TimelineWindow_PreviewPlayMode.cs 2.3 KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.Playables;
  4. namespace UnityEditor.Timeline
  5. {
  6. partial class TimelineWindow
  7. {
  8. void OnPreviewPlayModeChanged(bool isPlaying)
  9. {
  10. if (EditorApplication.isPlaying)
  11. return;
  12. if (isPlaying)
  13. {
  14. PreparePreviewPlay();
  15. EditorApplication.update += OnPreviewPlay;
  16. }
  17. else
  18. {
  19. EditorApplication.update -= OnPreviewPlay;
  20. }
  21. }
  22. void PreparePreviewPlay()
  23. {
  24. if (state == null || state.masterSequence.asset == null || state.masterSequence.director == null)
  25. return;
  26. if (state.playRangeEnabled && !state.isJogging)
  27. {
  28. EnsurePlayRangeIsRespected();
  29. }
  30. }
  31. internal void OnPreviewPlay()
  32. {
  33. if (state == null || state.masterSequence.asset == null || state.masterSequence.director == null)
  34. return;
  35. var director = state.masterSequence.director;
  36. if (director.timeUpdateMode == DirectorUpdateMode.Manual)
  37. {
  38. Repaint();
  39. return;
  40. }
  41. if (state.isJogging)
  42. {
  43. ApplyJog();
  44. }
  45. else if (state.playRangeEnabled)
  46. {
  47. EnsurePlayRangeIsRespected();
  48. }
  49. if (director.extrapolationMode == DirectorWrapMode.None && director.playableGraph.IsValid() && director.playableGraph.IsDone())
  50. {
  51. //reset time if we hit the end of the timeline
  52. state.masterSequence.time = 0.0;
  53. state.Pause();
  54. }
  55. Repaint();
  56. AudioMixerWindow.RepaintAudioMixerWindow();
  57. }
  58. void ApplyJog()
  59. {
  60. state.masterSequence.time = Math.Max(0.0, Math.Min(state.masterSequence.duration, state.masterSequence.time + state.playbackSpeed));
  61. }
  62. void EnsurePlayRangeIsRespected()
  63. {
  64. var playRangeTime = state.playRange;
  65. var time = state.masterSequence.time;
  66. if (time > playRangeTime.y || time < playRangeTime.x)
  67. state.masterSequence.time = playRangeTime.x;
  68. }
  69. }
  70. }