diff --git a/.gitattributes b/.gitattributes index 7fab57bfe01219d72dccccd6106345b9b5e4790a..1c926df21f5de5b7abd0d1e0f8f4aa31bc1600aa 100644 --- a/.gitattributes +++ b/.gitattributes @@ -595,3 +595,12 @@ benchmark/iGeo/2023iGeo_WRT_WRT-Resource-Booklet_Final.pdf filter=lfs diff=lfs m benchmark/iGeo/2024-iGeo-Results-and-Report.pdf filter=lfs diff=lfs merge=lfs -text benchmark/iGeo/2025-FWE-Information-Booklet.pdf filter=lfs diff=lfs merge=lfs -text benchmark/iGeo/2025-FWE-Marking-Scheme-Exercise-1.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-FWE-Marking-Scheme-Exercise-2.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-FWE-Student-Booklet-1.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-FWE-Student-Booklet-2.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-iGeo-Results-and-Report.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-WRT-2025-Question-and-Answer-Booklet.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-WRT-Marking-Scheme.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/2025-WRT-Resource-Booklet.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/FWE-1A-QUESTION_2018iGeo.pdf filter=lfs diff=lfs merge=lfs -text +benchmark/iGeo/FWE-1A_Map-A2_Large_2018iGeo.pdf filter=lfs diff=lfs merge=lfs -text diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..b351879727b29c3344416da584980781935256b8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/CHANGELOG.md @@ -0,0 +1,132 @@ +# Changelog +## [4.0.2] - 2020-08-31 +### Fixed +- Fixed importing files with vector layers generates textures incorrectly (case 1266986) +- Fixed Sprite Editor Window doesn't show the Sprite when the Inspector is locked and the Sprite is not selected in the Project window + +## [4.0.1] - 2020-07-07 +### Fixed +- Fixed ArgumentException thrown when 2D Game Kit is imported for the first time (case 1244287) +- Updated to use non-experimental AssetImporter (case 1254380) + +## [4.0.0] - 2020-05-11 +### Changed +- Version bump for Unity 2020.2 + +## [3.1.4] - 2020-04-09 +### Fixed +- Fix PSD import issues with PSD file without unique layer id +- Fix crash on importing huge PSD files +- Fix metafile not updated when reimporting +- Fix error when importing PSB files with 32-bit color + +### Changed +- Improve PSD file import performance + +## [3.1.3] - 2020-03-20 +### Changed +- Update 2D Animation dependency + +## [4.0.0] - 2020-03-11 +### Changed +- Version bump for Unity 2020.2 + +## [3.1.2] - 2020-02-27 +### Fixed +- Fixed broken documentation links in inspectors +- Fixed empty GameObjects created in certain cases + +## [3.1.1] - 2020-01-09 +### Fixed +- Fix wrong dependency version + +## [3.1.0] - 2019-12-16 +### Added +- Expose PSDImporter class to be accessible via scripting +- Added example in manual to show how to set PSDImporter as default importer for PSD files. + +## [3.0.0] - 2019-11-06 +### Changed +- Update version number for Unity 2020.1 +- Update documentation + +## [2.0.6] - 2019-10-18 +### Fixed +- Fixed SpriteRect name clash when Photoshop layer is renamed to the same name as an exisiting user created SpriteRect + +## [2.0.5] - 2019-08-06 +### Fixed +- Physics Shape not saved into Sprite when importing with AssetDatabase V2 + +### Added +- Experimental feature to have Sprites with same name generated from source file +- Support for providing Layer and Group order to Animation Skinning Module + +## [2.0.4] - 2019-08-09 +### Added +- Add related test packages +- Add support Secondary Texture Module in Sprite Editor Window + +### Fixed +- Texture and SpriteLibraryAsset subassets in PSDImporter now follows the main asset's name. + +## [2.0.3] - 2019-07-20 +### Changed +- Update 2D Animation dependency + +## [2.0.2] - 2019-07-13 +### Changed +- Mark package to support Unity 2019.3.0a10 onwards. + +## [2.0.1] - 2019-06-12 +### Changed +- Update 2D Animation dependency + +## [2.0.0] - 2019-06-17 +### Changed +- Remove preview tag +- Remove experimental namespace + +## [1.2.0-preview.2] - 2019-06-07 +### Added +- Change API to internal access +- Only generate Sprite Library Asset if there is entry +- Do not reset Reslice checkbox after Inspector apply + +## [1.2.0-preview.1] - 2019-03-15 +### Added +- Update support for 2019.2 +- Integrate with 2D Animation Sprite Library +- Integrate with new 2D Animation Character Group +- Fix asset name conflict + +## [1.1.0-preview.2] - 2019-04-23 +### Added +- Fix potential name clashing issues with ScriptedImporter +- Fix Prefab asset using wrong name. Note this will break Prefab references if upgrading from previous versions. + +## [1.1.0-preview.1] - 2019-02-19 +### Added +- Update dependency for 2019.1 support + +## [1.0.0-preview.3] - 2019-02-19 +### Added +- Fix compilation error in .NET 3.5 + +## [1.0.0-preview.2] - 2019-01-25 +### Added +- Fix unable to rig Sprites created manually +- Remove legacy packing tag +- Default Texture Type is changed to 'Sprite (2D and UI)' +- Default Sprite Mode is changed to 'Multiple' + +## [1.0.0-preview.1] - 2018-11-20 +### Added +- New release +- ScriptedImporter for importing Adobe Photoshop file +- Supports handling of Adobe Photoshop layers + - Creates Sprites from individual layers + - Handles include or exclude hidden layers +- Supports Prefab generation that reconstruct generated Sprites to original art asset layout + - Prefab generation supports GameObject grouping based on Adobe Photoshop layer grouping +- Supports 2D Animation v2 single character with multiple Sprites workflow diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..d288b5310577de22534e17a2d2cb11d97beb4788 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2e891b338ba9c514b871d785976f600e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Editor.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Editor.meta new file mode 100644 index 0000000000000000000000000000000000000000..8f026e56acb523a6dd82e4e313eef81e033ce38d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 23888dc58bcb0814389c9fd915521b77 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..b7dcc434cfd4bd3091492a09189c3548075ace90 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/LICENSE.md @@ -0,0 +1,29 @@ +com.unity.2d.psdimporter copyright © 2020 Unity Technologies ApS + +Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: + +1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted. + +1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. + +1. *Ownership & Grant Back to You*. + + 3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. + + 3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity. + + 3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License. + +1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand). + +1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms. + +1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License. + +1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License. + +1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect. + +1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..c7a56824cc0d7e3e99c7b9770058659ffa00ed21 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9ede9ea0212487346a6005ee7f37db0d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/README.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/README.md new file mode 100644 index 0000000000000000000000000000000000000000..d0de79c7eebba8158be1fb18da5c6a7a90ec0a65 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/README.md @@ -0,0 +1,9 @@ +PSB Importer + +ScriptedImporter to import Adobe Photoshop PSB file format + +Feature +- Generate texture and sprite by mosaicing layers +- Option to generate Prefab to reconstuct the image from generated Sprites +- Option to import hidden layers + diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/README.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/README.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..3b5ed8d8e3d96d7f4c93aa2c686be04d1d460431 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bacef98d5d5167242a24ec99d7304aad +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Tests.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Tests.meta new file mode 100644 index 0000000000000000000000000000000000000000..06d5e9b04ae7f7b884e08c5ea58c516a40dfeb93 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Tests.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ef286a7cdaafc8141b7eaa37314b76cf +folderAsset: yes +timeCreated: 1504008884 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Third Party Notices.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Third Party Notices.md new file mode 100644 index 0000000000000000000000000000000000000000..765a311612d5d9dafa3ba6be5f181f7a2b46a48e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Third Party Notices.md @@ -0,0 +1,72 @@ +This package contains third-party software components governed by the license(s) indicated below: +--------- + +Component Name: Photoshop PSD FileType Plugin for Paint.NET + +License Type: MIT, BSD + +///////////////////////////////////////////////////////////////////////////////// + +Photoshop PSD FileType Plugin for Paint.NET +http://psdplugin.codeplex.com/ + +Copyright (c) 2006-2007 Frank Blumenberg +Copyright (c) 2010-2016 Tao Yue + +MIT License: http://www.opensource.org/licenses/mit-license.php + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. + +///////////////////////////////////////////////////////////////////////////////// + +Portions of the software have been adapted from Yet Another PSD Parser: + http://www.codeproject.com/KB/graphics/PSDParser.aspx + +These portions are provided under the BSD License: + http://www.opensource.org/licenses/BSD-3-Clause + +---- + +Copyright (c) 2006, Jonas Beckeman +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of Jonas Beckeman nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY JONAS BECKEMAN AND CONTRIBUTORS ``AS IS'' AND ANY +EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL JONAS BECKEMAN AND CONTRIBUTORS BE LIABLE FOR ANY +DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +///////////////////////////////////////////////////////////////////////////////// diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Third Party Notices.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Third Party Notices.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..3094c4d1291c886972a26270c10b685f5ac6b9f9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/Third Party Notices.