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using System;
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namespace UnityEditor.Timeline.Actions
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{
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/// <summary>
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/// Use this attribute on action classes (<see cref="TimelineAction"/>,
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/// <see cref="ClipAction"/>,
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/// <see cref="MarkerAction"/> and
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/// <see cref="TrackAction"/>)
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/// to have the default undo behaviour applied.
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///
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/// By default, applying this attribute will record all objects passed to the Execute method with the Undo system,
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/// using the name of Action it is applied to.
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///
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/// <example>
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/// Simple track Action example (with context menu and shortcut support).
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/// <code source="../../DocCodeExamples/TimelineAttributesExamples.cs" region="declare-applyDefaultUndoAttr" title="ApplyDefaultUndoAttr"/>
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/// </example>
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/// </summary>
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/// <seealso cref="TimelineAction"/>
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/// <seealso cref="TrackAction"/>
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/// <seealso cref="ClipAction"/>
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/// <seealso cref="MarkerAction"/>
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[AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
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public class ApplyDefaultUndoAttribute : Attribute
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{
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/// <summary>
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/// The title of the action to appear in the undo history. If not specified, the name is taken from the DisplayName attribute,
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/// or derived from the name of the class this attribute is applied to.
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/// </summary>
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public string UndoTitle;
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/// <summary>Use this attribute on action classes to have the default undo behaviour applied.
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/// </summary>
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/// <param name="undoTitle">The title of the action to appear in the undo history.</param>
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public ApplyDefaultUndoAttribute(string undoTitle = null)
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{
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UndoTitle = undoTitle;
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}
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}
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}
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fileFormatVersion: 2
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guid: b46a1ab31b3043b88cc57df2167383ac
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timeCreated: 1590517869
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using System.Collections.Generic;
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using UnityEditor.Timeline.Actions;
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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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/// <summary>
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/// Use this class to record the state of a timeline or its components prior to modification.
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/// </summary>
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/// <remarks>
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/// These methods do not need to be used when adding or deleting tracks, clips or markers.
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/// Methods in the UnityEngine.Timeline namespace, such as <see cref="UnityEngine.Timeline.TimelineAsset.CreateTrack"/>
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/// or <see cref="UnityEngine.Timeline.TrackAsset.CreateDefaultClip"/> will apply the appropriate
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/// Undo calls when called in Editor.
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/// </remarks>
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public static class UndoExtensions
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{
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/// <summary>
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/// Records all items contained in an action context. Use this method to record all objects
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/// inside the context.
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/// </summary>
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/// <param name="context">The action context to record into the Undo system.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterContext(ActionContext context, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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{
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undo.Add(context.tracks);
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undo.Add(context.clips, true);
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undo.Add(context.markers);
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}
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}
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/// <summary>
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/// Records any changes done on the timeline after being called. This only applies
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/// to the timeline asset properties itself, and not any of the tracks or clips on the timeline
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/// </summary>
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/// <param name="asset">The timeline asset being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterTimeline(TimelineAsset asset, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.AddObject(asset);
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}
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/// <summary>
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/// Records any changes done on the timeline after being called, including any changes
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/// to any clips, tracks and markers that occur on the timeline.
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/// </summary>
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/// <param name="asset">The timeline asset being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterCompleteTimeline(TimelineAsset asset, string undoTitle)
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{
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if (asset == null)
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return;
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using (var undo = new UndoScope(undoTitle))
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{
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undo.AddObject(asset);
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undo.Add(asset.flattenedTracks);
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foreach (var t in asset.flattenedTracks)
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{
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undo.Add(t.GetClips(), true);
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undo.Add(t.GetMarkers());
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}
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}
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}
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/// <summary>
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/// Records any changes done on the track after being called, including any changes
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/// to clips on the track, but not on markers or PlayableAssets attached to the clips.
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/// </summary>
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/// <param name="asset">The timeline track being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterTrack(TrackAsset asset, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.AddObject(asset);
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}
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/// <summary>
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/// Records any changes done on the tracks after being called, including any changes
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/// to clips on the tracks, but not on markers or PlayableAssets attached to the clips.
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/// </summary>
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/// <param name="tracks">The timeline track being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterTracks(IEnumerable<TrackAsset> tracks, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.Add(tracks);
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}
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/// <summary>
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/// Records any changes done on the clip after being called.
