304 lines
13 KiB
C#
304 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Audio;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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// Generic evaluation callback called after all the clips have been processed
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internal interface ITimelineEvaluateCallback
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{
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void Evaluate();
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This Rebalancer class ensures that the interval tree structures stays balance regardless of whether the intervals inside change.
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/// </summary>
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class IntervalTreeRebalancer
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{
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private IntervalTree<RuntimeElement> m_Tree;
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public IntervalTreeRebalancer(IntervalTree<RuntimeElement> tree)
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{
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m_Tree = tree;
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}
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public bool Rebalance()
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{
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m_Tree.UpdateIntervals();
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return m_Tree.dirty;
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}
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}
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#endif
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// The TimelinePlayable Playable
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// This is the actual runtime playable that gets evaluated as part of a playable graph.
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// It "compiles" a list of tracks into an IntervalTree of Runtime clips.
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// At each frame, it advances time, then fetches the "intersection: of various time interval
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// using the interval tree.
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// Finally, on each intersecting clip, it will calculate each clips' local time, as well as
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// blend weight and set them accordingly
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/// <summary>
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/// The root Playable generated by timeline.
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/// </summary>
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public class TimelinePlayable : PlayableBehaviour
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{
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private IntervalTree<RuntimeElement> m_IntervalTree = new IntervalTree<RuntimeElement>();
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private List<RuntimeElement> m_ActiveClips = new List<RuntimeElement>();
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private List<RuntimeElement> m_CurrentListOfActiveClips;
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private int m_ActiveBit = 0;
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private List<ITimelineEvaluateCallback> m_EvaluateCallbacks = new List<ITimelineEvaluateCallback>();
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private Dictionary<TrackAsset, Playable> m_PlayableCache = new Dictionary<TrackAsset, Playable>();
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internal static bool muteAudioScrubbing = true;
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#if UNITY_EDITOR
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private IntervalTreeRebalancer m_Rebalancer;
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internal static event Action<Playable> playableLooped;
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#endif
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/// <summary>
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/// Creates an instance of a Timeline
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/// </summary>
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/// <param name="graph">The playable graph to inject the timeline.</param>
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/// <param name="tracks">The list of tracks to compile</param>
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/// <param name="go">The GameObject that initiated the compilation</param>
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/// <param name="autoRebalance">In the editor, whether the graph should account for the possibility of changing clip times</param>
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/// <param name="createOutputs">Whether to create PlayableOutputs in the graph</param>
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/// <returns>A subgraph with the playable containing a TimelinePlayable behaviour as the root</returns>
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public static ScriptPlayable<TimelinePlayable> Create(PlayableGraph graph, IEnumerable<TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs)
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{
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if (tracks == null)
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throw new ArgumentNullException("Tracks list is null", "tracks");
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if (go == null)
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throw new ArgumentNullException("GameObject parameter is null", "go");
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var playable = ScriptPlayable<TimelinePlayable>.Create(graph);
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playable.SetTraversalMode(PlayableTraversalMode.Passthrough);
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var sequence = playable.GetBehaviour();
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sequence.Compile(graph, playable, tracks, go, autoRebalance, createOutputs);
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return playable;
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}
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/// <summary>
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/// Compiles the subgraph of this timeline
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/// </summary>
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/// <param name="graph">The playable graph to inject the timeline.</param>
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/// <param name="timelinePlayable"></param>
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/// <param name="tracks">The list of tracks to compile</param>
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/// <param name="go">The GameObject that initiated the compilation</param>
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/// <param name="autoRebalance">In the editor, whether the graph should account for the possibility of changing clip times</param>
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/// <param name="createOutputs">Whether to create PlayableOutputs in the graph</param>
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public void Compile(PlayableGraph graph, Playable timelinePlayable, IEnumerable<TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs)
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{
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if (tracks == null)
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throw new ArgumentNullException("Tracks list is null", "tracks");
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if (go == null)
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throw new ArgumentNullException("GameObject parameter is null", "go");
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var outputTrackList = new List<TrackAsset>(tracks);
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var maximumNumberOfIntersections = outputTrackList.Count * 2 + outputTrackList.Count; // worse case: 2 overlapping clips per track + each track
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m_CurrentListOfActiveClips = new List<RuntimeElement>(maximumNumberOfIntersections);
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m_ActiveClips = new List<RuntimeElement>(maximumNumberOfIntersections);
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m_EvaluateCallbacks.Clear();
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m_PlayableCache.Clear();
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CompileTrackList(graph, timelinePlayable, outputTrackList, go, createOutputs);
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#if UNITY_EDITOR
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if (autoRebalance)
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{
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m_Rebalancer = new IntervalTreeRebalancer(m_IntervalTree);
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}
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#endif
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}
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private void CompileTrackList(PlayableGraph graph, Playable timelinePlayable, IEnumerable<TrackAsset> tracks, GameObject go, bool createOutputs)
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{
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foreach (var track in tracks)
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{
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if (!track.IsCompilable())
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continue;
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if (!m_PlayableCache.ContainsKey(track))
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{
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track.SortClips();
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CreateTrackPlayable(graph, timelinePlayable, track, go, createOutputs);
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}
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}
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}
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void CreateTrackOutput(PlayableGraph graph, TrackAsset track, GameObject go, Playable playable, int port)
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{
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if (track.isSubTrack)
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return;
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var bindings = track.outputs;
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foreach (var binding in bindings)
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{
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var playableOutput = binding.CreateOutput(graph);
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playableOutput.SetReferenceObject(binding.sourceObject);
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playableOutput.SetSourcePlayable(playable, port);
