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using System;using UnityEngine;using UnityEngine.Playables;using UnityEngine.Timeline;using Object = UnityEngine.Object;
namespace UnityEditor.Timeline{ static class BindingUtility { public static Type GetRequiredBindingType(PlayableBinding binding) { return binding.outputTargetType; }
public static void Bind(PlayableDirector director, TrackAsset bindTo, Object objectToBind) { if (director == null || bindTo == null || TimelineWindow.instance == null) return;
TimelineWindow.instance.state.previewMode = false; // returns all objects to previous state
TimelineUndo.PushUndo(director, "PlayableDirector Binding"); director.SetGenericBinding(bindTo, objectToBind); TimelineWindow.instance.state.rebuildGraph = true; }
public static BindingAction GetBindingAction(Type requiredBindingType, Object objectToBind) { if (requiredBindingType == null || objectToBind == null) return BindingAction.DoNotBind;
// prevent drag and drop of prefab assets
if (PrefabUtility.IsPartOfPrefabAsset(objectToBind)) return BindingAction.DoNotBind;
if (requiredBindingType.IsInstanceOfType(objectToBind)) return BindingAction.BindDirectly;
var draggedGameObject = objectToBind as GameObject;
if (!typeof(Component).IsAssignableFrom(requiredBindingType) || draggedGameObject == null) return BindingAction.DoNotBind;
if (draggedGameObject.GetComponent(requiredBindingType) == null) return BindingAction.BindToMissingComponent;
return BindingAction.BindToExistingComponent; } }
enum BindingAction { DoNotBind, BindDirectly, BindToExistingComponent, BindToMissingComponent }}
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