|
|
using System;using System.Collections.Generic;using UnityEngine;using UnityEngine.Animations;using UnityEngine.Audio;using UnityEngine.Playables;
namespace UnityEngine.Timeline{ // Generic evaluation callback called after all the clips have been processed
internal interface ITimelineEvaluateCallback { void Evaluate(); }
#if UNITY_EDITOR
/// <summary>
/// This Rebalancer class ensures that the interval tree structures stays balance regardless of whether the intervals inside change.
/// </summary>
class IntervalTreeRebalancer { private IntervalTree<RuntimeElement> m_Tree; public IntervalTreeRebalancer(IntervalTree<RuntimeElement> tree) { m_Tree = tree; }
public bool Rebalance() { m_Tree.UpdateIntervals(); return m_Tree.dirty; } }#endif
// The TimelinePlayable Playable
// This is the actual runtime playable that gets evaluated as part of a playable graph.
// It "compiles" a list of tracks into an IntervalTree of Runtime clips.
// At each frame, it advances time, then fetches the "intersection: of various time interval
// using the interval tree.
// Finally, on each intersecting clip, it will calculate each clips' local time, as well as
// blend weight and set them accordingly
/// <summary>
/// The root Playable generated by timeline.
/// </summary>
public class TimelinePlayable : PlayableBehaviour { private IntervalTree<RuntimeElement> m_IntervalTree = new IntervalTree<RuntimeElement>(); private List<RuntimeElement> m_ActiveClips = new List<RuntimeElement>(); private List<RuntimeElement> m_CurrentListOfActiveClips; private int m_ActiveBit = 0;
private List<ITimelineEvaluateCallback> m_EvaluateCallbacks = new List<ITimelineEvaluateCallback>();
private Dictionary<TrackAsset, Playable> m_PlayableCache = new Dictionary<TrackAsset, Playable>();
internal static bool muteAudioScrubbing = true;
#if UNITY_EDITOR
private IntervalTreeRebalancer m_Rebalancer;#endif
/// <summary>
/// Creates an instance of a Timeline
/// </summary>
/// <param name="graph">The playable graph to inject the timeline.</param>
/// <param name="tracks">The list of tracks to compile</param>
/// <param name="go">The GameObject that initiated the compilation</param>
/// <param name="autoRebalance">In the editor, whether the graph should account for the possibility of changing clip times</param>
/// <param name="createOutputs">Whether to create PlayableOutputs in the graph</param>
/// <returns>A subgraph with the playable containing a TimelinePlayable behaviour as the root</returns>
public static ScriptPlayable<TimelinePlayable> Create(PlayableGraph graph, IEnumerable<TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs) { if (tracks == null) throw new ArgumentNullException("Tracks list is null", "tracks");
if (go == null) throw new ArgumentNullException("GameObject parameter is null", "go");
var playable = ScriptPlayable<TimelinePlayable>.Create(graph); playable.SetTraversalMode(PlayableTraversalMode.Passthrough); var sequence = playable.GetBehaviour(); sequence.Compile(graph, playable, tracks, go, autoRebalance, createOutputs); return playable; }
/// <summary>
/// Compiles the subgraph of this timeline
/// </summary>
/// <param name="graph">The playable graph to inject the timeline.</param>
/// <param name="timelinePlayable"></param>
/// <param name="tracks">The list of tracks to compile</param>
/// <param name="go">The GameObject that initiated the compilation</param>
/// <param name="autoRebalance">In the editor, whether the graph should account for the possibility of changing clip times</param>
/// <param name="createOutputs">Whether to create PlayableOutputs in the graph</param>
public void Compile(PlayableGraph graph, Playable timelinePlayable, IEnumerable<TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs) { if (tracks == null) throw new ArgumentNullException("Tracks list is null", "tracks");
if (go == null) throw new ArgumentNullException("GameObject parameter is null", "go");
var outputTrackList = new List<TrackAsset>(tracks); var maximumNumberOfIntersections = outputTrackList.Count * 2 + outputTrackList.Count; // worse case: 2 overlapping clips per track + each track
m_CurrentListOfActiveClips = new List<RuntimeElement>(maximumNumberOfIntersections); m_ActiveClips = new List<RuntimeElement>(maximumNumberOfIntersections);
m_EvaluateCallbacks.Clear(); m_PlayableCache.Clear();
CompileTrackList(graph, timelinePlayable, outputTrackList, go, createOutputs);
#if UNITY_EDITOR
if (autoRebalance) { m_Rebalancer = new IntervalTreeRebalancer(m_IntervalTree); }#endif
}
private void CompileTrackList(PlayableGraph graph, Playable timelinePlayable, IEnumerable<TrackAsset> tracks, GameObject go, bool createOutputs) { foreach (var track in tracks) { if (!track.IsCompilable()) continue;
if (!m_PlayableCache.ContainsKey(track)) { track.SortClips(); CreateTrackPlayable(graph, timelinePlayable, track, go, createOutputs); } } }
void CreateTrackOutput(PlayableGraph graph, TrackAsset track, GameObject go, Playable playable, int port) { if (track.isSubTrack) return;
