225 lines
8.8 KiB
Markdown
225 lines
8.8 KiB
Markdown
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# Annotation marker sample
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The Annotation sample provides a marker that can be used as a bookmark for your timeline.
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![Annotation](images/smpl_annotation.png)
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Here are the options available on an annotation:
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Field | Description
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--- | ---
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Title | The annotation's title. This will be displayed as a tooltip, when hovering the mouse on the annotation.
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Color | The annotation's color in the Timeline window.
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Show line overlay | Use this option to show a vertical line that spans the full height of the Timeline window.
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## Custom marker workflow example
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This example will demonstrate how to:
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* create a custom marker;
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* customize a marker with `MarkerEditor`;
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* use a custom USS style to draw a marker;
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* add additional commands with `Actions`;
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### 1. Create an annotation marker
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A marker is an item that can be added to a Timeline Asset and is used to represent a point in time.
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Markers also have a specialization, just like clips (Activation clip, Audio clip, Animation clip, etc).
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In order to add a new type of marker, all we need to do is to create a class that inherits the `Marker` class:
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``` c#
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public class AnnotationMarker : UnityEngine.Timeline.Marker {}
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```
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This custom marker can now be added to any track or on the timeline marker area:
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![New marker added to a timeline](images/smpl_annotation_newMarker.png)
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We can add a title, description and color to the annotation:
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``` c#
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public class AnnotationMarker : Marker
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{
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public string title;
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public Color color;
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public string description;
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public bool showLineOverlay;
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}
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```
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The annotation marker itself is now complete. But the customization work is not done yet. Timeline offers many customization abilities.
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## 2. Customize the marker's appearance
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A marker's appearance can be customized using a USS style or with `MarkerEditor`. Both paths have their advantages and drawbacks.
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### Custom USS style
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A marker can use a USS style to specify its appearance. For more information on how to create custom USS styles, see [how to define custom USS styles](uss_styles.md).
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The [CustomStyle](xref:UnityEngine.Timeline.CustomStyleAttribute) attribute can be used to specify a style for a given marker:
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``` c#
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[CustomStyle("AnnotationStyle")]
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public class AnnotationMarker : Marker
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{
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//...
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}
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```
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`AnnotationStyle` is defined in a USS stylesheet and will be used when a marker is displayed on screen:
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![Custom style](images/smpl_annotation_customStyle.png)
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USS styles are useful if the desired appearance is simple (i.e. when only using a texture icon). For more complex stuff (i.e. dynamically changing a marker's color), a `MarkerEditor` will be needed.
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### Custom editor
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`MarkerEditor` can be used to augment the capabilities of a marker in the editor. It works like a custom [Inspector](https://docs.unity3d.com/ScriptReference/CustomEditor.html); the [CustomTimelineEditor attribute](xref:UnityEditor.Timeline.CustomTimelineEditorAttribute) is used to tell Timeline that a [MarkerEditor](xref:UnityEditor.Timeline.MarkerEditor) class should be associated to a given marker.
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``` c#
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[CustomTimelineEditor(typeof(AnnotationMarker))]
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public class AnnotationMarkerEditor : MarkerEditor
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{
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//...
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}
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```
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#### Marker information
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`MarkerEditor` lets us provide information about the marker by overriding the [GetMarkerOptions](xref:UnityEditor.Timeline.MarkerEditor#UnityEditor_Timeline_MarkerEditor_GetMarkerOptions_UnityEngine_Timeline_IMarker_) method.
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``` c#
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public override MarkerDrawOptions GetMarkerOptions(IMarker marker)
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{
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var annotation = marker as AnnotationMarker;
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if (annotation != null)
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{
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return new MarkerDrawOptions { tooltip = annotation.title };
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}
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return base.GetMarkerOptions(marker);
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}
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```
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Here the tooltip of an `Annotation` has been set to use the annotation's `title` variable.
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![Marker tooltip](images/smpl_annotation_markerTooltip.png)
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[MarkerDrawOptions](xref:UnityEditor.Timeline.MarkerDrawOptions) can also set the error text on a marker, which can be useful if a variable has been incorrectly set and needs attention.
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#### Overlay
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An overlay can be drawn on top of a marker by overriding the [DrawOverlay](xref:UnityEditor.Timeline.MarkerEditor#UnityEditor_Timeline_MarkerEditor_DrawOverlay_UnityEngine_Timeline_IMarker_UnityEditor_Timeline_MarkerUIStates_UnityEditor_Timeline_MarkerOverlayRegion_) method:
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``` c#
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public override void DrawOverlay(IMarker marker, MarkerUIStates uiState, MarkerOverlayRegion region)
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{
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var annotation = marker as AnnotationMarker;
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if (annotation != null)
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{
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//Draw overlay code...