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9a0bf89d9a6d719479a816944f579291 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/package.json new file mode 100644 index 0000000000000000000000000000000000000000..ad63bd4e317f876b04b2187a867004bee5eb199e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/package.json @@ -0,0 +1,30 @@ +{ + "name": "com.unity.2d.psdimporter", + "version": "4.0.2", + "unity": "2020.2", + "unityRelease": "0a19", + "displayName": "2D PSD Importer", + "description": "A ScriptedImporter for importing Adobe Photoshop PSB (Photoshop Big) file format. The ScriptedImporter is currently targeted for users who wants to create multi Sprite character animation using Unity 2D Animation Package.", + "keywords": [ + "2d", + "psdimporter", + "assetimporter" + ], + "category": "2D", + "dependencies": { + "com.unity.2d.common": "4.0.2", + "com.unity.2d.animation": "5.0.2", + "com.unity.2d.sprite": "1.0.0" + }, + "relatedPackages": { + "com.unity.2d.psdimporter.tests": "4.0.2" + }, + "upmCi": { + "footprint": "37d303850b7c31729b17df490e53843ba578aada" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/2d.git", + "type": "git", + "revision": "4e96f68a7587d87b4fee15d6f88a5d86c2afa9aa" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..e480932e2134c8ed54f92b386585d1a90e7cc0a9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.psdimporter@4.0.2/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2f948ecb81c850949a2725b1ba265844 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..095a214afc4e0e8bd79516c5d38aa9d7a98b7899 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/CHANGELOG.md @@ -0,0 +1,260 @@ +# Changelog + +## [5.1.1] - 2020-11-25 +### Fixed +- 1293736 Fixed InvalidOperationException thrown continuously on adding SpriteShapeController component to a GameObject with SpriteRenderer. +- 1293737 Fixed ArgumentException when tangents and cache geometry are enabled on SpriteShapeController component. +- 1291842 Fixed error when adding AngleRange to SpriteShapeProfile Preset that was reset before. + +## [5.1.0] - 2020-09-24 +### Added +- Added C# Job Tessellation support for Fill Area of SpriteShape. + +### Fixed +- 1274400 SpriteShape Bounding Box does not take into account certain vertices +- 1273705 Assertion failed exception is thrown on undoing after clicking on Create Range button +- 1273635 Errors occurs when adding range on Reset-ed Preset of the SpriteShapeProfile +- 1271817 Icon is missing on creating SpriteShapeProfile at the time of creating +- 1280016 Unable to create Sprite Shape Profile along with ArgumentNullException thrown in the Project window +- 1274776 NullReferenceException thrown on performing Redo operation after creating Range property in the SpriteShape profiler preset + +## [5.0.2] - 2020-08-31 +### Fixed +- 1267542 Sprite Variant Window does not appear in Sprite Shape Controller Component when selecting a Spline pivot point. +- 1265846 Dragging Sprite Shape Profile to Hierarchy creates a Game Object in main Scene when being in Prefab Mode + +## [5.0.1] - 2020-07-17 +### Changed +- If Geometry is baked using SpriteShapeGeometryCache, do not check for dirty once data is updated to prevent GC. +- Updated Help Section to point to the correct URLs. + +### Fixed +- 1242910 Unable to add item on Resetting the Preset of the SpriteShapeProfile +- 1256914 Exception thrown continuously when Undo operation is performed with sprites are assigned earlier +- 1263266 BakeCollider requires GC every frame even when there are no changes in SpriteShape + +## [5.0.0] - 2020-05-28 +### Added +- Sample script GenerateSpriteShapes.cs to demonstrate force generating invisible SpriteShapes on runtime scene load. + +### Changed +- Version bump for Unity 2020.2 + +### Fixed +- 1246133 Error occurs when unselecting Cache Geometry for Sprite Shape prefab +- 1240380 OnGUI in SpriteShapeController creates GC allocs. +- 1235972 "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is disabled +- 1240514 InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object +- 1241841 Disabled corner option does not work on existing spriteshape upgraded from a previous version + +## [4.1.1] - 2020-04-20 +### Added +- Added BakeMesh to save generated geometry data. +- Added warning when a valid SpriteShape profile is not set. + +## [4.1.0] - 2020-03-16 +### Added +- Stretched Corners. + +### Fixed +- 1226841 Fix when Collider generation allocation. +- 1226856 SpriteShape Edge Collider does not extend to End-point even if Edges dont overlap. +- 1226847 SpriteShape Corner Threshold does not work. + + +## [4.0.3] - 2020-03-09 +### Fixed +- 1220091 SpriteShapeController leaks memory when zero control points are used +- 1216990 Colliders should also respect Pivot property of Edge Sprites. +- 1225366 Ensure SpriteShape are generated when not in view on Runtime. + +## [4.0.2] - 2020-02-11 +### Changed +- Improved Memory Allocations. + +### Fixed +- Fixed OnDrawGizmos to Get/Release RenderTexture through CommandBuffer. + +## [4.0.1] - 2019-11-26 +### Changed +- Updated License file +- Updated Third Party Notices file +- Changed how Samples are installed into user's project + +### Fixed +- Fixed where the last point of the Sprite Shape does not behave correctly when using Continuous Points in a closed shape (case 1184721) + +## [4.0.0] - 2019-11-06 +### Changed +- Update version number for Unity 2020.1 + +## [3.0.7] - 2019-10-27 +### Fixed +- Added missing meta file + +### Changed +- Update com.unity.2d.path package dependency + +## [3.0.6] - 2019-09-27 +### Added +- Added support to set CornerAngleThreshold. +- Burst is now enabled for performance boost. +### Fixed +- Fix (Case 1041062) Inputting Point Position manually causes mesh to not conform to the spline +- Fix GC in confirming Spline Extras sample. +- Fix hash Validation errors. +- Removed resources from Packages. + +## [3.0.5] - 2019-09-05 +### Fixed +- Fix (Case 1159767) Error generated when using a default sprite for Corner sprite or Angle Range sprite in Sprite Shape Profile +- Fix (Case 1178579) "ArgumentOutofRangeException" is thrown and SpriteShapeProfile freezes on reset + +## [3.0.4] - 2019-08-09 +### Added +- Added tangent channel support for proper 2D lighting in URP. + +## [3.0.3] - 2019-07-24 +### Added +- Add related test packages + +## [3.0.2] - 2019-07-13 +### Changed +- Update to latest Mathematics package version + +## [3.0.1] - 2019-07-13 +### Changed +- Mark package to support Unity 2019.3.0a10 onwards. + +## [3.0.0] - 2019-06-19 +### Changed +- Stable Version. +- Remove experimental namespace. + +## [2.1.0-preview.8] - 2019-06-12 +### Changed +- Fix (Case 1152342) The first point of the Sprite Shape does not behave correctly when using Continuous Points +- Fix (Case 1160009) Edge and Polygon Collider does not seem to follow the spriteshape for some broken mirrored tangent points +- Fix (Case 1157201) Edge Sprite Material changed when using a fill texture that is already an edge sprite on spriteshape +- Fix (Case 1162134) Open ended Spriteshape renders the fill texture instead of the range sprite + +## [2.1.0-preview.7] - 2019-06-02 +### Changed +- Fix Variant Selection. + +## [2.1.0-preview.6] - 2019-06-02 +### Changed +- Fix Null reference exception caused by SplineEditorCache changes. +- Fill Inspector changes due to Path integration. + +## [2.1.0-preview.4] - 2019-05-28 +### Changed +- Upgrade Mathematics package. +- Use path editor. + +## [2.1.0-preview.2] - 2019-05-13 +### Changed +- Initial version for 2019.2 +- Update for common package. + +## [2.0.0-preview.8] - 2019-05-16 +### Fixed +- Fixed issue when sprites are re-ordered in Angle Range. +- Updated Samples. + +## [2.0.0-preview.7] - 2019-05-10 +### Fixed +- Version Update and fixes. + +## [2.0.0-preview.6] - 2019-05-08 +### Fixed +- Added Sprite Variant Selector. +- Fix Variant Bug (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-6#post-4480936) +- Fix (Case 1146747) SpriteShape generating significant GC allocations every frame (OnWillRenderObject) + +## [2.0.0-preview.5] - 2019-04-18 +### Fixed +- Shape angle does not show the accurate sprite on certain parts of the shape. +- SpriteShape - Unable to use the Depth buffer (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-6#post-4413142) + +## [2.0.0-preview.4] - 2019-03-28 +### Changed +- Disable burst for now until we have a final release. + +## [2.0.0-preview.3] - 2019-03-25 +### Fixed +- Update Common version. + +## [2.0.0-preview.2] - 2019-03-08 +### Fixed +- Fix Edge Case Scenario where Vertices along Continuous segment could be duplicated.. +- Ensure that Collider uses a valid Sprite on Generation. + +## [2.0.0-preview.1] - 2019-02-27 +### Changed +- Updated version. + +## [1.1.0-preview.1] - 2019-02-10 +### Added +- Spriteshape tessellation code is re-implemented in C# Jobs and utilizes Burst for Performance. +- Added Mirrored and Non-Mirrored continous Tangent mode. +- Simplified Collider Generation support and is part of C# Job/Burst for performance. +- Added Shortcut Keys (for setting Tangentmode, Sprite Variant and Mirror Tangent). +- Ability to drag Spriteshape Profile form Project view to Hierarchy to create Sprite Shape in Scene. +- Simplified Corner mode for Points and is now enabled by default. +- Added Stretch UV support for Fill Area. +- Added Color property to SpriteShapeRenderer. + +### Fixed +- SpriteShapeController shows wrong Sprites after deleting a sprite from the top angle range. +- Empty SpriteShapeController still seem to show the previous Spriteshape drawcalls +- Streched Sprites are generated in between non Linked Points +- Corners sprites are no longer usable if user only sets the corners for the bottom +- Sprites in SpriteShape still shows even after user deletes the SpriteShape Profile +- SpriteShape doesn't update Point Positions visually at runtime for Builds +- Spriteshape Colliders does not update in scene immediately +- Fixed constant Mesh baking (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-4#post-3925789) +- Fixed Bounds generation issue (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-5#post-4079857) +- Sprite Shape Profile component breaks when creating range +- Fixed when sprite is updated in the sprite editor, the spriteshape is not updated. +- Fixed cases where Spline Edit is disabled even when points are selected. (https://forum.unity.com/threads/spriteshape-preview-package.522575/#post-3436940) +- Sprite with SpriteShapeBody Shader gets graphical artifacts when rotating the camera. +- When multiple SpriteShapes are selected, Edit Spline button is now disabled. (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-3#post-3764413) +- Fixed texelSize property (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-4#post-3877081) +- Fixed Collider generation for different quality levels. (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-4#post-3956062) +- Fixed Framing Issues (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-5#post-4137214) +- Fixed Collider generation for Offsets (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-5#post-4149841) +- Fixed Collider generation for different Heights (https://forum.unity.com/threads/spriteshape-preview-package.522575/page-5#post-4190116) + +### Changed +- SpriteShape Asset parameters WorldSpace UV, PixelPerUnit have been moved to SpriteShapeController properties. +- Collider generation has been simplified and aligns well with the generated geometry (different height, corners etc.) + +### Removed +- Remove redundant parameters BevelCutoff and BevelSize that can be done by simply modifying source spline. + +## [1.0.12-preview.1] - 2018-08-03 +### Added +- Fix issue where Point Positions do not update visually at runtime for Builds + +## [1.0.11-preview] - 2018-06-20 +### Added +- Fix Spriteshape does not update when Sprites are reimported. +- Fix SpriteShapeController in Scene view shows a different sprite when user reapplies a Sprite import settings +- Fix Editor Crashed when user adjusts the "Bevel Cutoff" value +- Fix Crash when changing Spline Control Points for a Sprite Shape Controller in debug Inspector +- Fix SpriteShape generation when End-points are Broken. +- Fix cases where the UV continuity is broken even when the Control point is continous. + +## [1.0.10-preview] - 2018-04-12 +### Added +- Version number format changed to -preview + +## [0.1.0] - 2017-11-20 +### Added +- Bezier Spline Shape +- Corner Sprites +- Edge variations +- Point scale +- SpriteShapeRenderer with support for masking +- Auto update collision shape diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..af397869b5ec93123371fb65ded5ef513343dc8c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3909d2eb8b6444c6f972a20db7914b89 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Editor.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Editor.meta new file mode 100644 index 0000000000000000000000000000000000000000..d0a45fe9b1d0fae1b43910725d1b240ccea2764e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4103ad8b83780496d93e0fabf89b806e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..6db5c8cc1ab2a9f2d8fe7f1cb98eed46c616dcdf --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/LICENSE.md @@ -0,0 +1,29 @@ +com.unity.2d.spriteshape copyright © 2020 Unity Technologies ApS + +Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: + +1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted. + +1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. + +1. *Ownership & Grant Back to You*. + + 3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. + + 3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity. + + 3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License. + +1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand). + +1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). 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Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License. + +1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License. + +1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect. + +1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..bc6795cae3bf8bd59f738fbb3d5016d8cde2e9b1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 893b6fc79706f4a7cad3f07ed30c3f4c +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/README.