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playableOutput.SetWeight(1.0f);
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// only apply this on our animation track
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if (track as AnimationTrack != null)
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{
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EvaluateWeightsForAnimationPlayableOutput(track, (AnimationPlayableOutput)playableOutput);
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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EvaluateAnimationPreviewUpdateCallback(track, (AnimationPlayableOutput)playableOutput);
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#endif
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}
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if (playableOutput.IsPlayableOutputOfType<AudioPlayableOutput>())
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((AudioPlayableOutput)playableOutput).SetEvaluateOnSeek(!muteAudioScrubbing);
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// If the track is the timeline marker track, assume binding is the PlayableDirector
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if (track.timelineAsset.markerTrack == track)
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{
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var director = go.GetComponent<PlayableDirector>();
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playableOutput.SetUserData(director);
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foreach (var c in go.GetComponents<INotificationReceiver>())
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{
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playableOutput.AddNotificationReceiver(c);
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}
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}
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}
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}
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void EvaluateWeightsForAnimationPlayableOutput(TrackAsset track, AnimationPlayableOutput animOutput)
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{
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m_EvaluateCallbacks.Add(new AnimationOutputWeightProcessor(animOutput));
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}
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void EvaluateAnimationPreviewUpdateCallback(TrackAsset track, AnimationPlayableOutput animOutput)
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{
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m_EvaluateCallbacks.Add(new AnimationPreviewUpdateCallback(animOutput));
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}
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Playable CreateTrackPlayable(PlayableGraph graph, Playable timelinePlayable, TrackAsset track, GameObject go, bool createOutputs)
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{
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if (!track.IsCompilable()) // where parents are not compilable (group tracks)
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return timelinePlayable;
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Playable playable;
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if (m_PlayableCache.TryGetValue(track, out playable))
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return playable;
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if (track.name == "root")
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return timelinePlayable;
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TrackAsset parentActor = track.parent as TrackAsset;
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var parentPlayable = parentActor != null ? CreateTrackPlayable(graph, timelinePlayable, parentActor, go, createOutputs) : timelinePlayable;
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var actorPlayable = track.CreatePlayableGraph(graph, go, m_IntervalTree, timelinePlayable);
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bool connected = false;
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if (!actorPlayable.IsValid())
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{
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// if a track says it's compilable, but returns Playable.Null, that can screw up the whole graph.
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throw new InvalidOperationException(track.name + "(" + track.GetType() + ") did not produce a valid playable.");
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}
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// Special case for animation tracks
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if (parentPlayable.IsValid() && actorPlayable.IsValid())
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{
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int port = parentPlayable.GetInputCount();
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parentPlayable.SetInputCount(port + 1);
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connected = graph.Connect(actorPlayable, 0, parentPlayable, port);
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parentPlayable.SetInputWeight(port, 1.0f);
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}
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if (createOutputs && connected)
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{
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CreateTrackOutput(graph, track, go, parentPlayable, parentPlayable.GetInputCount() - 1);
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}
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CacheTrack(track, actorPlayable, connected ? (parentPlayable.GetInputCount() - 1) : -1, parentPlayable);
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return actorPlayable;
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}
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/// <summary>
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/// Overridden to handle synchronizing time on the timeline instance.
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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 PrepareFrame(Playable playable, FrameData info)
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{
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#if UNITY_EDITOR
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if (m_Rebalancer != null)
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m_Rebalancer.Rebalance();
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// avoids loop creating a time offset during framelocked playback
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// if the timeline duration does not fall on a frame boundary.
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if (playableLooped != null && info.timeLooped)
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playableLooped.Invoke(playable);
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#endif
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// force seek if we are being evaluated
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// or if our time has jumped. This is used to
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// resynchronize
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Evaluate(playable, info);
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}
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private void Evaluate(Playable playable, FrameData frameData)
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{
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if (m_IntervalTree == null)
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return;
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double localTime = playable.GetTime();
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m_ActiveBit = m_ActiveBit == 0 ? 1 : 0;
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m_CurrentListOfActiveClips.Clear();
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m_IntervalTree.IntersectsWith(DiscreteTime.GetNearestTick(localTime), m_CurrentListOfActiveClips);
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foreach (var c in m_CurrentListOfActiveClips)
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{
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c.intervalBit = m_ActiveBit;
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}
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// all previously active clips having a different intervalBit flag are not
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// in the current intersection, therefore are considered becoming disabled at this frame
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var timelineEnd = (double)new DiscreteTime(playable.GetDuration());
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foreach (var c in m_ActiveClips)
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{
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if (c.intervalBit != m_ActiveBit)
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c.DisableAt(localTime, timelineEnd, frameData);
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}
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m_ActiveClips.Clear();
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// case 998642 - don't use m_ActiveClips.AddRange, as in 4.6 .Net scripting it causes GC allocs
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for (var a = 0; a < m_CurrentListOfActiveClips.Count; a++)
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{
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m_CurrentListOfActiveClips[a].EvaluateAt(localTime, frameData);
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m_ActiveClips.Add(m_CurrentListOfActiveClips[a]);
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}
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int count = m_EvaluateCallbacks.Count;
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for (int i = 0; i < count; i++)
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{
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m_EvaluateCallbacks[i].Evaluate();
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}
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}
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private void CacheTrack(TrackAsset track, Playable playable, int port, Playable parent)
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{
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m_PlayableCache[track] = playable;
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}
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//necessary to build on AOT platforms
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static void ForAOTCompilationOnly()
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{
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new List<IntervalTree<RuntimeElement>.Entry>();
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}
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}
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}
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