using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Playables; namespace UnityEditor.Timeline { partial class TimelineWindow { public TimelineTreeViewGUI treeView { get; private set; } void TracksGUI(Rect clientRect, WindowState state, TimelineModeGUIState trackState) { if (Event.current.type == EventType.Repaint && treeView != null) { state.headerSpacePartitioner.Clear(); state.spacePartitioner.Clear(); } if (state.IsEditingASubTimeline() && !state.IsEditingAnEmptyTimeline()) { var headerRect = clientRect; headerRect.width = state.sequencerHeaderWidth; Graphics.DrawBackgroundRect(state, headerRect); var clipRect = clientRect; clipRect.xMin = headerRect.xMax; Graphics.DrawBackgroundRect(state, clipRect, subSequenceMode: true); } else { Graphics.DrawBackgroundRect(state, clientRect); } if (!state.IsEditingAnEmptyTimeline()) m_TimeArea.DrawMajorTicks(sequenceContentRect, (float)state.referenceSequence.frameRate); GUILayout.BeginVertical(); { GUILayout.Space(5.0f); GUILayout.BeginHorizontal(); if (this.state.editSequence.asset == null) DrawNoSequenceGUI(state); else DrawTracksGUI(clientRect, trackState); GUILayout.EndHorizontal(); } GUILayout.EndVertical(); Graphics.DrawShadow(clientRect); } void DrawNoSequenceGUI(WindowState windowState) { bool showCreateButton = false; var currentlySelectedGo = UnityEditor.Selection.activeObject != null ? UnityEditor.Selection.activeObject as GameObject : null; var textContent = DirectorStyles.noTimelineAssetSelected; var existingDirector = currentlySelectedGo != null ? currentlySelectedGo.GetComponent() : null; var existingAsset = existingDirector != null ? existingDirector.playableAsset : null; if (currentlySelectedGo != null && !TimelineUtility.IsPrefabOrAsset(currentlySelectedGo) && existingAsset == null) { showCreateButton = true; textContent = new GUIContent(String.Format(DirectorStyles.createTimelineOnSelection.text, currentlySelectedGo.name, L10n.Tr("a Director component and a Timeline asset"))); } GUILayout.FlexibleSpace(); GUILayout.BeginVertical(); GUILayout.FlexibleSpace(); GUILayout.Label(textContent); if (showCreateButton) { GUILayout.BeginHorizontal(); var textSize = GUI.skin.label.CalcSize(textContent); GUILayout.Space((textSize.x / 2.0f) - (WindowConstants.createButtonWidth / 2.0f)); if (GUILayout.Button(L10n.Tr("Create"), GUILayout.Width(WindowConstants.createButtonWidth))) { var message = DirectorStyles.createNewTimelineText.text + " '" + currentlySelectedGo.name + "'"; var defaultName = currentlySelectedGo.name.EndsWith(DirectorStyles.newTimelineDefaultNameSuffix, StringComparison.OrdinalIgnoreCase) ? currentlySelectedGo.name : currentlySelectedGo.name + DirectorStyles.newTimelineDefaultNameSuffix; // Use the project window path by default only if it's under the asset folder. // Otherwise the saveFilePanel will reject the save (case 1289923) var defaultPath = ProjectWindowUtil.GetActiveFolderPath(); if (!defaultPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)) defaultPath = "Assets"; string newSequencePath = EditorUtility.SaveFilePanelInProject(DirectorStyles.createNewTimelineText.text, defaultName, "playable", message, defaultPath); if (!string.IsNullOrEmpty(newSequencePath)) { var newAsset = TimelineUtility.CreateAndSaveTimelineAsset(newSequencePath); Undo.IncrementCurrentGroup(); if (existingDirector == null) { existingDirector = Undo.AddComponent(currentlySelectedGo); } existingDirector.playableAsset = newAsset; SetTimeline(existingDirector); windowState.previewMode = false; } // If we reach this point, the state of the panel has changed; skip the rest of this GUI phase // Fixes: case 955831 - [OSX] NullReferenceException when creating a timeline on a selected object GUIUtility.ExitGUI(); } GUILayout.EndHorizontal(); } GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.FlexibleSpace(); } internal List OverlayDrawData = new List(); void DrawTracksGUI(Rect clientRect, TimelineModeGUIState trackState) { GUILayout.BeginVertical(GUILayout.Height(clientRect.height)); if (treeView != null) { if (Event.current.type == EventType.Layout) { OverlayDrawData.Clear(); } treeView.OnGUI(clientRect); if (Event.current.type == EventType.Repaint) { foreach (var overlayData in OverlayDrawData) { using (new GUIViewportScope(sequenceContentRect)) overlayData.Draw(); } } } GUILayout.EndVertical(); } } }