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}
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}
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```
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An overlay is drawn on top of the marker; the [USS style](uss_styles.md) is drawn first and `DrawOverlay` is called afterwards. For an `Annotation`, we can use `DrawOverlay` to change the color of the marker and to draw a line that spans the full Timeline window's height. To do this, we can use the information given in `region`. Along with the visible time range, [MarkerOverlayRegion](xref:UnityEditor.Timeline.MarkerOverlayRegion) provides two rectangles that can be used to know where to draw:
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* `markerRegion`
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`markerRegion` is the rectangle that encompasses the marker. This is useful to draw something directly on the marker itself. For `Annotation`, this rectangle is used to draw the color overlay.
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![marker region](images/smpl_annotation_markerOverlayRegion.png)
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* `timelineRegion`
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`timelineRegion` is the rectangle that encompasses the clips and markers region of the timeline window. This is useful to draw something out of the marker's region, like the `Annotation`'s line overlay.
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![timeline region](images/smpl_annotation_timelineOverlayRegion.png)
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``` c#
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const float k_LineOverlayWidth = 6.0f;
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float markerRegionCenter = markerRegion.xMin + (markerRegion.width - k_LineOverlayWidth) / 2.0f;
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Rect lineRect = new Rect(markerRegionCenter,
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timelineRegion.y,
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k_LineOverlayWidth,
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timelineRegion.height);
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```
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## 3. Create custom Actions
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### Timeline Action
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Actions can be used to add new menu entries in Timeline's context menus. For an Annotation, we want to add a menu item available in all context menus to create an `Annotation` with the clipboard's contents. To do this, a [TimelineAction](xref:UnityEditor.Timeline.Actions.TimelineAction) is needed, along with the [MenuEntry attribute](xref:UnityEditor.Timeline.Actions.MenuEntryAttribute).
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``` c#
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[MenuEntry("Create Annotation from clipboard contents")]
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public class CreateAnnotationFromClipboardContents : TimelineAction
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{
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//...
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}
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```
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`MenuEntry` lets Timeline know that this action can be added in context menus. Classes inheriting from `TimelineAction` need to override two methods: `Execute` and `Validate`.
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#### Validate
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`Validate` is used to specify that the action's prerequisites are fulfilled. In the case of `CreateAnnotationFromClipboardContents`, the action is only valid if there actually is contents in the clipboard. `ActionValidity` is used to describe the validity state of an action:
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``` c#
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public override ActionValidity Validate(ActionContext context)
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{
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if (!markers.All(marker => marker is AnnotationMarker))
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return ActionValidity.NotApplicable;
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string buffer = EditorGUIUtility.systemCopyBuffer;
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return buffer.Length == 0 ? ActionValidity.Invalid : ActionValidity.Valid;
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}
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```
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* `ActionValidity.Valid` : The action can be executed.
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* `ActionValidity.Invalid` : The action cannot be executed given the current context and will appear grayed out in context menus.
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* `ActionValidity.NotApplicable` : The action does not apply to the current context and will not show up in menus.
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#### Execute
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`Execute` should run the code necessary to execute the action's purpose.
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``` c#
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public override bool Execute(ActionContext context)
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{
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string buffer = EditorGUIUtility.systemCopyBuffer;
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TrackAsset track = context.tracks.FirstOrDefault();
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if (buffer.Length != 0)
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{
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// Create the new annotation and add it to the track
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//...
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return true;
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}
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return false;
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}
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```
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The return value should specify if the execution succeeded or not.
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### Marker Action
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It is also possible to write custom actions that apply only to markers, instead of all Timeline items. This is the purpose of the `MarkerEditor` class. It works just like `TimelineAction`, except that action applies to a list of markers.
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A shortcut can also be assigned to an action. A static method with the `TimelineShortcut` attribute is needed. `Invoker` can be used to easily execute a given action:
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``` c#
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[TimelineShortcut("Replace annotation description with clipboard", KeyCode.G)]
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public static void InvokeAction()
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{
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Invoker.InvokeWithSelectedMarkers<ReplaceAnnotationDescriptionAction>();
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}
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```
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## Notes
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## Runtime considerations
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`AnnotationMarker` is available at runtime; it can be queried using, for example, `TrackAsset.GetMarkers()`. However, `AnnotationMarkerEditor` and custom actions are not available at runtime, since it depends on classes that are not part of the runtime assembly.
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