using System; using System.Collections.Generic; using System.Linq; using UnityEngine.Playables; namespace UnityEngine.Timeline { /// <summary> /// Playable Asset that generates playables for controlling time-related elements on a GameObject. /// </summary> [Serializable] [NotKeyable] public class ControlPlayableAsset : PlayableAsset, IPropertyPreview, ITimelineClipAsset { const int k_MaxRandInt = 10000; static readonly List<PlayableDirector> k_EmptyDirectorsList = new List<PlayableDirector>(0); static readonly List<ParticleSystem> k_EmptyParticlesList = new List<ParticleSystem>(0); static readonly HashSet<ParticleSystem> s_SubEmitterCollector = new HashSet<ParticleSystem>(); /// <summary> /// GameObject in the scene to control, or the parent of the instantiated prefab. /// </summary> [SerializeField] public ExposedReference<GameObject> sourceGameObject; /// <summary> /// Prefab object that will be instantiated. /// </summary> [SerializeField] public GameObject prefabGameObject; /// <summary> /// Indicates whether Particle Systems will be controlled. /// </summary> [SerializeField] public bool updateParticle = true; /// <summary> /// Random seed to supply particle systems that are set to use autoRandomSeed /// </summary> /// <remarks> /// This is used to maintain determinism when playing back in timeline. Sub emitters will be assigned incrementing random seeds to maintain determinism and distinction. /// </remarks> [SerializeField] public uint particleRandomSeed; /// <summary> /// Indicates whether playableDirectors are controlled. /// </summary> [SerializeField] public bool updateDirector = true; /// <summary> /// Indicates whether Monobehaviours implementing ITimeControl will be controlled. /// </summary> [SerializeField] public bool updateITimeControl = true; /// <summary> /// Indicates whether to search the entire hierarchy for controllable components. /// </summary> [SerializeField] public bool searchHierarchy = false; /// <summary> /// Indicate whether GameObject activation is controlled /// </summary> [SerializeField] public bool active = true; /// <summary> /// Indicates the active state of the GameObject when Timeline is stopped. /// </summary> [SerializeField] public ActivationControlPlayable.PostPlaybackState postPlayback = ActivationControlPlayable.PostPlaybackState.Revert; PlayableAsset m_ControlDirectorAsset; double m_Duration = PlayableBinding.DefaultDuration; bool m_SupportLoop; private static HashSet<PlayableDirector> s_ProcessedDirectors = new HashSet<PlayableDirector>(); private static HashSet<GameObject> s_CreatedPrefabs = new HashSet<GameObject>(); // does the last instance created control directors and/or particles internal bool controllingDirectors { get; private set; } internal bool controllingParticles { get; private set; } /// <summary> /// This function is called when the object is loaded. /// </summary> public void OnEnable() { // can't be set in a constructor if (particleRandomSeed == 0) particleRandomSeed = (uint)Random.Range(1, k_MaxRandInt); } /// <summary> /// Returns the duration in seconds needed to play the underlying director or particle system exactly once. /// </summary> public override double duration { get { return m_Duration; } } /// <summary> /// Returns the capabilities of TimelineClips that contain a ControlPlayableAsset /// </summary> public ClipCaps clipCaps { get { return ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (m_SupportLoop ? ClipCaps.Looping : ClipCaps.None); } } /// <summary> /// Creates the root of a Playable subgraph to control the contents of the game object. /// </summary> /// <param name="graph">PlayableGraph that will own the playable</param> /// <param name="go">The GameObject that triggered the graph build</param> /// <returns>The root playable of the subgraph</returns> public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { // case 989856 if (prefabGameObject != null) { if (s_CreatedPrefabs.Contains(prefabGameObject)) { Debug.LogWarningFormat("Control Track Clip ({0}) is causing a prefab to instantiate itself recursively. Aborting further instances.", name); return Playable.Create(graph); } s_CreatedPrefabs.Add(prefabGameObject); } Playable root = Playable.Null; var playables = new List<Playable>(); GameObject sourceObject = sourceGameObject.Resolve(graph.GetResolver()); if (prefabGameObject != null) { Transform parenTransform = sourceObject != null ? sourceObject.transform : null; var controlPlayable = PrefabControlPlayable.Create(graph, prefabGameObject, parenTransform); sourceObject = controlPlayable.GetBehaviour().prefabInstance; playables.Add(controlPlayable); } m_Duration = PlayableBinding.DefaultDuration; m_SupportLoop = false; controllingParticles = false; controllingDirectors = false; if (sourceObject != null) { var directors = updateDirector ? GetComponent<PlayableDirector>(sourceObject) : k_EmptyDirectorsList; var particleSystems = updateParticle ? GetControllableParticleSystems(sourceObject) : k_EmptyParticlesList; // update the duration and loop values (used for UI purposes) here // so they are tied to the latest gameObject bound UpdateDurationAndLoopFlag(directors, particleSystems); var director = go.GetComponent<PlayableDirector>(); if (director != null) m_ControlDirectorAsset = director.playableAsset; if (go == sourceObject && prefabGameObject == null) { Debug.LogWarningFormat("Control Playable ({0}) is referencing the same PlayableDirector component than the one in which it is playing.", name); active = false; if (!searchHierarchy) updateDirector = false; } if (active) CreateActivationPlayable(sourceObject, graph, playables); if (updateDirector) SearchHierarchyAndConnectDirector(directors, graph, playables, prefabGameObject != null); if (updateParticle) SearchHierarchyAndConnectParticleSystem(particleSystems, graph, playables); if (updateITimeControl) SearchHierarchyAndConnectControlableScripts(GetControlableScripts(sourceObject), graph, playables); // Connect Playables to Generic to Mixer root = ConnectPlayablesToMixer(graph, playables); } if (prefabGameObject != null) s_CreatedPrefabs.Remove(prefabGameObject); if (!root.IsValid()) root = Playable.Create(graph); return root; } static Playable ConnectPlayablesToMixer(PlayableGraph graph, List<Playable> playables) { var mixer = Playable.Create(graph, playables.Count); for (int i = 0; i != playables.Count; ++i) { ConnectMixerAndPlayable(graph, mixer, playables[i], i); } mixer.SetPropagateSetTime(true); return mixer; } void CreateActivationPlayable(GameObject root, PlayableGraph graph, List<Playable> outplayables) { var activation = ActivationControlPlayable.Create(graph, root, postPlayback); if (activation.IsValid()) outplayables.Add(activation); } void SearchHierarchyAndConnectParticleSystem(IEnumerable<ParticleSystem> particleSystems, PlayableGraph graph, List<Playable> outplayables) { foreach (var particleSystem in particleSystems) { if (particleSystem != null) { controllingParticles = true; outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, particleRandomSeed)); } } } void SearchHierarchyAndConnectDirector(IEnumerable<PlayableDirector> directors, PlayableGraph graph, List<Playable> outplayables, bool disableSelfReferences) { foreach (var director in directors) { if (director != null) { if (director.playableAsset != m_ControlDirectorAsset) { outplayables.Add(DirectorControlPlayable.Create(graph, director)); controllingDirectors = true; } // if this self references, disable the director. else if (disableSelfReferences) { director.enabled = false; } } } } static void SearchHierarchyAndConnectControlableScripts(IEnumerable<MonoBehaviour> controlableScripts, PlayableGraph graph, List<Playable> outplayables) { foreach (var script in controlableScripts) { outplayables.Add(TimeControlPlayable.Create(graph, (ITimeControl)script)); } } static void ConnectMixerAndPlayable(PlayableGraph graph, Playable mixer, Playable playable, int portIndex) { graph.Connect(playable, 0, mixer, portIndex); mixer.SetInputWeight(playable, 1.0f); } internal IList<T> GetComponent<T>(GameObject gameObject) { var components = new List<T>(); if (gameObject != null) { if (searchHierarchy) { gameObject.GetComponentsInChildren<T>(true, components); } else { gameObject.GetComponents<T>(components); } } return components; } internal static IEnumerable<MonoBehaviour> GetControlableScripts(GameObject root) { if (root == null) yield break; foreach (var script in root.GetComponentsInChildren<MonoBehaviour>()) { if (script is ITimeControl) yield return script; } } internal void