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- using System.Collections.Generic;
- using UnityEngine.Playables;
- using UnityEngine.Timeline;
- namespace UnityEditor.Timeline
- {
- static class ControlPlayableUtility
- {
- public static bool DetectCycle(
- ControlPlayableAsset asset, PlayableDirector director, HashSet<PlayableDirector> set = null)
- {
- if (director == null || asset == null || !asset.updateDirector)
- return false;
- if (set == null)
- set = new HashSet<PlayableDirector>();
- if (set.Contains(director))
- return true;
- var gameObject = asset.sourceGameObject.Resolve(director);
- if (gameObject == null)
- return false;
- set.Add(director);
- foreach (var subDirector in asset.GetComponent<PlayableDirector>(gameObject))
- {
- foreach (var childAsset in GetPlayableAssets(subDirector))
- {
- if (DetectCycle(childAsset, subDirector, set))
- return true;
- }
- }
- set.Remove(director);
- return false;
- }
- public static IEnumerable<ControlPlayableAsset> GetPlayableAssets(PlayableDirector director)
- {
- var timeline = director != null ? (director.playableAsset as TimelineAsset) : null;
- if (timeline != null)
- {
- foreach (var t in timeline.GetOutputTracks())
- {
- var controlTrack = t as ControlTrack;
- if (controlTrack != null)
- {
- foreach (var c in t.GetClips())
- {
- var asset = c.asset as ControlPlayableAsset;
- if (asset != null)
- yield return asset;
- }
- }
- }
- }
- }
- }
- }
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