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- using System.Text;
- using UnityEngine.Playables;
- namespace UnityEditor.Timeline
- {
- static class DisplayNameHelper
- {
- static readonly string k_NoAssetDisplayName = L10n.Tr("<No Asset>");
- static readonly string k_ReadOnlyDisplayName = L10n.Tr("[Read Only]");
- static readonly StringBuilder k_StringBuilder = new StringBuilder();
- public static string GetDisplayName(ISequenceState sequence)
- {
- string displayName = sequence.director != null ? GetDisplayName(sequence.director) : GetDisplayName(sequence.asset);
- if (sequence.asset != null && sequence.isReadOnly)
- displayName += " " + k_ReadOnlyDisplayName;
- return displayName;
- }
- public static string GetDisplayName(PlayableAsset asset)
- {
- return asset != null ? asset.name : k_NoAssetDisplayName;
- }
- public static string GetDisplayName(PlayableDirector director)
- {
- k_StringBuilder.Length = 0;
- k_StringBuilder.Append(GetDisplayName(director.playableAsset));
- k_StringBuilder.Append(" (").Append(director.name).Append(')');
- return k_StringBuilder.ToString();
- }
- }
- }
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