UpdateDurationAndLoopFlag(IList<PlayableDirector> directors, IList<ParticleSystem> particleSystems) { if (directors.Count == 0 && particleSystems.Count == 0) return; const double invalidDuration = double.NegativeInfinity; var maxDuration = invalidDuration; var supportsLoop = false; foreach (var director in directors) { if (director.playableAsset != null) { var assetDuration = director.playableAsset.duration; if (director.playableAsset is TimelineAsset && assetDuration > 0.0) // Timeline assets report being one tick shorter than they actually are, unless they are empty assetDuration = (double)((DiscreteTime)assetDuration).OneTickAfter(); maxDuration = Math.Max(maxDuration, assetDuration); supportsLoop = supportsLoop || director.extrapolationMode == DirectorWrapMode.Loop; } } foreach (var particleSystem in particleSystems) { maxDuration = Math.Max(maxDuration, particleSystem.main.duration); supportsLoop = supportsLoop || particleSystem.main.loop; } m_Duration = double.IsNegativeInfinity(maxDuration) ? PlayableBinding.DefaultDuration : maxDuration; m_SupportLoop = supportsLoop; } IList<ParticleSystem> GetControllableParticleSystems(GameObject go) { var roots = new List<ParticleSystem>(); // searchHierarchy will look for particle systems on child objects. // once a particle system is found, all child particle systems are controlled with playables // unless they are subemitters if (searchHierarchy || go.GetComponent<ParticleSystem>() != null) { GetControllableParticleSystems(go.transform, roots, s_SubEmitterCollector); s_SubEmitterCollector.Clear(); } return roots; } static void GetControllableParticleSystems(Transform t, ICollection<ParticleSystem> roots, HashSet<ParticleSystem> subEmitters) { var ps = t.GetComponent<ParticleSystem>(); if (ps != null) { if (!subEmitters.Contains(ps)) { roots.Add(ps); CacheSubEmitters(ps, subEmitters); } } for (int i = 0; i < t.childCount; ++i) { GetControllableParticleSystems(t.GetChild(i), roots, subEmitters); } } static void CacheSubEmitters(ParticleSystem ps, HashSet<ParticleSystem> subEmitters) { if (ps == null) return; for (int i = 0; i < ps.subEmitters.subEmittersCount; i++) { subEmitters.Add(ps.subEmitters.GetSubEmitterSystem(i)); // don't call this recursively. subEmitters are only simulated one level deep. } } /// <inheritdoc/> public void GatherProperties(PlayableDirector director, IPropertyCollector driver) { // This method is no longer called by Control Tracks. if (director == null) return; // prevent infinite recursion if (s_ProcessedDirectors.Contains(director)) return; s_ProcessedDirectors.Add(director); var gameObject = sourceGameObject.Resolve(director); if (gameObject != null) { if (updateParticle)// case 1076850 -- drive all emitters, not just roots. PreviewParticles(driver, gameObject.GetComponentsInChildren<ParticleSystem>(true)); if (active) PreviewActivation(driver, new[] { gameObject }); if (updateITimeControl) PreviewTimeControl(driver, director, GetControlableScripts(gameObject)); if (updateDirector) PreviewDirectors(driver, GetComponent<PlayableDirector>(gameObject)); } s_ProcessedDirectors.Remove(director); } internal static void PreviewParticles(IPropertyCollector driver, IEnumerable<ParticleSystem> particles) { foreach (var ps in particles) { driver.AddFromName<ParticleSystem>(ps.gameObject, "randomSeed"); driver.AddFromName<ParticleSystem>(ps.gameObject, "autoRandomSeed"); } } internal static void PreviewActivation(IPropertyCollector driver, IEnumerable<GameObject> objects) { foreach (var gameObject in objects) driver.AddFromName(gameObject, "m_IsActive"); } internal static void PreviewTimeControl(IPropertyCollector driver, PlayableDirector director, IEnumerable<MonoBehaviour> scripts) { foreach (var script in scripts) { var propertyPreview = script as IPropertyPreview; if (propertyPreview != null) propertyPreview.GatherProperties(director, driver); else driver.AddFromComponent(script.gameObject, script); } } internal static void PreviewDirectors(IPropertyCollector driver, IEnumerable<PlayableDirector> directors) { foreach (var childDirector in directors) { if (childDirector == null) continue; var timeline = childDirector.playableAsset as TimelineAsset; if (timeline == null) continue; timeline.GatherProperties(childDirector, driver); } } } }