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/// </summary>
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/// <param name="clip">The timeline clip being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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/// <param name="includePlayableAsset">Set this value to true to also record changes on the attached playable asset.</param>
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public static void RegisterClip(TimelineClip clip, string undoTitle, bool includePlayableAsset = true)
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{
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using (var undo = new UndoScope(undoTitle))
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{
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undo.AddClip(clip, includePlayableAsset);
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}
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}
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/// <summary>
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/// Records any changes done on the PlayableAsset after being called.
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/// </summary>
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/// <param name="asset">The timeline track being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterPlayableAsset(PlayableAsset asset, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.AddObject(asset);
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}
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/// <summary>
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/// Records any changes done on the clips after being called.
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/// </summary>
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/// <param name="clips">The timeline clips being modified.</param>
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/// <param name="name">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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/// <param name="includePlayableAssets">Set this value to true to also record changes on the attached playable assets.</param>
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public static void RegisterClips(IEnumerable<TimelineClip> clips, string name, bool includePlayableAssets = true)
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{
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using (var undo = new UndoScope(name))
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undo.Add(clips, includePlayableAssets);
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}
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/// <summary>
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/// Records any changes done on the Timeline Marker after being called.
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/// </summary>
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/// <param name="marker">The timeline clip being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterMarker(IMarker marker, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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{
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if (marker is Object o)
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undo.AddObject(o);
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else if (marker != null)
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undo.AddObject(marker.parent);
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}
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}
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/// <summary>
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/// Records any changes done on the Timeline Markers after being called.
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/// </summary>
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/// <param name="markers">The timeline clip being modified.</param>
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/// <param name="undoTitle">The title of the action to appear in the undo history (i.e. visible in the undo menu).</param>
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public static void RegisterMarkers(IEnumerable<IMarker> markers, string undoTitle)
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{
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using (var undo = new UndoScope(undoTitle))
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undo.Add(markers);
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}
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}
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}
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fileFormatVersion: 2
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guid: 3484c53050e20474bb37d3808245721a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,85 @@
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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.Timeline;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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/// <summary>
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/// Disposable scope object used to collect multiple items for Undo.
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/// Automatically filters out duplicates
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/// </summary>
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struct UndoScope : IDisposable
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{
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private static readonly HashSet<UnityEngine.Object> s_ObjectsToUndo = new HashSet<Object>();
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private string m_Name;
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public UndoScope(string name)
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{
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m_Name = name;
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}
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public void Dispose()
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{
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ApplyUndo(m_Name);
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}
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public void AddObject(UnityEngine.Object asset)
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{
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if (asset != null)
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s_ObjectsToUndo.Add(asset);
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}
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public void AddClip(TimelineClip clip, bool includeAsset)
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{
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if (clip != null && clip.GetParentTrack() != null)
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s_ObjectsToUndo.Add(clip.GetParentTrack());
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if (includeAsset && clip != null && clip.asset != null)
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s_ObjectsToUndo.Add(clip.asset);
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}
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public void Add(IEnumerable<TrackAsset> tracks)
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{
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if (tracks == null)
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return;
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foreach (var track in tracks)
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AddObject(track);
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}
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public void Add(IEnumerable<TimelineClip> clips, bool includeAssets)
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{
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if (clips == null)
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return;
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foreach (var clip in clips)
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{
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AddClip(clip, includeAssets);
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}
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}
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public void Add(IEnumerable<IMarker> markers)
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{
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if (markers == null)
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return;
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foreach (var marker in markers)
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{
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if (marker is Object o)
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AddObject(o);
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else if (marker != null)
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AddObject(marker.parent);
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}
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}
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private static void ApplyUndo(string name)
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{
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if (s_ObjectsToUndo.Count == 1)
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TimelineUndo.PushUndo(s_ObjectsToUndo.First(), name);
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else if (s_ObjectsToUndo.Count > 1)
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TimelineUndo.PushUndo(s_ObjectsToUndo.ToArray(), name);
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s_ObjectsToUndo.Clear();
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}
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}
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}
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fileFormatVersion: 2
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guid: ef85e74dfd3749279eff9e7fbfbaf3f8
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timeCreated: 1590436732
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