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/README.md new file mode 100644 index 0000000000000000000000000000000000000000..92d4877a1e7aa14d12c909f340fbcbc4b24ee416 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/README.md @@ -0,0 +1,21 @@ +# About 2D SpriteShape + +Use the **2D SpriteShape** package as a powerful worldbuilding tool that allows you to tile Sprites along the path of a shape, with the Sprites automatically deforming in response to different angles according to their settings. For example, use **2D SpriteShapes** to quickly build various 2D platforms by editing their spline paths into different shapes. + +# Installing 2D SpriteShape + +To install this package, please follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.9/manual/index.html). + +# Links to Feature Documentation and Useful Resources + +* [2D SpriteShape Online Documentation](https://github.com/Unity-Technologies/2d-spriteshape-samples/blob/master/Documentation/SpriteShape.md) + +* [2D SpriteShape Samples](https://github.com/Unity-Technologies/2d-spriteshape-samples) + +* [2D SpriteShape Discussion Forums](https://forum.unity.com/threads/spriteshape-preview-package.522575/) + +# Requirements + +This version of **2D SpriteShape** is compatible with the following versions of the Unity Editor: + +* 2018.1 and later (recommended) \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/README.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/README.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..f8bd02eb45123a085ed0f1bc79762fdf7b823c10 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 79531da4240f84a7a9187cfde72e9612 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Runtime.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Runtime.meta new file mode 100644 index 0000000000000000000000000000000000000000..0233cfc828dd35cbc893022f67ffbea489ef5f73 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 825aa2422a5cc4c60b5eb787fe31a9a6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Tests.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Tests.meta new file mode 100644 index 0000000000000000000000000000000000000000..ab0b27de8c0044d3d1850aa64c3d8ed9e524c169 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cf00ad4c95f59411ba959a51a6c8be34 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Third Party Notices.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Third Party Notices.md new file mode 100644 index 0000000000000000000000000000000000000000..51cd384ebedd234ba3312b733ca0ed07c5951e94 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Third Party Notices.md @@ -0,0 +1,67 @@ +This package contains third-party software components governed by the license(s) indicated below: +--------- +Component Name: Predicates + +Routines for Arbitrary Precision Floating-point Arithmetic +and Fast Robust Geometric Predicates +(predicates.c) + +May 18, 1996 + +Placed in the public domain by +Jonathan Richard Shewchuk +--------- + +Component Name: CDT + +The MIT License (MIT) + +Copyright (c) 2015 Mikola Lysenko + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +--------- + +Component Name: LibTessDotNet + +License Type: SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) + + +Copyright (C) 2011 Silicon Graphics, Inc. +All Rights Reserved. +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, +subject to the following conditions: + +The above copyright notice including the dates of first publication and either this +permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be +included in all copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, +INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A +PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC. +BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE +OR OTHER DEALINGS IN THE SOFTWARE. + +Except as contained in this notice, the name of Silicon Graphics, Inc. shall not +be used in advertising or otherwise to promote the sale, use or other dealings in +this Software without prior written authorization from Silicon Graphics, Inc. + diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Third Party Notices.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Third Party Notices.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..b371f02fce32f3d261857235230514dc98607f7f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/Third Party Notices.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7a6ed47ab3732e642a9f8b492ed24191 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/package.json new file mode 100644 index 0000000000000000000000000000000000000000..c78be7a1fef3f49de29b5275c615e9567bf51346 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/package.json @@ -0,0 +1,47 @@ +{ + "name": "com.unity.2d.spriteshape", + "version": "5.1.1", + "unity": "2020.2", + "unityRelease": "0a19", + "displayName": "2D SpriteShape", + "description": "SpriteShape Runtime & Editor Package contains the tooling and the runtime component that allows you to create very organic looking spline based 2D worlds. It comes with intuitive configurator and a highly performant renderer.", + "keywords": [ + "2d", + "shape", + "spriteshape", + "smartsprite", + "spline", + "terrain2d" + ], + "category": "2D", + "dependencies": { + "com.unity.mathematics": "1.1.0", + "com.unity.2d.common": "4.0.3", + "com.unity.2d.path": "4.0.1", + "com.unity.modules.physics2d": "1.0.0" + }, + "samples": [ + { + "displayName": "Sprite Shape Samples", + "description": "Samples to get started with SpriteShape", + "path": "Samples~/Samples" + }, + { + "displayName": "Sprite Shape Extras", + "description": "This sample has utility scripts that ihas various use-cases of Spriteshape", + "path": "Samples~/Extras" + } + ], + "relatedPackages": { + "com.unity.2d.spriteshape.tests": "5.1.1", + "com.unity.2d.common.tests": "4.0.3" + }, + "upmCi": { + "footprint": "482da60ca7f017b545dcd803cfd090eb0e70e2c1" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/2d.git", + "type": "git", + "revision": "3cf59035d02a34d40d678f2cd5f1c65515a8347e" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..2e0bce88e92cd1c231e307c99ad4295161377edd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.spriteshape@5.1.1/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4eabc3d1ad1424372b03cfc117521e24 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/.gitattributes b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/.gitattributes new file mode 100644 index 0000000000000000000000000000000000000000..9b5ea32637bd438017069e53af25e0c6fec2ea24 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/.gitattributes @@ -0,0 +1,86 @@ +* text=auto + +# Unity files +*.meta -text merge=unityyamlmerge diff +*.unity -text merge=unityyamlmerge diff +*.asset -text merge=unityyamlmerge diff +*.prefab -text merge=unityyamlmerge diff +*.mat -text merge=unityyamlmerge diff +*.anim -text merge=unityyamlmerge diff +*.controller -text merge=unityyamlmerge diff +*.overrideController -text merge=unityyamlmerge diff +*.physicMaterial -text merge=unityyamlmerge diff +*.physicsMaterial2D -text merge=unityyamlmerge diff +*.playable -text merge=unityyamlmerge diff +*.mask -text merge=unityyamlmerge diff +*.brush -text merge=unityyamlmerge diff +*.flare -text merge=unityyamlmerge diff +*.fontsettings -text merge=unityyamlmerge diff +*.guiskin -text merge=unityyamlmerge diff +*.giparams -text merge=unityyamlmerge diff +*.renderTexture -text merge=unityyamlmerge diff +*.spriteatlas -text merge=unityyamlmerge diff +*.terrainlayer -text merge=unityyamlmerge diff +*.mixer -text merge=unityyamlmerge diff +*.shadervariants -text merge=unityyamlmerge diff +# Image formats +*.psd filter=lfs diff=lfs merge=lfs -text +*.jpg filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.gif filter=lfs diff=lfs merge=lfs -text +*.bmp filter=lfs diff=lfs merge=lfs -text +*.tga filter=lfs diff=lfs merge=lfs -text +*.tiff filter=lfs diff=lfs merge=lfs -text +*.tif filter=lfs diff=lfs merge=lfs -text +*.iff filter=lfs diff=lfs merge=lfs -text +*.pict filter=lfs diff=lfs merge=lfs -text +*.dds filter=lfs diff=lfs merge=lfs -text +*.xcf filter=lfs diff=lfs merge=lfs -text +# Audio formats +*.mp3 filter=lfs diff=lfs merge=lfs -text +*.ogg filter=lfs diff=lfs merge=lfs -text +*.wav filter=lfs diff=lfs merge=lfs -text +*.aiff filter=lfs diff=lfs merge=lfs -text +*.aif filter=lfs diff=lfs merge=lfs -text +*.mod filter=lfs diff=lfs merge=lfs -text +*.it filter=lfs diff=lfs merge=lfs -text +*.s3m filter=lfs diff=lfs merge=lfs -text +*.xm filter=lfs diff=lfs merge=lfs -text +# Video formats +*.mov filter=lfs diff=lfs merge=lfs -text +*.avi filter=lfs diff=lfs merge=lfs -text +*.asf filter=lfs diff=lfs merge=lfs -text +*.mpg filter=lfs diff=lfs merge=lfs -text +*.mpeg filter=lfs diff=lfs merge=lfs -text +*.mp4 filter=lfs diff=lfs merge=lfs -text +# 3D formats +*.fbx filter=lfs diff=lfs merge=lfs -text +*.obj filter=lfs diff=lfs merge=lfs -text +*.max filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text +*.dae filter=lfs diff=lfs merge=lfs -text +*.mb filter=lfs diff=lfs merge=lfs -text +*.ma filter=lfs diff=lfs merge=lfs -text +*.3ds filter=lfs diff=lfs merge=lfs -text +*.dfx filter=lfs diff=lfs merge=lfs -text +*.c4d filter=lfs diff=lfs merge=lfs -text +*.lwo filter=lfs diff=lfs merge=lfs -text +*.lwo2 filter=lfs diff=lfs merge=lfs -text +*.abc filter=lfs diff=lfs merge=lfs -text +*.3dm filter=lfs diff=lfs merge=lfs -text +# Build +*.dll filter=lfs diff=lfs merge=lfs -text +*.pdb filter=lfs diff=lfs merge=lfs -text +*.mdb filter=lfs diff=lfs merge=lfs -text +# Packaging +*.zip filter=lfs diff=lfs merge=lfs -text +*.7z filter=lfs diff=lfs merge=lfs -text +*.gz filter=lfs diff=lfs merge=lfs -text +*.rar filter=lfs diff=lfs merge=lfs -text +*.tar filter=lfs diff=lfs merge=lfs -text +# Collapse Unity-generated files on GitHub +*.asset linguist-generated +*.mat linguist-generated +*.meta linguist-generated +*.prefab linguist-generated +*.unity linguist-generated diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..cf86b44fb992cf7586086f3bfe39282f07e23647 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/CHANGELOG.md @@ -0,0 +1,84 @@ +# Changelog +All notable changes to this package will be documented in this file. + +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). + +## [1.3.9] - 2020-07-13 +### Fixed +- Unnecessary use of texture compression in icons that slowed down platform switching +- Update publish button state when selected changes update +- Use colorized icons when changes are available. + +## [1.3.8] - 2020-06-08 +### Fixed +- Fix incorrect priority of error messages +- Fix Collab button being stuck in inprogress state +- Fix error when partially publishing without the window open + +## [1.3.7] - 2020-01-30 +### Changed +- Bulk revert is now supported. +- Collab is blocked in play mode. +## Fixed +- Fixed services window's links to open Collab. + +## [1.3.6] - 2020-01-21 +### Fixed +- Fixed compile errors when removing the NUnit package by removing unnecessary references. + +## [1.3.5] - 2020-01-08 +### Fixed +- Fix "accept mine" / "accept remote" icon swap in conflicts view. + +## [1.3.4] - 2019-12-16 +### Changed +- Window state is no longer restored after the window is closed and opened. +### Fixed +- History tab failing to load on startup if it is left open in the previous session. +- Progress bar percentage not matching the bar. +- History list correctly updates after a new revision is published. +- UI instabilities when restoring or going back to a revision with a different package manifest. +- Improve handling of changes to the project id. + +## [1.3.3] - 2019-12-10 +### Changed +- Disable UI test cases that can be unstable. + +## [1.3.2] - 2019-12-05 +### Changed +- Update UX to UIElements. +- Increased minimum supported version to 2020.1. +- Update Documentation to required standards. + +## [1.2.16] - 2019-02-11 +### Fixed +- Update stylesheet to pass USS validation + +## [1.2.15] - 2018-11-16 +### Changed +- Added support for non-experimental UIElements. + +## [1.2.11] - 2018-09-04 +### Fixed +- Made some performance improvements to reduce impact on ReloadAssemblies. + +## [1.2.9] - 2018-08-13 +### Fixed +- Test issues for the Collab History Window are now fixed. + +## [1.2.7] - 2018-08-07 +### Fixed +- Toolbar drop-down will no longer show up when package is uninstalled. + +## [1.2.6] - 2018-06-15 +### Fixed +- Fixed an issue where Collab's History window wouldn't load properly. + +## [1.2.5] - 2018-05-21 +This is the first release of *Unity Package CollabProxy*. + +### Added +- Collab history and toolbar windows +- Collab view and presenter classes +- Collab Editor tests for view and presenter diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..a4837d7ab426c6b7791b231c8ab8adb67a12d377 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 47777d81697d65f45befb6ccd55b2324 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Editor.