode.GameObject;
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if (sequence.asset != null)
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return TitleMode.Asset;
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}
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// Subtimelines only get an error icon
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else if (sequence.director != null && !sequence.director.isActiveAndEnabled && !PrefabUtility.IsPartOfPrefabAsset(sequence.director))
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return TitleMode.DisabledComponent;
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return TitleMode.None;
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}
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void DoBreadcrumbGUI()
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{
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if (state == null)
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return;
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int count = 0;
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foreach (var sequence in state.GetAllSequences())
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{
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BreadCrumbTitle title = new BreadCrumbTitle()
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{
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name = DisplayNameHelper.GetDisplayName(sequence),
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mode = GetTitleMode(sequence)
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};
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if (count >= m_BreadCrumbLabels.Count)
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m_BreadCrumbLabels.Add(title);
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else
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m_BreadCrumbLabels[count] = title;
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count++;
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}
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if (m_BreadCrumbLabels.Count > count)
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m_BreadCrumbLabels.RemoveRange(count, m_BreadCrumbLabels.Count - count);
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using (new EditorGUI.DisabledScope(currentMode.headerState.breadCrumb == TimelineModeGUIState.Disabled))
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{
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BreadcrumbDrawer.Draw(breadCrumbAreaWidth, m_BreadCrumbLabels, NavigateToBreadcrumbIndex);
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}
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}
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void NavigateToBreadcrumbIndex(int index)
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{
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state.PopSequencesUntilCount(index + 1);
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}
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void DoSequenceSelectorGUI()
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{
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using (new EditorGUI.DisabledScope(currentMode.headerState.sequenceSelector == TimelineModeGUIState.Disabled))
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{
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if (EditorGUILayout.DropdownButton(DirectorStyles.timelineSelectorArrow, FocusType.Passive, DirectorStyles.Instance.sequenceSwitcher, GUILayout.Width(WindowConstants.selectorWidth)))
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ShowSequenceSelector();
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}
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}
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void ShowSequenceSelector()
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{
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var allDirectors = TimelineUtility.GetDirectorsInSceneUsingAsset(null);
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var formatter = new SequenceMenuNameFormater();
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var namesAndDirectors = new List<ValueTuple<string, PlayableDirector>>();
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foreach (var d in allDirectors)
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{
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if (d.playableAsset is TimelineAsset)
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{
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var text = formatter.Format(DisplayNameHelper.GetDisplayName(d));
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namesAndDirectors.Add(new ValueTuple<string, PlayableDirector>(text, d));
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}
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}
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var sequenceMenu = new GenericMenu();
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foreach (var (timelineName, playableDirector) in namesAndDirectors.OrderBy(i => i.Item1))
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{
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var isCurrent = state.masterSequence.director == playableDirector;
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sequenceMenu.AddItem(new GUIContent(timelineName), isCurrent, OnSequenceSelected, playableDirector);
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}
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if (allDirectors.Length == 0)
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sequenceMenu.AddDisabledItem(DirectorStyles.noTimelinesInScene);
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sequenceMenu.DropDown(EditorGUILayout.s_LastRect);
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}
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void OnSequenceSelected(object arg)
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{
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var directorToBindTo = (PlayableDirector)arg;
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if (directorToBindTo)
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{
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// don't just select the object, it may already be selected.
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SetCurrentTimeline(directorToBindTo);
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}
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}
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}
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}
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