mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
226 lines
7.4 KiB
C#
226 lines
7.4 KiB
C#
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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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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class PropertyCollector : IPropertyCollector
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{
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readonly Stack<GameObject> m_ObjectStack = new Stack<GameObject>();
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// Call immediately before use
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public void Reset()
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{
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m_ObjectStack.Clear();
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}
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// call to reset caches. should be called when switching master timelines
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public void Clear()
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{
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m_ObjectStack.Clear();
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AnimationPreviewUtilities.ClearCaches();
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}
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public void PushActiveGameObject(GameObject gameObject)
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{
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m_ObjectStack.Push(gameObject);
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}
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public void PopActiveGameObject()
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{
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m_ObjectStack.Pop();
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}
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public void AddFromClip(AnimationClip clip)
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{
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var go = m_ObjectStack.Peek(); // allow it to throw if empty
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if (go != null && clip != null) // null game object is allowed for calls to be ignored
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AddFromClip(go, clip);
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}
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public void AddFromClips(IEnumerable<AnimationClip> clips)
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{
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var go = m_ObjectStack.Peek();
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if (go != null)
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AddFromClips(go, clips);
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}
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public void AddFromName<T>(string name) where T : Component
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{
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var go = m_ObjectStack.Peek(); // allow it to throw if empty
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if (go != null) // null game object is allowed for calls to be ignored
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AddFromName<T>(go, name);
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}
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public void AddFromName(string name)
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{
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var go = m_ObjectStack.Peek(); // allow it to throw if empty
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if (go != null) // null game object is allowed for calls to be ignored
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AddFromName(go, name);
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}
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public void AddFromClip(GameObject obj, AnimationClip clip)
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{
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if (!Application.isPlaying)
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AddPropertiesFromClip(obj, clip);
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}
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public void AddFromClips(GameObject animatorRoot, IEnumerable<AnimationClip> clips)
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{
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if (Application.isPlaying)
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return;
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AnimationPreviewUtilities.PreviewFromCurves(animatorRoot, AnimationPreviewUtilities.GetBindings(animatorRoot, clips));
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}
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public void AddFromName<T>(GameObject obj, string name) where T : Component
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{
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if (!Application.isPlaying)
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AddPropertiesFromName(obj, typeof(T), name);
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}
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public void AddFromName(GameObject obj, string name)
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{
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if (!Application.isPlaying)
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AddPropertiesFromName(obj, name);
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}
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public void AddFromName(Component component, string name)
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{
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if (!Application.isPlaying)
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AddPropertyModification(component, name);
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}
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public void AddFromComponent(GameObject obj, Component component)
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{
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if (Application.isPlaying)
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return;
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if (obj == null || component == null)
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return;
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var serializedObject = new SerializedObject(component);
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SerializedProperty property = serializedObject.GetIterator();
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while (property.NextVisible(true))
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{
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if (property.hasVisibleChildren || !AnimatedParameterUtility.IsTypeAnimatable(property.propertyType))
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continue;
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AddPropertyModification(component, property.propertyPath);
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}
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}
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void AddPropertiesFromClip(GameObject go, AnimationClip clip)
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{
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if (go != null && clip != null)
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{
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AnimationMode.InitializePropertyModificationForGameObject(go, clip);
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}
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}
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static void AddPropertiesFromName(GameObject go, string property)
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{
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if (go == null)
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return;
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AddPropertyModification(go, property);
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}
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static void AddPropertiesFromName(GameObject go, Type compType, string property)
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{
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if (go == null)
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return;
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var comp = go.GetComponent(compType);
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if (comp == null)
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return;
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AddPropertyModification(comp, property);
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}
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public void AddObjectProperties(Object obj, AnimationClip clip)
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{
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if (obj == null || clip == null)
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return;
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IPlayableAsset asset = obj as IPlayableAsset;
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IPlayableBehaviour playable = obj as IPlayableBehaviour;
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// special case for assets that contain animated script playables.
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// The paths in the clip start from the field with the templated playable
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if (asset != null)
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{
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if (playable == null)
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{
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AddSerializedPlayableModifications(asset, clip);
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}
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else
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{
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// in this case the asset is the playable. The clip applies directly
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AnimationMode.InitializePropertyModificationForObject(obj, clip);
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}
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}
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}
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void AddSerializedPlayableModifications(IPlayableAsset asset, AnimationClip clip)
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{
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var obj = asset as Object;
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if (obj == null)
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return;
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var driver = WindowState.previewDriver;
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if (driver == null || !AnimationMode.InAnimationMode(driver))
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return;
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var serializedObj = new SerializedObject(obj);
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var bindings = AnimationClipCurveCache.Instance.GetCurveInfo(clip).bindings;
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var fields = AnimatedParameterUtility.GetScriptPlayableFields(asset);
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// go through each binding and offset using the field name
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// so the modification system can find the particle object using the asset as a root
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foreach (var b in bindings)
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{
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foreach (var f in fields)
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{
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var propertyPath = f.Name + "." + b.propertyName;
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if (serializedObj.FindProperty(propertyPath) != null)
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{
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DrivenPropertyManager.RegisterProperty(driver, obj, propertyPath);
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break;
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}
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}
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}
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}
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private static void AddPropertyModification(GameObject obj, string propertyName)
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{
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var driver = WindowState.previewDriver;
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if (driver == null || !AnimationMode.InAnimationMode(driver))
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return;
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DrivenPropertyManager.RegisterProperty(driver, obj, propertyName);
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}
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private static void AddPropertyModification(Component comp, string name)
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{
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if (comp == null)
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return;
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var driver = WindowState.previewDriver;
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if (driver == null || !AnimationMode.InAnimationMode(driver))
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return;
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// Register Property will display an error if a property doesn't exist (wanted behaviour)
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// However, it also displays an error on Monobehaviour m_Script property, since it can't be driven. (not wanted behaviour)
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// case 967026
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if (name == "m_Script" && (comp as MonoBehaviour) != null)
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return;
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DrivenPropertyManager.RegisterProperty(driver, comp, name);
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}
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}
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}
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