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- using System;
- using UnityEngine;
- using UnityEngine.Audio;
- using UnityEngine.Playables;
- namespace UnityEngine.Timeline
- {
- // Special runtime clip implementation that handles playables that use a scheduling system
- // such as Audio
- internal class ScheduleRuntimeClip : RuntimeClipBase
- {
- private TimelineClip m_Clip;
- private Playable m_Playable;
- private Playable m_ParentMixer;
- private double m_StartDelay;
- private double m_FinishTail;
- private bool m_Started = false;
- // represents the start point when we want to start getting updated
- public override double start
- {
- get { return Math.Max(0, m_Clip.start - m_StartDelay); }
- }
- public override double duration
- {
- get { return m_Clip.duration + m_FinishTail + m_Clip.start - start; }
- }
- public void SetTime(double time)
- {
- m_Playable.SetTime(time);
- }
- public TimelineClip clip { get { return m_Clip; } }
- public Playable mixer { get { return m_ParentMixer; } }
- public Playable playable { get { return m_Playable; } }
- public ScheduleRuntimeClip(TimelineClip clip, Playable clipPlayable,
- Playable parentMixer, double startDelay = 0.2, double finishTail = 0.1)
- {
- Create(clip, clipPlayable, parentMixer, startDelay, finishTail);
- }
- private void Create(TimelineClip clip, Playable clipPlayable, Playable parentMixer,
- double startDelay, double finishTail)
- {
- m_Clip = clip;
- m_Playable = clipPlayable;
- m_ParentMixer = parentMixer;
- m_StartDelay = startDelay;
- m_FinishTail = finishTail;
- clipPlayable.Pause();
- }
- public override bool enable
- {
- set
- {
- if (value && m_Playable.GetPlayState() != PlayState.Playing)
- {
- m_Playable.Play();
- }
- else if (!value && m_Playable.GetPlayState() != PlayState.Paused)
- {
- m_Playable.Pause();
- if (m_ParentMixer.IsValid())
- m_ParentMixer.SetInputWeight(m_Playable, 0.0f);
- }
- m_Started &= value;
- }
- }
- public override void EvaluateAt(double localTime, FrameData frameData)
- {
- if (frameData.timeHeld)
- {
- enable = false;
- return;
- }
- bool forceSeek = frameData.seekOccurred || frameData.timeLooped || frameData.evaluationType == FrameData.EvaluationType.Evaluate;
- // If we are in the tail region of the clip, then dont do anything
- if (localTime > start + duration - m_FinishTail)
- return;
- // this may set the weight to 1 in a delay, but it will avoid missing the start
- float weight = clip.EvaluateMixIn(localTime) * clip.EvaluateMixOut(localTime);
- if (mixer.IsValid())
- mixer.SetInputWeight(playable, weight);
- // localTime of the sequence to localtime of the clip
- if (!m_Started || forceSeek)
- {
- // accounts for clip in and speed
- double clipTime = clip.ToLocalTime(Math.Max(localTime, clip.start));
- // multiply by the time scale so the delay is local to the clip
- // Audio will rescale based on it's effective time scale (which includes the parent)
- double startDelay = Math.Max(clip.start - localTime, 0) * clip.timeScale;
- double durationLocal = m_Clip.duration * clip.timeScale;
- if (m_Playable.IsPlayableOfType<AudioClipPlayable>())
- ((AudioClipPlayable)m_Playable).Seek(clipTime, startDelay, durationLocal);
- m_Started = true;
- }
- }
- }
- }
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