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using System;
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using UnityEngine.Playables;
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using UnityEngine.SceneManagement;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Playable that controls and instantiates a Prefab.
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/// </summary>
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public class PrefabControlPlayable : PlayableBehaviour
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{
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GameObject m_Instance;
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#if UNITY_EDITOR
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private bool m_IsActiveCached;
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#endif
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/// <summary>
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/// Creates a Playable with a PrefabControlPlayable behaviour attached
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/// </summary>
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/// <param name="graph">The PlayableGraph to inject the Playable into.</param>
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/// <param name="prefabGameObject">The prefab to instantiate from</param>
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/// <param name="parentTransform">Transform to parent instance to. Can be null.</param>
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/// <returns>Returns a Playabe with PrefabControlPlayable behaviour attached.</returns>
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public static ScriptPlayable<PrefabControlPlayable> Create(PlayableGraph graph, GameObject prefabGameObject, Transform parentTransform)
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{
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if (prefabGameObject == null)
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return ScriptPlayable<PrefabControlPlayable>.Null;
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var handle = ScriptPlayable<PrefabControlPlayable>.Create(graph);
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handle.GetBehaviour().Initialize(prefabGameObject, parentTransform);
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return handle;
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}
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/// <summary>
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/// The instance of the prefab created by this behaviour
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/// </summary>
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public GameObject prefabInstance
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{
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get { return m_Instance; }
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}
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/// <summary>
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/// Initializes the behaviour with a prefab and parent transform
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/// </summary>
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/// <param name="prefabGameObject">The prefab to instantiate from</param>
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/// <param name="parentTransform">Transform to parent instance to. Can be null.</param>
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/// <returns>The created instance</returns>
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public GameObject Initialize(GameObject prefabGameObject, Transform parentTransform)
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{
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if (prefabGameObject == null)
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throw new ArgumentNullException("Prefab cannot be null");
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if (m_Instance != null)
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{
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Debug.LogWarningFormat("Prefab Control Playable ({0}) has already been initialized with a Prefab ({1}).", prefabGameObject.name, m_Instance.name);
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}
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else
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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m_Instance = (GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefabGameObject, parentTransform);
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UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated;
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}
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else
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#endif
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{
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m_Instance = Object.Instantiate(prefabGameObject, parentTransform, false);
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}
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m_Instance.name = prefabGameObject.name + " [Timeline]";
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m_Instance.SetActive(false);
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SetHideFlagsRecursive(m_Instance);
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}
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return m_Instance;
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}
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/// <summary>
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/// This function is called when the Playable that owns the PlayableBehaviour is destroyed.
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/// </summary>
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/// <param name="playable">The playable this behaviour is attached to.</param>
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public override void OnPlayableDestroy(Playable playable)
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{
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if (m_Instance)
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{
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if (Application.isPlaying)
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Object.Destroy(m_Instance);
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else
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Object.DestroyImmediate(m_Instance);
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}
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#if UNITY_EDITOR
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UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated;
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#endif
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}
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/// <summary>
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/// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
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/// </summary>
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public override void OnBehaviourPlay(Playable playable, FrameData info)
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{
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if (m_Instance == null)
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return;
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m_Instance.SetActive(true);
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#if UNITY_EDITOR
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m_IsActiveCached = true;
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#endif
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}
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/// <summary>
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/// This function is called when the Playable play state is changed to PlayState.Paused.
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/// </summary>
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/// <param name="playable">The playable this behaviour is attached to.</param>
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param>
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public override void OnBehaviourPause(Playable playable, FrameData info)
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{
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// OnBehaviourPause can be called if the graph is stopped for a variety of reasons
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// the effectivePlayState will test if the pause is due to the clip being out of bounds
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if (m_Instance != null && info.effectivePlayState == PlayState.Paused)
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{
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m_Instance.SetActive(false);
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#if UNITY_EDITOR
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m_IsActiveCached = false;
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#endif
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}
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}
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#if UNITY_EDITOR
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void OnPrefabUpdated(GameObject go)
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{
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if (go == m_Instance)
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{
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SetHideFlagsRecursive(go);
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go.SetActive(m_IsActiveCached);
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}
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}
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#endif
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static void SetHideFlagsRecursive(GameObject gameObject)
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{
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if (gameObject == null)
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return;
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gameObject.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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if (!Application.isPlaying)
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gameObject.hideFlags |= HideFlags.HideInHierarchy;
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foreach (Transform child in gameObject.transform)
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{
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SetHideFlagsRecursive(child.gameObject);
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}
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}
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}
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}
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