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Editor.meta new file mode 100644 index 0000000000000000000000000000000000000000..db0c3699d4a774ea0196062da196218fac28d126 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3eedd97b804f5a546a8817f8be60e318 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..01eff0f61f20ef3346fb9fd8343c762f9287a5a5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/LICENSE.md @@ -0,0 +1,5 @@ +Unity Collaborate copyright © 2020 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..d7d78b24c9fdbb028ed063164e67613f41b2224b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 52a2c019761d4f74ea3dbdaa0d889673 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/README.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/README.md new file mode 100644 index 0000000000000000000000000000000000000000..de0716f1a8cb42bdd04361807d3939561b7ae61c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/README.md @@ -0,0 +1,125 @@ +# Collaborate Client Package +![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.collab-proxy/release-badge.svg) ![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.collab-proxy/candidates-badge.svg) + +This is the package to add Collaborate support to the Unity Editor. Unlike its predecessor CollabProxy, +this package has completely switched the UI to using UIElements. There is no more CEF, JS, or HTML. + +The project is exclusively targeting .NetStandard 2.0 and will not work with the legacy Mono runtime. + +The minimum supported version of the Unity Editor is 2020.1a13. + +## Development +**For developers:** + +Option 1: clone this repository out into the `packages/` directory in a project. + +Option 2: clone elsewhere and link with the `packages/manifest.json` file in the project: +``` +"com.unity.collab-proxy": "file:/some/path/to/package" +``` +To add testing support also add the testibles section to the manifest. Your manifest should look like this: +```json +{ + "dependencies": { + "com.unity.collab-proxy": "file:/some/path/to/package", + ... + }, + "testables": [ + "com.unity.collab-proxy", + ... + ] +} +``` + +**For internal testers:** simply add the git url into the `packages/manifest.json` file: +``` +"com.unity.collab-proxy": "git://git@github.cds.internal.unity3d.com:unity/com.unity.cloud.collaborate.git" +``` +If you need a specific revisision: +``` +"com.unity.collab-proxy": "git://git@github.cds.internal.unity3d.com:unity/com.unity.cloud.collaborate.git#" +``` +If you need more information, read the [Documentation](https://docs.unity3d.com/Manual/upm-dependencies.html#Git) for package dependencies from git. + +Code style is as dictated in [Unity Meta](https://github.cds.internal.unity3d.com/unity/unity-meta). + +There are IDE Specific code style configs under the `Config/` directory in the above repo. + +## Overview +Source code for the packages is contained within the `Editor/` +and the tests are in `Tests/`. The structure of the package follows +the **MVP** pattern with a separate directory for each group of classes +and interfaces. + +Here are some files and folders of note: +```none + + ├── package.json + ├── README.md + ├── CHANGELOG.md + ├── LICENSE.md + ├── Third Party Notices.md + ├── QAReport.md + ├── Editor/ + │ ├── Unity.SourceControl.asmdef + │ ├── Assets/ + │ │ ├── Icons/ + │ │ ├── Layouts/ + │ │ ├── Styles/ + │ │ └── UiConstants.cs + │ ├── Models/ + │ │ ├── Api/ + │ │ │ └── ISourceControlProvider.cs + │ │ └── Providers/ + │ │ └── Collab.cs + │ ├── Views/ + │ │ └── Adaptors/ + │ ├── Presenters/ + │ ├── Common/ + │ ├── Settings/ + │ ├── Components/ + │ ├── Utilities/ + │ └── UserInterface/ + │ ├── Bootstrap.cs + │ ├── WindowCache.cs + │ ├── ToolbarButton.cs + │ └── CollaborateWindow.cs + ├── Tests/ + │ ├── .tests.json + │ └── Editor/ + │ └── Unity.CollabProxy.EditorTests.asmdef + └── Documentation~/ + ├── unity-cloud-collaborate.md + └── Images/ +``` + +- `Editor/Assets/` directory of the collaborate assets. +- `Editor/Assets/Icons/` directory for the collection of icons (png) used in the UI. +- `Editor/Assets/Layouts/` directory for the collection of layouts (uxml) used in the UI. +- `Editor/Assets/Styles/` directory for the collection of styles (uss) used in the UI. +- `Editor/Models/` directory of the models in the MVP architecture. +- `Editor/Models/Api/ISourceControlProvider.cs` interface for source control providers. Just Collab for now. +- `Editor/Models/Providers/Collab.cs` backend for providing the interface between this client and collab in the Unity Editor. +- `Editor/Views/` directory of the views in the MVP architecture. +- `Editor/Views/Adaptors/` directory for the list adaptors used in views. +- `Editor/Presenters/` directory of the presenters in the MVP architecture. +- `Editor/Components/` directory for the collection of UIElements components used in the UI. +- `Editor/UserInterface/` directory for the window and toolbar button source code. +- `Editor/UserInterface/Bootstrap.cs` code to bootstrap the toolbar button when the editor starts. +- `Editor/UserInterface/WindowCache.cs` code to cache the state of the window during domain reload. +- `Editor/UserInterface/ToolbarButton.cs` code to create and manage the collab button in the toolbar. +- `Editor/UserInterface/CollaborateWindow.cs` code for the window itself. +- `Tests/Editor/` directory of the client tests. + +Each directory contains a README file with additional details about what is contained within them, including code +examples. + +## Package Information +For more info on packages and best practices, visit the [package-starter-kit](https://github.cds.internal.unity3d.com/unity/com.unity.package-starter-kit) repository and read the documentation. + +## Known Issues +* [COL-1079] The history window doesn't correctly distinguish local vs remote changes +* [COL-573] Publishing new versions of some packages in Collab results in Cannot Copy File error +* [COL-1083] Error message for opening diff tool on conflicted file when none are installed is not very helpful. Workaround is to install and select a supported diff tool in the Preferences->External Tools window. +* [COL-1084] Triggering a domain reload while Collab History tab is open disables the UX until the Editor is focused. Workaround is to click onto the Editor a second time. +* [COL-1085] Go Back To commit in 2020.1 with pre-v1.2.17 in package manifest breaks Collaborate window. Workaround is to open project in a version of Unity older than 2020.1.0a13 where pre-v1.2.17 packages are supported. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/README.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/README.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..2ae572045fcf9c44e018c3b2f61a2cea2ad76ab6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c10740cd62ccaf54c8880da0a3f4d10f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Tests.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Tests.meta new file mode 100644 index 0000000000000000000000000000000000000000..1286e8dfed51e372f9ad9487291dba1a391a9347 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f14311c132be48342a010833293cf97b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Third Party Notices.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Third Party Notices.md new file mode 100644 index 0000000000000000000000000000000000000000..570afdb1a0caf16711fa08a813c633af5863b230 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Third Party Notices.md @@ -0,0 +1,7 @@ +This package contains third-party software components governed by the license(s) indicated below: +--------- +Component Name: [provide component name] + +License Type: [Provide license type, i.e. "MIT", "Apache 2.0"] + +[Provide License Details] diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Third Party Notices.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Third Party Notices.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..67fd92ee39356cdd6a51fb609ba65c520931396f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/Third Party Notices.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9bff32140d1498a4a9f6f18b09e8959c +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/package.json new file mode 100644 index 0000000000000000000000000000000000000000..34cc793499402c0a310d98e0040315fd8fb0caac --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/package.json @@ -0,0 +1,30 @@ +{ + "name": "com.unity.collab-proxy", + "displayName": "Unity Collaborate", + "version": "1.3.9", + "unity": "2020.1", + "unityRelease": "0a22", + "description": "Collaborate with your teammates with the official version control system for Unity. Collaborate is a simple way for teams to save, share, and sync your Unity project.", + "keywords": [ + "vsc", + "version", + "control", + "collab", + "collaboration", + "collaborate", + "teams", + "team", + "cloud", + "backup" + ], + "category": "Editor", + "dependencies": {}, + "upmCi": { + "footprint": "5ee91151aeac08f43ee5fec4106e0b5eec2312b5" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.cloud.collaborate.git", + "type": "git", + "revision": "fa825106f349f996acff22f718845eab46ca2d7c" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..c3210afd807ec63d73c2892e4ca580a313c4158b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.collab-proxy@1.3.9/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 743fda8c4b219c8429fb5a77ede1c879 +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/.gitlab-ci.yml b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/.gitlab-ci.yml new file mode 100644 index 0000000000000000000000000000000000000000..4c64e22021b3de70598a19cb52d4d84fa19e40ff --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/.gitlab-ci.yml @@ -0,0 +1,15 @@ +image: node:6.10.0 + +stages: + - push_to_packman_staging + +push_to_packman_staging: + stage: push_to_packman_staging + only: + - tags + script: + - sed -i "s/0.0.1-PLACEHOLDERVERSION/$CI_COMMIT_TAG/g" package.json + - sed -i "s/PLACEHOLDERSHA/$CI_COMMIT_SHA/g" package.json + - sed -i "s/0.0.1-PLACEHOLDERVERSION/$CI_COMMIT_TAG/g" CHANGELOG.md + - curl -u $USER_NAME:$API_KEY https://staging-packages.unity.com/auth > .npmrc + - npm publish diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..269a7c4ea2f893020fbcbe87598cae6ae725ecbd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/CHANGELOG.md @@ -0,0 +1,22 @@ +# Changelog +## [1.0.6] - 2020-11-30 +- isExplicitlyReferenced set to 0 (case 1296162) +## [1.0.5] - 2020-11-04 +- Removed pdb files + +## [1.0.4] - 2020-11-03 +- Added the portable-pdb (DSTR-37) + +## [1.0.3] - 2020-10-30 +- Fixed being able to load mdb or portable-pdb symbolsbug (DSTR-37) +- Minimum unity version updated (case 1279253) + +## [1.0.2] - 2019-12-04 + +- Added missed metafiles + +## [0.0.1] - 2019-02-21 + +### This is the first release of *Unity Package com.unity.ext.nunit*. + +- Migrated the custom version of nunit from inside of unity. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..d91fbdec03f983f0d6a52d7bdd3afadcd4a486a8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f49bbe06ffa5ae24abe32abdab430c24 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..ccc1f59cd4672f142346f65ac75f7cfe59b7ee97 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/LICENSE.md @@ -0,0 +1,19 @@ +Copyright (c) 2018 Charlie Poole, Rob Prouse + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..90df748f4ada904d631bfaa56bad2ef3aea6b61b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f91a00d2dca52b843b2d50ccf750737d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/README.