SW 중심대학 OSS GIT 서버
박건태, 이승준, 고기완, 이준호
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namespace UnityEditor.Timeline{ partial class TimelineWindow { void InitializeStateChange() { state.OnPlayStateChange += OnPreviewPlayModeChanged; state.OnDirtyStampChange += OnStateChange; state.OnBeforeSequenceChange += OnBeforeSequenceChange; state.OnAfterSequenceChange += OnAfterSequenceChange;
state.OnRebuildGraphChange += () => { // called when the graph is rebuild, since the UI tree isn't necessarily rebuilt.
if (!state.rebuildGraph) { // send callbacks to the tacks
if (treeView != null) { var allTrackGuis = treeView.allTrackGuis; if (allTrackGuis != null) { for (int i = 0; i < allTrackGuis.Count; i++) allTrackGuis[i].OnGraphRebuilt(); } } } };
state.OnTimeChange += () => { if (EditorApplication.isPlaying == false) { state.UpdateRecordingState(); EditorApplication.SetSceneRepaintDirty(); }
// the time is sync'd prior to the callback
state.Evaluate(); // will do the repaint
InspectorWindow.RepaintAllInspectors(); };
state.OnRecordingChange += () => { if (!state.recording) { TrackAssetRecordingExtensions.ClearRecordingState(); } }; } }}
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