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- using System;
- using UnityEngine;
- using UnityEngine.Playables;
- namespace UnityEngine.Timeline
- {
- /// <summary>
- /// Playable Behaviour used to control a PlayableDirector.
- /// </summary>
- /// <remarks>
- /// This playable is used to control other PlayableDirector components from a Timeline sequence.
- /// </remarks>
- public class DirectorControlPlayable : PlayableBehaviour
- {
- /// <summary>
- /// The PlayableDirector being controlled by this PlayableBehaviour
- /// </summary>
- public PlayableDirector director;
- private bool m_SyncTime = false;
- private double m_AssetDuration = double.MaxValue;
- /// <summary>
- /// Creates a Playable with a DirectorControlPlayable attached
- /// </summary>
- /// <param name="graph">The graph to inject the playable into</param>
- /// <param name="director">The director to control</param>
- /// <returns>Returns a Playable with a DirectorControlPlayable attached</returns>
- public static ScriptPlayable<DirectorControlPlayable> Create(PlayableGraph graph, PlayableDirector director)
- {
- if (director == null)
- return ScriptPlayable<DirectorControlPlayable>.Null;
- var handle = ScriptPlayable<DirectorControlPlayable>.Create(graph);
- handle.GetBehaviour().director = director;
- #if UNITY_EDITOR
- if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(director))
- UnityEditor.PrefabUtility.prefabInstanceUpdated += handle.GetBehaviour().OnPrefabUpdated;
- #endif
- return handle;
- }
- public override void OnPlayableDestroy(Playable playable)
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated;
- #endif
- if (director != null && director.playableAsset != null)
- director.Stop();
- }
- /// <summary>
- /// This function is called during the PrepareFrame phase of the PlayableGraph.
- /// </summary>
- /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
- /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
- public override void PrepareFrame(Playable playable, FrameData info)
- {
- if (director == null || !director.isActiveAndEnabled || director.playableAsset == null)
- return;
- // resync the time on an evaluate or a time jump (caused by loops, or some setTime calls)
- m_SyncTime |= (info.evaluationType == FrameData.EvaluationType.Evaluate) ||
- DetectDiscontinuity(playable, info);
- SyncSpeed(info.effectiveSpeed);
- SyncPlayState(playable.GetGraph(), playable.GetTime());
- }
- /// <summary>
- /// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
- /// </summary>
- /// <param name="playable">The Playable that owns the current PlayableBehaviour.</param>
- /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
- public override void OnBehaviourPlay(Playable playable, FrameData info)
- {
- m_SyncTime = true;
- if (director != null && director.playableAsset != null)
- m_AssetDuration = director.playableAsset.duration;
- }
- /// <summary>
- /// This function is called when the Playable play state is changed to PlayState.Paused.
- /// </summary>
- /// <param name="playable">The playable this behaviour is attached to.</param>
- /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
- public override void OnBehaviourPause(Playable playable, FrameData info)
- {
- if (director != null && director.playableAsset != null)
- {
- if (info.effectivePlayState == PlayState.Playing) // graph was paused
- director.Pause();
- else
- director.Stop();
- }
- }
- /// <summary>
- /// This function is called during the ProcessFrame phase of the PlayableGraph.
- /// </summary>
- /// <param name="playable">The playable this behaviour is attached to.</param>
- /// <param name="info">A FrameData structure that contains information about the current frame context.</param>
- /// <param name="playerData">unused</param>
- public override void ProcessFrame(Playable playable, FrameData info, object playerData)
- {
- if (director == null || !director.isActiveAndEnabled || director.playableAsset == null)
- return;
- if (m_SyncTime || DetectOutOfSync(playable))
- {
- UpdateTime(playable);
- director.Evaluate();
- }
- m_SyncTime = false;
- }
- #if UNITY_EDITOR
- void OnPrefabUpdated(GameObject go)
- {
- // When the prefab asset is updated, we rebuild the graph to reflect the changes in editor
- if (UnityEditor.PrefabUtility.GetRootGameObject(director) == go)
- director.RebuildGraph();
- }
- #endif
- void SyncSpeed(double speed)
- {
- if (director.playableGraph.IsValid())
- {
- int roots = director.playableGraph.GetRootPlayableCount();
- for (int i = 0; i < roots; i++)
- {
- var rootPlayable = director.playableGraph.GetRootPlayable(i);
- if (rootPlayable.IsValid())
- {
- rootPlayable.SetSpeed(speed);
- }
- }
- }
- }
- void SyncPlayState(PlayableGraph graph, double playableTime)
- {
- bool expectedFinished = (playableTime >= m_AssetDuration) && director.extrapolationMode == DirectorWrapMode.None;
- if (graph.IsPlaying() && !expectedFinished)
- director.Play();
- else
- director.Pause();
- }
- bool DetectDiscontinuity(Playable playable, FrameData info)
- {
- return Math.Abs(playable.GetTime() - playable.GetPreviousTime() - info.m_DeltaTime * info.m_EffectiveSpeed) > DiscreteTime.tickValue;
- }
- bool DetectOutOfSync(Playable playable)
- {
- double expectedTime = playable.GetTime();
- if (playable.GetTime() >= m_AssetDuration)
- {
- if (director.extrapolationMode == DirectorWrapMode.None)
- return false;
- else if (director.extrapolationMode == DirectorWrapMode.Hold)
- expectedTime = m_AssetDuration;
- else if (m_AssetDuration > float.Epsilon) // loop
- expectedTime = expectedTime % m_AssetDuration;
- }
- if (!Mathf.Approximately((float)expectedTime, (float)director.time))
- {
- #if UNITY_EDITOR
- double lastDelta = playable.GetTime() - playable.GetPreviousTime();
- if (UnityEditor.Unsupported.IsDeveloperBuild())
- Debug.LogWarningFormat("Internal Warning - Control track desync detected on {2} ({0:F10} vs {1:F10} with delta {3:F10}). Time will be resynchronized. Known to happen with nested control tracks", playable.GetTime(), director.time, director.name, lastDelta);
- #endif
- return true;
- }
- return false;
- }
- // We need to handle loop modes explicitly since we are setting the time directly
- void UpdateTime(Playable playable)
- {
- double duration = Math.Max(0.1, director.playableAsset.duration);
- switch (director.extrapolationMode)
- {
- case DirectorWrapMode.Hold:
- director.time = Math.Min(duration, Math.Max(0, playable.GetTime()));
- break;
- case DirectorWrapMode.Loop:
- director.time = Math.Max(0, playable.GetTime() % duration);
- break;
- case DirectorWrapMode.None:
- director.time = playable.GetTime();
- break;
- }
- }
- }
- }
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