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/README.md new file mode 100644 index 0000000000000000000000000000000000000000..2a38b9d84fa5bb0d0c138c4719db0f37a66d2ccf --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/README.md @@ -0,0 +1,6 @@ +# Custom Nunit build to work with Unity + +This version of nunit works with all platforms, il2cpp and Mono AOT. + +For Nunit Documentation: +https://github.com/nunit/docs/wiki/NUnit-Documentation diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/README.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/README.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..e9a7f9fa306405ea881ef6d0a758e2ed190112cd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5da62a0c1c5218c4aa16b74546a7822d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/net35.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/net35.meta new file mode 100644 index 0000000000000000000000000000000000000000..278a2faf226f8afae99caffaf9d3ffef823421a6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/net35.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a36d8b72880a8004f96ac54ce4598ff9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/package.json new file mode 100644 index 0000000000000000000000000000000000000000..2ea221dd474fba31861aa6dba0e49b69a2e0bfb7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/package.json @@ -0,0 +1,24 @@ +{ + "displayName": "Custom NUnit", + "name": "com.unity.ext.nunit", + "version": "1.0.6", + "unity": "2019.2", + "description": "Custom version of the nunit package build to work with Unity. Used by the Unity Test Framework.", + "keywords": [ + "nunit", + "unittest", + "test" + ], + "category": "Libraries", + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.ext.nunit.git", + "type": "git", + "revision": "29ea4d6504a5f58fb3a6934db839aa80ae6d9d88" + }, + "relatedPackages": { + "com.unity.ext.nunit.tests": "1.0.6" + }, + "upmCi": { + "footprint": "e9f76bd265402773096bf08a8ffb51cd3d76f39a" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..ad8849255f2b8eb93b2531fc83775ddc2605d27d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ext.nunit@1.0.6/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8143d3a8390f2c64685e3bc272bd9e90 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/.editorconfig b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/.editorconfig new file mode 100644 index 0000000000000000000000000000000000000000..aca19790ca3d979faa8e17a70fe325a408f9b689 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/.editorconfig @@ -0,0 +1,6 @@ +root = true + +[*] +indent_style = space +indent_size = 2 +end_of_line = lf \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..02b3d49ad07dee50db62c5003bb14e2c0bba0a25 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CHANGELOG.md @@ -0,0 +1,118 @@ +# Code Editor Package for Rider + +## [2.0.7] - 2020-08-18 + +Improve performance +Add support for asmdef Root Namespace in .csproj generation +ProjectGeneration for custom roslyn analysers https://docs.unity3d.com/2020.2/Documentation/Manual/roslyn-analyzers.html +Switch target platform in Unity would regenerate csproj files (https://github.com/JetBrains/resharper-unity/issues/1740) + + +## [2.0.6] - 2020-08-10 + +Improve performance +Add support for asmdef Root Namespace in .csproj generation +ProjectGeneration for custom roslyn analysers https://docs.unity3d.com/2020.2/Documentation/Manual/roslyn-analyzers.html +Switch target platform in Unity would regenerate csproj files (https://github.com/JetBrains/resharper-unity/issues/1740) + + +## [2.0.5] - 2020-05-27 + +Fix Regression in 2.0.3: In Unity 2019.2.9 on Mac, changing csproj and calling AssetDatabase.Refresh is not regenerating csproj. +Regenerate projects on changes in manifest.json and Project Settings (EditorOnlyScriptingUserSettings.json) (#51) +Fix: Assembly references to package assemblies break IDE projects. +Fix: Reporting test duration. + + +## [2.0.2] - 2020-03-18 + +fix bug in searching Rider path on MacOS + + +## [2.0.1] - 2020-03-05 + +Speed improvements, +ProjectTypeGuids for unity-generated project +Improve UI for Project Generation settings +Changes in csc.rsp would cause project-generation +Remove NoWarn 0169 from generated csproj +Support custom JetBrains Toolbox installation location + +## [1.2.1] - 2019-12-09 + +- Load optimised EditorPlugin version compiled to net 461, with fallback to previous version. +- On ExternalEditor settings page: reorder Generate all ... after Extensions handled +- Better presentation for Rider of some version in ExternalEditors list +- Initial support for Code Coverage with dotCover plugin in Rider +- Added support for Player Project generation + +## [1.1.4] - 2019-11-21 + - Fix warning - unreachable code + +## [1.1.3] - 2019-10-17 + + - Update External Editor, when new toolbox build was installed + - Add xaml to default list of extensions to include in csproj + - Avoid initializing Rider package in secondary Unity process, which does Asset processing + - Reflect multiple csc.rsp arguments to generated csproj files: https://github.com/JetBrains/resharper-unity/issues/1337 + - Setting, which allowed to override LangVersion removed in favor of langversion in csc.rsp + - Environment.NewLine is used in generated project files instead of Windows line separator. + +## [1.1.2] - 2019-09-18 + +performance optimizations: + - avoid multiple evaluations + - avoid reflection in DisableSyncSolutionOnceCallBack + - project generation optimization +fixes: + - avoid compilation error with incompatible `Test Framework` package + +## [1.1.1] - 2019-08-26 + +parse nowarn in csc.rsp +warning, when Unity was started from Rider, but external editor was different +improved unit test support +workaround to avoid Unity internal project-generation (fix #28) + + +## [1.1.0] - 2019-07-02 + +new setting to manage list of extensions to be opened with Rider +avoid breaking everything on any unhandled exception in RiderScriptEditor cctor +hide Rider settings, when different Editor is selected +dynamically load only newer rider plugins +path detection (work on unix symlinks) +speed up for project generation +lots of bug fixing + +## [1.0.8] - 2019-05-20 + +Fix NullReferenceException when External editor was pointing to non-existing Rider everything was broken by null-ref. + +## [1.0.7] - 2019-05-16 + +Initial migration steps from rider plugin to package. +Fix OSX check and opening of files. + +## [1.0.6] - 2019-04-30 + +Ensure asset database is refreshed when generating csproj and solution files. + +## [1.0.5] - 2019-04-27 + +Add support for generating all csproj files. + +## [1.0.4] - 2019-04-18 + +Fix relative package paths. +Fix opening editor on mac. + +## [1.0.3] - 2019-04-12 + +Fixing null reference issue for callbacks to Asset pipeline. + +## [1.0.2] - 2019-01-01 + +### This is the first release of *Unity Package rider_editor*. + +Using the newly created api to integrate Rider with Unity. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..344cac5d8cade72137a7d0f74fc85ac3fe12b461 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8645aa9c3c74fb34ba9499e14fb332b5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CONTRIBUTING.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CONTRIBUTING.md new file mode 100644 index 0000000000000000000000000000000000000000..576d09634490b43e7b246c0942b2d265e9052882 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CONTRIBUTING.md @@ -0,0 +1,6 @@ +# Contributing + +## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) +By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. + +## Once you have a change ready following these ground rules. Simply make a pull request \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CONTRIBUTING.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CONTRIBUTING.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..81c20c6fb3c29ec6ac4a669c0573c794a483d072 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/CONTRIBUTING.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5e83f8baac96eaa47bdd9ca781cd2002 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..eb18dfb781a83894dde47b29595e013b66ad3ea7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2019 Unity Technologies + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..be2f8e64092100bb097f5a14d9a27c41af6952c5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 5598b14661b5f4c43bed757f34b6d172 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/Rider.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/Rider.meta new file mode 100644 index 0000000000000000000000000000000000000000..cf6222de2f84cb65402b5e072caea9a5751ffaac --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/Rider.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9129183a42052cd43b9c284d6dbd541e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/package.json new file mode 100644 index 0000000000000000000000000000000000000000..665137091e53182a00a02d4c9212059f134b1fdf --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/package.json @@ -0,0 +1,22 @@ +{ + "name": "com.unity.ide.rider", + "displayName": "JetBrains Rider Editor", + "description": "The JetBrains Rider Editor package provides an integration for using the JetBrains Rider IDE as a code editor for Unity. It adds support for generating .csproj files for code completion and auto-discovery of installations.", + "version": "2.0.7", + "unity": "2019.2", + "unityRelease": "6f1", + "dependencies": { + "com.unity.test-framework": "1.1.1" + }, + "relatedPackages": { + "com.unity.ide.rider.tests": "2.0.7" + }, + "upmCi": { + "footprint": "37d998612dbe6eb9eaa7197cb3384c0c7ebafcad" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.ide.rider.git", + "type": "git", + "revision": "abb44f053e9a41d2e00e149e32a19bcec76e98b4" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..11bcd7b98484eceeac7d84e9da8f32a3b1230bb0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.rider@2.0.7/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 66c95bb3c74257f41bae2622511dc02d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..a75f41a10c52b22a0ecd76097f6cf9fa19050119 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CHANGELOG.md @@ -0,0 +1,125 @@ +# Code Editor Package for Visual Studio + +## [2.0.7] - 2021-02-02 + +Integration: + +Remove com.unity.nuget.newtonsoft-json dependency in favor of the built-in JsonUtility for the VS Test Runner. + + +## [2.0.6] - 2021-01-20 + +Project generation: + +- Improved language version detection. + +Integration: + +- Added support for the VS Test Runner. +- Added initial support for displaying asset usage. +- Fixed remaining issues with special characters in file/path. + +## [2.0.5] - 2020-10-30 + +Integration: + +- Disable legacy pdb symbol checking for Unity packages. + +## [2.0.4] - 2020-10-15 + +Project generation: + +- Added support for embedded Roslyn analyzer DLLs and ruleset files. +- Warn the user when the opened script is not part of the generation scope. +- Warn the user when the selected Visual Studio installation is not found. +- Generate a .vsconfig file to ensure Visual Studio installation is compatible. + +Integration: + +- Fix automation issues on MacOS, where a new Visual Studio instance is opened every time. + +## [2.0.3] - 2020-09-09 + +Project generation: + +- Added C#8 language support. +- Added UnityProjectGeneratorVersion property. +- Local and Embedded packages are now selected by default for generation. +- Added support for asmdef root namespace. + +Integration: + +- When the user disabled auto-refresh in Unity, do not try to force refresh the Asset database. +- Fix Visual Studio detection issues with languages using special characters. + + +## [2.0.2] - 2020-05-27 + +- Added support for solution folders. +- Only bind the messenger when the VS editor is selected. +- Warn when unable to create the messenger. +- Fixed an initialization issue triggering legacy code generation. +- Allow package source in assembly to be generated when referenced from asmref. + + +## [2.0.1] - 2020-03-19 + +- When Visual Studio installation is