var bindings = track.outputs; foreach (var binding in bindings) { var playableOutput = binding.CreateOutput(graph); playableOutput.SetReferenceObject(binding.sourceObject); playableOutput.SetSourcePlayable(playable, port); playableOutput.SetWeight(1.0f);
// only apply this on our animation track
if (track as AnimationTrack != null) { EvaluateWeightsForAnimationPlayableOutput(track, (AnimationPlayableOutput)playableOutput);#if UNITY_EDITOR
if (!Application.isPlaying) EvaluateAnimationPreviewUpdateCallback(track, (AnimationPlayableOutput)playableOutput);#endif
} if (playableOutput.IsPlayableOutputOfType<AudioPlayableOutput>()) ((AudioPlayableOutput)playableOutput).SetEvaluateOnSeek(!muteAudioScrubbing);
// If the track is the timeline marker track, assume binding is the PlayableDirector
if (track.timelineAsset.markerTrack == track) { var director = go.GetComponent<PlayableDirector>(); playableOutput.SetUserData(director); foreach (var c in go.GetComponents<INotificationReceiver>()) { playableOutput.AddNotificationReceiver(c); } } } }
void EvaluateWeightsForAnimationPlayableOutput(TrackAsset track, AnimationPlayableOutput animOutput) { m_EvaluateCallbacks.Add(new AnimationOutputWeightProcessor(animOutput)); }
void EvaluateAnimationPreviewUpdateCallback(TrackAsset track, AnimationPlayableOutput animOutput) { m_EvaluateCallbacks.Add(new AnimationPreviewUpdateCallback(animOutput)); }
private static Playable CreatePlayableGraph(PlayableGraph graph, TrackAsset asset, GameObject go, IntervalTree<RuntimeElement> tree, Playable timelinePlayable) { return asset.CreatePlayableGraph(graph, go, tree, timelinePlayable); }
private Playable CreateTrackPlayable(PlayableGraph graph, Playable timelinePlayable, TrackAsset track, GameObject go, bool createOutputs) { if (!track.IsCompilable()) // where parents are not compilable (group tracks)
return timelinePlayable;
Playable playable; if (m_PlayableCache.TryGetValue(track, out playable)) return playable;
if (track.name == "root") return timelinePlayable;
TrackAsset parentActor = track.parent as TrackAsset; var parentPlayable = parentActor != null ? CreateTrackPlayable(graph, timelinePlayable, parentActor, go, createOutputs) : timelinePlayable; var actorPlayable = CreatePlayableGraph(graph, track, go, m_IntervalTree, timelinePlayable); bool connected = false;
if (!actorPlayable.IsValid()) { // if a track says it's compilable, but returns Playable.Null, that can screw up the whole graph.
throw new InvalidOperationException(track.name + "(" + track.GetType() + ") did not produce a valid playable. Use the compilable property to indicate whether the track is valid for processing"); }
// Special case for animation tracks
if (parentPlayable.IsValid() && actorPlayable.IsValid()) { int port = parentPlayable.GetInputCount(); parentPlayable.SetInputCount(port + 1); connected = graph.Connect(actorPlayable, 0, parentPlayable, port); parentPlayable.SetInputWeight(port, 1.0f); }
if (createOutputs && connected) { CreateTrackOutput(graph, track, go, parentPlayable, parentPlayable.GetInputCount() - 1); }
CacheTrack(track, actorPlayable, connected ? (parentPlayable.GetInputCount() - 1) : -1, parentPlayable); return actorPlayable; }
/// <summary>
/// Overridden to handle synchronizing time on the timeline instance.
/// </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 UNITY_EDITOR
if (m_Rebalancer != null) m_Rebalancer.Rebalance();#endif
// force seek if we are being evaluated
// or if our time has jumped. This is used to
// resynchronize
Evaluate(playable, info); }
private void Evaluate(Playable playable, FrameData frameData) { if (m_IntervalTree == null) return;
double localTime = playable.GetTime(); m_ActiveBit = m_ActiveBit == 0 ? 1 : 0;
m_CurrentListOfActiveClips.Clear(); m_IntervalTree.IntersectsWith(DiscreteTime.GetNearestTick(localTime), m_CurrentListOfActiveClips);
foreach (var c in m_CurrentListOfActiveClips) { c.intervalBit = m_ActiveBit; if (frameData.timeLooped) c.Reset(); }
// all previously active clips having a different intervalBit flag are not
// in the current intersection, therefore are considered becoming disabled at this frame
var timelineEnd = playable.GetDuration(); foreach (var c in m_ActiveClips) { if (c.intervalBit != m_ActiveBit) { var clipEnd = (double)DiscreteTime.FromTicks(c.intervalEnd); var time = frameData.timeLooped ? Math.Min(clipEnd, timelineEnd) : Math.Min(localTime, clipEnd); c.EvaluateAt(time, frameData); c.enable = false; } }
m_ActiveClips.Clear(); // case 998642 - don't use m_ActiveClips.AddRange, as in 4.6 .Net scripting it causes GC allocs
for (var a = 0; a < m_CurrentListOfActiveClips.Count; a++) { m_CurrentListOfActiveClips[a].EvaluateAt(localTime, frameData); m_ActiveClips.Add(m_CurrentListOfActiveClips[a]); }
int count = m_EvaluateCallbacks.Count; for (int i = 0; i < count; i++) { m_EvaluateCallbacks[i].Evaluate(); } }
private void CacheTrack(TrackAsset track, Playable playable, int port, Playable parent) { m_PlayableCache[track] = playable; }
//necessary to build on AOT platforms
static void ForAOTCompilationOnly() { new List<IntervalTree<RuntimeElement>.Entry>(); } }}
|