compatible with C# 8.0, setup the language version to not prompt the user with unsupported constructs. (So far Unity only supports C# 7.3). +- Use Unity's TypeCache to improve project generation speed. +- Properly check for a managed assembly before displaying a warning regarding legacy PDB usage. +- Add support for selective project generation (embedded, local, registry, git, builtin, player). + +## [2.0.0] - 2019-11-06 + +- Improved Visual Studio and Visual Studio for Mac automatic discovery. +- Added support for the VSTU messaging system (start/stop features from Visual Studio). +- Added support for solution roundtrip (preserves references to external projects and solution properties). +- Added support for VSTU Analyzers (requires Visual Studio 2019 16.3, Visual Studio for Mac 8.3). +- Added a warning when using legacy pdb symbol files. +- Fixed issues while Opening Visual Studio on Windows. +- Fixed issues while Opening Visual Studio on Mac. + +## [1.1.1] - 2019-05-29 + +- Fix Bridge assembly loading with non VS2017 editors. + +## [1.1.0] - 2019-05-27 + +- Move internal extension handling to package. + +## [1.0.11] - 2019-05-21 + +- Fix detection of visual studio for mac installation. + +## [1.0.10] - 2019-05-04 + +- Fix ignored comintegration executable. + +## [1.0.9] - 2019-03-05 + +- Updated MonoDevelop support, to pass correct arguments, and not import VSTU plugin. +- Use release build of COMIntegration for Visual Studio. + +## [1.0.7] - 2019-04-30 + +- Ensure asset database is refreshed when generating csproj and solution files. + +## [1.0.6] - 2019-04-27 + +- Add support for generating all csproj files. + +## [1.0.5] - 2019-04-18 + +- Fix relative package paths. +- Fix opening editor on mac. + +## [1.0.4] - 2019-04-12 + +- Fixing null reference issue for callbacks to AssetPostProcessor. +- Ensure Path.GetFullPath does not get an empty string. + +## [1.0.3] - 2019-01-01 + +### This is the first release of *Unity Package visualstudio_editor*. + +- Using the newly created api to integrate Visual Studio with Unity. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..069c9bf0dc9361fe11fc6b3b0c995f607a2335b8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6022bdd5b2896a54f94123b812705321 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CONTRIBUTING.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CONTRIBUTING.md new file mode 100644 index 0000000000000000000000000000000000000000..6443a8278ef2f2a964d71a9b343a1fb02fd0c3cd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CONTRIBUTING.md @@ -0,0 +1,6 @@ +# Contributing + +## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) and [Microsoft Contributor License Agreement (CLA)](https://cla.opensource.microsoft.com/) +By making a pull request, you are confirming agreement to the terms and conditions of the UCA and CLA, including that your contributions are your original creation and that you have complete right and authority to make your contributions. + +## Once you have a change ready following these ground rules. Simply make a pull request \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CONTRIBUTING.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CONTRIBUTING.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..61c088c14e874a6ae7522fd661635a15ef056f69 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/CONTRIBUTING.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cd78ce5b75b8be84d8b94cd99903161f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/Editor.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/Editor.meta new file mode 100644 index 0000000000000000000000000000000000000000..5683b3b1948ead73806777cd633a9d4fe06d913a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a707af59e3522d43afe34dfc4429b86 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..c4c47255e466dd3308b5c2aa1aac80ca7cda718f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/LICENSE.md @@ -0,0 +1,22 @@ +MIT License + +Copyright (c) 2019 Unity Technologies +Copyright (c) 2019 Microsoft Corporation. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..eb7cb2a97fdedd3a929d4d656ab60155b1ec4561 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1fe9e6e1ae93cf64bbdfbd29300752e1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/ThirdPartyNotices.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/ThirdPartyNotices.md new file mode 100644 index 0000000000000000000000000000000000000000..fa8f45dfdff9bc2b4c8dd6b1a02bc0c891fdad26 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/ThirdPartyNotices.md @@ -0,0 +1,31 @@ +This package contains third-party software components governed by the license(s) indicated below: +--------- + +Component Name: VSWhere + +License Type: "MIT" + +The MIT License (MIT) +Copyright (C) Microsoft Corporation. All rights reserved. + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +--------- +Component Name: benbuck/EnvDTE + +License Type: Zero-Clause BSD + +Permission to use, copy, modify, and/or distribute this software for any purpose +with or without fee is hereby granted. + +THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH +REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, +INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS +OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER +TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF +THIS SOFTWARE. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/ThirdPartyNotices.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/ThirdPartyNotices.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..c61f73b4a23a7aaef72e4636271f16b17979a783 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/ThirdPartyNotices.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7809f42f64c877f4b90ac233e5ec2372 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/package.json new file mode 100644 index 0000000000000000000000000000000000000000..df3402533285270a74f025f2007cfb58a0e4a3b4 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/package.json @@ -0,0 +1,22 @@ +{ + "name": "com.unity.ide.visualstudio", + "displayName": "Visual Studio Editor", + "description": "Code editor integration for supporting Visual Studio as code editor for unity. Adds support for generating csproj files for intellisense purposes, auto discovery of installations, etc.", + "version": "2.0.7", + "unity": "2020.1", + "unityRelease": "0a12", + "dependencies": { + "com.unity.test-framework": "1.1.9" + }, + "relatedPackages": { + "com.unity.ide.visualstudio.tests": "2.0.7" + }, + "upmCi": { + "footprint": "b6515ac9d75224fe45e288270d26a9e031c550a8" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.ide.visualstudio.git", + "type": "git", + "revision": "dec282022c7a95fada560c36f53da9dd155a142c" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..d0c5459446c9dbc83d06685538320ee45515860b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.visualstudio@2.0.7/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 656f74f6edaa396458412b9e3903d8cd +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..20f407240cc718f232f8c1612586071bfe1ad3c2 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CHANGELOG.md @@ -0,0 +1,79 @@ +# Code Editor Package for Visual Studio Code + +## [1.2.3] - 2020-10-23 + +Remove workaround for VSCode omnisharp (as of https://github.com/OmniSharp/omnisharp-vscode/issues/4113 we no longer need to disable the referenceoutputassemblies). + + +## [1.2.2] - 2020-09-04 + +VSC-14 - synchronize solution file when adding new assembly + + +## [1.2.1] - 2020-05-15 + +Source filtering adds support for asmref + + +## [1.2.0] - 2020-03-04 + +Do not reference projects that has not been generated (case 1211057) +Only open files that exists (case 1188394) +Add individual toggle buttons for generating csprojects for packages +Add support for Roslyn analyzers in project generation through csc.rsp and compiled assembly references +Remove Release build target from csproj and sln + + +## [1.1.4] - 2020-01-02 + +Delta project generation, only recompute the csproj files whose script modified. + + +## [1.1.3] - 2019-10-22 + +Exe version of vscode will use Normal ProcessWindowStyle while cmd will use Hidden + + +## [1.1.2] - 2019-08-30 + +Fixing OSX open command arguments + + +## [1.1.1] - 2019-08-19 + +Support for Player Project. Generates specific csproj files containing files, reference, defines, +etc. that will show how the assembly will be compiled for a target platform. + + +## [1.1.0] - 2019-08-07 + +Adds support for choosing extensions to be opened with VSCode. This can be done through the GUI in Preferences. +Avoids opening all extensions after the change in core unity. + + +## [1.0.7] - 2019-05-15 + +Fix various OSX specific issues. +Generate project on load if they are not generated. +Fix path recognition. + + +## [1.0.6] - 2019-04-30 + +Ensure asset database is refreshed when generating csproj and solution files. + +## [1.0.5] - 2019-04-27 + +Add support for generating all csproj files. + +## [1.0.4] - 2019-04-18 + +Fix relative package paths. +Fix opening editor on mac. +Add %LOCALAPPDATA%/Programs to the path of install paths. + +## [1.0.3] - 2019-01-01 + +### This is the first release of *Unity Package vscode_editor*. + +Using the newly created api to integrate Visual Studio Code with Unity. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..65aea0bb008d96c3a0fbe4096972ef71bc872fae --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4ddcdc3816429494a8bea67e973875f7 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CONTRIBUTING.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CONTRIBUTING.md new file mode 100644 index 0000000000000000000000000000000000000000..576d09634490b43e7b246c0942b2d265e9052882 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CONTRIBUTING.md @@ -0,0 +1,6 @@ +# Contributing + +## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) +By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. + +## Once you have a change ready following these ground rules. Simply make a pull request \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CONTRIBUTING.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CONTRIBUTING.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..31e836f7c13fa1f88a9a9c21033d704bf236507d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/CONTRIBUTING.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fcb9be00baf924c4183fc0313e6185c5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/Editor.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/Editor.meta new file mode 100644 index 0000000000000000000000000000000000000000..568fa030bf85f4f9105de2f90202c7144075c6ba --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 58628227479c34542ac8c5193ccced84 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..eb18dfb781a83894dde47b29595e013b66ad3ea7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2019 Unity Technologies + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..20c91bd90f6567ae4e7ee74fb5a8628ed30f0d9f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c9aabac5924106d4790d7b3a924ca34d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/package.json new file mode 100644 index 0000000000000000000000000000000000000000..6f6f1c1469a71aa6d9df3fc6531069343ed49555 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/package.json @@ -0,0 +1,19 @@ +{ + "name": "com.unity.ide.vscode", + "displayName": "Visual Studio Code Editor", + "description": "Code editor integration for supporting Visual Studio Code as code editor for unity. Adds support for generating csproj files for intellisense purposes, auto discovery of installations, etc.", + "version": "1.2.3", + "unity": "2019.2", + "unityRelease": "0a12", + "relatedPackages": { + "com.unity.ide.vscode.tests": "1.2.3" + }, + "upmCi": { + "footprint": "ab99793db10bad3c377fc6971b0b21989002c495" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.ide.vscode.git", + "type": "git", + "revision": "547f63839bdc87e0aed2c9e0d84f8f6336a83ea3" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..e5597112d1b9ec3575b85dde8379c7f807848d98 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.ide.vscode@1.2.3/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ffc6271f08270b64ca0aae9c49235d81 +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..ca77b480faeffe172ad24aebff0df20d7eda4b71 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/CHANGELOG.md @@ -0,0 +1,19 @@ +# Changelog + +## [1.1.0] - 2019-07-08 + +- Release stable version + +## [1.1.0-preview.1] - 2019-06-27 + +- Add new math.bitmask to return a bit mask from a bool4 + +## [1.0.1] - 2019-04-15 + +- Release stable version +- Modify all math constants (e.g `math.PI`) to provide float constant by default instead of double. Use for example `math.PI_DBL` to get the previous double constant. + +## [1.0.0-preview.1] - 2019-02-28 + +- Fixed bug where modifications on prefabs could not be reverted for vector properties when using context menu in Inspector. +- Fixed structure of the package for internal validation diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..0df14d77d99d0cf40df003c5b5a172874b720066 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 56de866d5032f461baa43decd9ce3bd8 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..311c99042fd2bf5268e5c224dfa9bfc2c821d633 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/LICENSE.md @@ -0,0 +1,30 @@ +Unity Companion License (“License”) +Software Copyright © 2019 Unity Technologies ApS + +Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available under this License (“Software”), subject to the following terms and conditions: + +1. Unity Companion Use Only. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity content authoring and rendering engine software license (“Engine License”). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted, and in no event may the Software be used for competitive analysis or to develop a competing product or service. + +2. No Modification of Engine License. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. + +3. Ownership & Grant Back to You. + +3.1 You own your content. In this License, “derivative works” means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. + +3.2 Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity. + +3.3 You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License. + +4. Trademarks. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates (“Trademarks”). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at https://unity3d.com/public-relations/brand. + +5. Notices & Third-Party Rights. This License, including the copyright notice associated with the Software, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity “third-party notices” or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms. + +6. DISCLAIMER, LIMITATION OF LIABILITY. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +7. USE IS ACCEPTANCE and License Versions. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License. + +8. Use in Compliance with Law and Termination. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License. + +9. Severability. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect. + +10. Governing Law and Venue. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License (“Dispute”). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..d2a848bbfe110ded69a29106424a2029d551359d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a7f87992cd1d44040ae42b05e5fbdaa5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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0000000000000000000000000000000000000000..ee61441b6e257367035d16ee86ffd3e91dd71b93 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b3be5912975a74cc0b42e9039d91daf1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/package.json new file mode 100644 index 0000000000000000000000000000000000000000..a050b09b7b8b08421760fc55387a1313a80b4a35 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/package.json @@ -0,0 +1,16 @@ +{ + "name": "com.unity.mathematics", + "displayName": "Mathematics", + "version": "1.1.0", + "unity": "2018.3", + "description": "Unity's C# SIMD math library providing vector types and math functions with a shader like syntax.", + "keywords": [ + "unity" + ], + "dependencies": {}, + "repository": { + "type": "git", + "url": "git@github.com:Unity-Technologies/Unity.Mathematics.git", + "revision": "0a3dfafaf606098ea681de4c4be60f3aac63b773" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..42235a2f7e3f3ea73019bb9fa2de8f7b575155de --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.mathematics@1.1.0/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d34d0af25c21141a98c0cf3c0066444f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..dd790dd61be4658b258402b11a113f8e24d4930c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CHANGELOG.md @@ -0,0 +1,187 @@ +# Changelog +## [1.1.22] - 2021-01-21 +- Fixed issue where test result of an explicit test was set to skipped in case it was passing and running from command line with testfilter set to the explicit test (DS-1236). +- Fixed an issue where tests located in assemblies that did not directly reference any test assemblies were not included (DSTR-30). +- Fixed an issue where UnitySetup methods were incorrectly being rerun when entering playmode, rather than being skipped (DSTR-68). +- Internal: Remove ##utp message AssemblyCompilationErrors (DS-1277) +- Fixed issue where if the timeout was exceeded in SetUp the timeout exception was not thrown(DSTR-21). +- Removed ability to `Enable playmode tests for all assemblies` from the TestRunner UI, since it is a deprecated behavior. It enforces to use of assembly definition files (DSTR-45). +- Fixed typo in `LogAssert.cs` documentation. + +## [1.1.21] - 2021-01-14 +- Fixed issue where test result of an explicit test was set to skipped in case it was passing and running from command line with testfilter set to the explicit test (DS-1236). +- Fixed an issue where tests located in assemblies that did not directly reference any test assemblies were not included (DSTR-30). +- Fixed an issue where UnitySetup methods were incorrectly being rerun when entering playmode, rather than being skipped (DSTR-68). +- Internal: Remove ##utp message AssemblyCompilationErrors (DS-1277) +- Fixed issue where if the timeout was exceeded in SetUp the timeout exception was not thrown(DSTR-21). +- Removed ability to `Enable playmode tests for all assemblies` from the TestRunner UI, since it is a deprecated behavior. It enforces to use of assembly definition files (DSTR-45). + +## [1.1.20] - 2020-12-04 +- The logscope is now available in OneTimeTearDown. +- Fixed an issue where failing tests would not result in the correct exit code if a domain reload happens after the test has run (DS-1304). +- If a player build fails, the test specific build settings should be cleaned up and the original values restored as intended (DS-1001). +- Added better error message when using TestRunCallbackAttribute and the implementation is stripped away (DS-454). +- Fixed an issue where the test results xml would have a zero end-time for tests executed before a domain reload (DSTR-63). +- Fixed OpenSource in case of a Test in a nested class (DSTR-6) +- UnityTests with a domain reload now works correctly in combination with Retry and Repeat attributes (DS-428). +- Fixed OpenSource in case of Tests located inside a package (DS-432) + +## [1.1.19] - 2020-11-17 +- Command line runs with an inconclusive test result now exit with exit code 2 (case DS-951). +- Fixed timeout during UnitySetUp which caoused test to pass instead of failing due to wrong time format. +- Timeout exeption thrown when timeout time is exeded in the UnitySetup when using `WaitForSeconds(n)`. +- Updating `com.unity.ext.nunit` version +- Method marked with UnityTest that are not returning IEnumerator is now giving a proper error (DS-1059). + +## [1.1.18] - 2020-10-07 +- Fixed issue of timeout during UnitySetUp which wasn't detected and allowed the test to pass instead of failing (case DSTR-21) + +## [1.1.17] - 2020-10-05 +- Fixed an issue where the WaitForDomainReload yield instruction would sometimes let the test continue for one frame before the domain reload. +- Added support for negation in filters using !. E.g. !CategoryToExclude. +- Fixed an issue where if the first test enters PlayMode from UnitySetup then the test body will not run on consecutive runs (case 1260901). +- Clear Results button clears the test results in the GUI (DSTR-16) +- Improved UI in Test Runner window, added new options: + - Run Selected Tests in player + - Build/Export project with all tests in player + - Build/Export project with selected tests in player +- Fixed issue on loading EditMode or Playmode test tree in the wrong tab when switching between tabs when TestRunner is loading (DS-865) + +## [1.1.16] - 2020-07-09 +- Follow up on fix when UTF picks up on outdated compilation errors + +## [1.1.15] - 2020-07-02 +- Fixed an issue where an exception is thrown on getting the enumerator of a UnityTest would result in stopping the test run instead of failing it (case 1212000). +- Including a trailing semi-colon in a testName filter no longer results in all tests being run (case 1171200). +- Fixed and issue when Unity Test Framework exits editor on an outdated script compilation error (during api updates) + +## [1.1.14] - 2020-04-03 +- Added the 'assemblyNames' command line argument for filtering on the assembly level. +- The dll and project level of the tree view should now correctly show the results when running tests in a player (case 1197026). +- Optimize usage of player connection when transfering test results (case 1229200). +- Ignore internal test framework tests assertions (case 1206961). + +## [1.1.13] - 2020-03-16 +- Fixed an issue where a combination of Entering / Exiting playmode and recompiling scripts would result in the test run repeating (case 1213958). +- Fixed a regression from 1.1.12 where prefabs left in the scene would be cleaned up to aggressively. +- Fixed Test execution timed out. No activity received from the player in 600 seconds error when player is not supposed to start (case 1225147) + +## [1.1.12] - 2020-03-02 +- Now 'Open error line' for a failed UTF test does not throw exceptions for corrupted testable pdb in Editor release mode (case 1118259) +- Fixed an issue where running a test fixture would also run other fixtures with the same full name (namespace plus classname) in other assemblies (case 1197385). +- Running tests with the same full name, with a domain reload inbetween, will no longer fail to initialize the fixture of the second class (case 1205240). +- Running a playmode tests with "Maximize on Play" will now correctly show the result of the tests in the test runner window (case 1014908). +- Fixed an issue where leaving a game object in a scene with a DontSaveInEditor hideFlags would result in an error on cleanup (case 1136883). +- Now ITestPlayerBuildModifier.ModifyOptions is called as expected when running tests on a device (case 1213845) + +## [1.1.11] - 2020-01-16 +- Fixed test runner dlls got included into player build (case 1211624) +- Passing a non-full-path of XML file for -testResults in Unity Batchmode issue resolved, now passing "result.xml" creates the result file in the project file directory (case 959078) +- Respect Script Debugging build setting when running tests + +## [1.1.10] - 2019-12-19 +- Introduced PostSuccessfulLaunchAction callback +- Fixed an issue where canceling a UnityTest while it was running would incorrectly mark it as passed instead of canceled. +- Added command line argument for running tests synchronously. +- The test search bar now handles null values correctly. +- The test output pane now retains its size on domain reloads. + +## [1.1.9] - 2019-12-12 +- Rolled back refactoring to the test run system, as it caused issues in some corner cases. + +## [1.1.8] - 2019-11-15 +- Ensured that a resumed test run is continued instantly. + +## [1.1.7] - 2019-11-14 +- Fixed an issue with test runs after domain reload. + +## [1.1.6] - 2019-11-12 +- Building a player for test will no longer look in unrelated assemblies for relevant attributes. + +## [1.1.5] - 2019-10-23 +- Fixed a regression to synchronous runs introduced in 1.1.4. + +## [1.1.4] - 2019-10-15 +- Running tests in batch mode now correctly returns error code 3 (RunError) when a timeout or a build error occurs. +- Fixed an issue where a test run in a player would time out, if the player takes longer than 10 minutes to run. +- Added command line argument and api setting for specifying custom heartbeat timeout for running on players. + +## [1.1.3] - 2019-09-23 +- Fixed a regression where tests in a player would report a timeout after a test run is finished. +- Made it possible for the ui to change its test items when the test tree changes without script compilation. +- Added synchronous runs as an option to the TestRunnerApi. + +## [1.1.2] - 2019-09-11 +- Fixed an issue where Run Selected would run all tests in the category, if a category filter was selected, regardless of what tests were selected. +- Unsupported attributes used in UnityTests now give an explicit error. +- Added support for the Repeat and Retry attributes in UnityTests (case 1131940). +- Tests with a explicit timeout higher than 10 minutes, no longer times out after running longer than 10 minutes when running from command line (case 1125991). +- Fixed a performance regression in the test runner api result reporting, introduced in 2018.3 (case 1109865). +- Fixed an issue where parameterized test fixtures would not run if selected in the test tree (case 1092244). +- Pressing Clear Results now also correctly clears the counters on the test list (case 1181763). +- Prebuild setup now handles errors logged with Debug.LogError and stops the run if any is logged (case 1115240). It now also supports LogAssert.Expect. + +## [1.1.1] - 2019-08-07 +- Tests retrieved as a test list with the test runner api incorrectly showed both mode as their TestMode. +- Fixed a compatibility issue with running tests from rider. + +## [1.1.0] - 2019-07-30 +- Introduced the TestRunnerApi for running tests programmatically from elsewhere inside the Editor. +- Introduced yield instructions for recompiling scripts and awaiting a domain reload in Edit Mode tests. +- Added a button to the Test Runner UI for clearing the results. + +## [1.0.18] - 2019-07-15 +- Included new full documentation of the test framework. + +## [1.0.17] - 2019-07-11 +- Fixed an issue where the Test Runner window wouldn’t frame selected items after search filter is cleared. +- Fixed a regression where playmode test application on the IOS platform would not quit after the tests are done. + +## [1.0.16] - 2019-06-20 +- Fixed an issue where the Test Runner window popped out if it was docked, or if something else was docked next to it, when re-opened (case 1158961) +- Fixed a regression where the running standalone playmode tests from the ui would result in an error. + +## [1.0.15] - 2019-06-18 +- Added new `[TestMustExpectAllLogs]` attribute, which automatically does `LogAssert.NoUnexpectedReceived()` at the end of affected tests. See docs for this attribute for more info on usage. +- Fixed a regression where no tests would be run if multiple filters are specified. E.g. selecting both a whole assembly and an individual test in the ui. +- Fixed an issue where performing `Run Selected` on a selected assembly would run all assemblies. +- Introduced the capability to do a split build and run, when running playmode tests on standalone devices. +- Fixed an error in ConditionalIgnore, if the condition were not set. + +## [1.0.14] - 2019-05-27 +- Fixed issue preventing scene creation in IPrebuildSetup.Setup callback when running standalone playmode tests. +- Fixed an issue where test assemblies would sometimes not be ordered alphabetically. +- Added module references to the package for the required modules: imgui and jsonserialize. +- Added a ConditionalIgnore attribute to help ignoring tests only under specific conditions. +- Fixed a typo in the player test window (case 1148671). + +## [1.0.13] - 2019-05-07 +- Fixed a regression where results from the player would no longer update correctly in the UI (case 1151147). + +## [1.0.12] - 2019-04-16 +- Added specific unity release to the package information. + +## [1.0.11] - 2019-04-10 +- Fixed a regression from 1.0.10 where test-started events were triggered multiple times after a domain reload. + +## [1.0.10] - 2019-04-08 +- Fixed an issue where test-started events would not be fired correctly after a test performing a domain reload (case 1141530). +- The UI should correctly run tests inside a nested class, when that class is selected. +- All actions should now correctly display a prefix when reporting test result. E.g. "TearDown :". +- Errors logged with Debug.LogError in TearDowns now append the error, rather than overwriting the existing result (case 1114306). +- Incorrect implementations of IWrapTestMethod and IWrapSetUpTearDown now gives a meaningful error. +- Fixed a regression where the Test Framework would run TearDown in a base class before the inheriting class (case 1142553). +- Fixed a regression introduced in 1.0.9 where tests with the Explicit attribute could no longer be executed. + +## [1.0.9] - 2019-03-27 +- Fixed an issue where a corrupt instance of the test runner window would block for a new being opened. +- Added the required modules to the list of package requirements. +- Fixed an issue where errors would happen if the test filter ui was clicked before the ui is done loading. +- Fix selecting items with duplicate names in test hierarchy of Test Runner window (case 987587). +- Fixed RecompileScripts instruction which we use in tests (case 1128994). +- Fixed an issue where using multiple filters on tests would sometimes give an incorrect result. + +## [1.0.7] - 2019-03-12 +### This is the first release of *Unity Package com.unity.test-framework*. + +- Migrated the test-framework from the current extension in unity. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..4fca79ed2e0c61c5aa6eae1f09ae51d9d5031509 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d691174143fd3774ba63d7c493633b99 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CONTRIBUTING.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CONTRIBUTING.md new file mode 100644 index 0000000000000000000000000000000000000000..9f299b10e9808df927d5333efe2ec7fe46d346b0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CONTRIBUTING.md @@ -0,0 +1,9 @@ +# Contributing + +## If you are interested in contributing, here are some ground rules: +* ... Define guidelines & rules for what contributors need to know to successfully make Pull requests against your repo ... + +## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) +By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. + +## Once you have a change ready following these ground rules. Simply make a pull request diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CONTRIBUTING.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CONTRIBUTING.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..39e850aed7f1d3670869694092fb0eabd70112c7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/CONTRIBUTING.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 57d2ac5c7d5786e499d4794973fe0d4e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..e6a38bf86e7b015a558535593c90027c48dc4168 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/LICENSE.md @@ -0,0 +1,5 @@ +Test Framework copyright © 2020 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..f6a2ca23cca18e274aa47d88d1454533f6a68bb0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3ec7596410385054a9e0bc90377fbe63 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/UnityEditor.TestRunner.meta 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-0,0 +1,29 @@ +{ + "name": "com.unity.test-framework", + "displayName": "Test Framework", + "version": "1.1.22", + "unity": "2019.2", + "unityRelease": "0a10", + "description": "Test framework for running Edit mode and Play mode tests in Unity.", + "keywords": [ + "Test", + "TestFramework" + ], + "category": "Unity Test Framework", + "repository": { + "url": "https://github.com/Unity-Technologies/com.unity.test-framework.git", + "type": "git", + "revision": "56c667cbc326a1cbab8dfd7ebc693a1121d0abe1" + }, + "dependencies": { + "com.unity.ext.nunit": "1.0.6", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0" + }, + "relatedPackages": { + "com.unity.test-framework.tests": "1.1.22" + }, + "upmCi": { + "footprint": "a7696c2774acb6a55c4245379d06b2ebf69c555c" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.test-framework@1.1.22/package.json.meta 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b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.textmeshpro@3.0.1/CHANGELOG.md @@ -0,0 +1,451 @@ +# Changelog +These are the release notes for the TextMesh Pro UPM package which was first introduced with Unity 2018.1. Please see the following link for the Release Notes for prior versions of TextMesh Pro. http://digitalnativestudios.com/forum/index.php?topic=1363.0 + +## [3.0.1] - 2020-07-26 +## [2.1.1] +## [1.5.1] +### Changes +- Addressed compiler warning related to the new virtual event OnPreRenderText. +- Added one additional layer of missing character search where in the even the missing glyph character \u0000 or space character \u0020 is not available in any font asset or potential fallbacks, the End of Text (ETX) \u0003 will be used instead. +- Input Field Integer or Decimal validation will now take into account the current culture. See [forum post](https://forum.unity.com/threads/currentculture-decimal-separator-in-input-fields.908999/) for details. +- Added Editor only font asset post processor to handle font assets being modified outside of the Unity Editor. +- Fixed potential Array Out of Bounds error that could occur when using </style> without first using a valid <style>. Case #1263787 and See [forum post](https://forum.unity.com/threads/missingreferenceexception-occurs-on-selecting-a-tmp-dropdown-in-the-hierarchy-after-a-play-occurs.728018/#post-6094317) for details. +- Fixed potential issue when using multiple <font> tag in the same text object where these referencing several font assets derived from the same font file. Since their Default Material all have the same name, this was causing an issue in the Material Reference Manager. See [forum post](https://forum.unity.com/threads/argumentexception-on-v2-1-0-unity-2019-4-4f1-identified-bug.934789/) for details. Case #1264596. + +## [3.0.0] - 2020-06-30 +## [2.1.0] +## [1.5.0] +### Changes +- Added support to control if a text object is Maskable and affected by UI Mask components. The new setting is found in the Extra Settings section of the <TextMeshProUGUI> component inspector. +- Fixed potential Null Reference Exception when trying to add characters and / or glyphs to a font asset via scripting and before it has been initialized or ReadFontAssetDefinition() has been called. +- Fixed incorrect preferred width values when using alternative font weight font assets. Case #1255336 +- Enabling or disabling the Mesh Renderer of a <TextMeshPro> text object should now also mirror that state on any sub text object renderers as well. +- Fixed <sprite> incorrect position when this sprite is the only character in the text and when the sprite asset face info has not been defined. +- Fixed potential Null Reference Exception related to culling when entering play mode. +- Added OnPreRenderText event delegate to allow potential modification of the text geometry before it is uploaded to the mesh and rendered. +- Fixed missing warning when the requested character is missing from the font asset or any potential fallbacks. Case #1256879 +- Fixed potential issue with Underline and StrikeThrough when using alternative typeface. Case #1255336 +- Fixed potential errors in the Text StyleSheet Inspector when adding or removing Text Styles after resetting the asset. Case #1254602 +- Fixed text Margin property values not being draggable in the Extra Settings section of the text inspector. Case #1253447 +- It will no longer be possible to create Editor Presets for the TMP_FontAsset, TMP_SpriteAsset, TMP_StyleSheet, TMP_ColorGradient and TMP_Settings as these are persistent and runtime assets. Case #1251229 + +## [3.0.0-preview.14] - 2020-06-08 +## [2.1.0-preview.14] +## [1.5.0-preview.14] +### Changes +- Fixed sprite character and sprite glyph scale not being reflected in the text layout. See [forum post](https://forum.unity.com/threads/glyph-scale-dont-change-line-height.898817/) for details. +- Fixed potential null reference exception in the CrossFadeColor or CrossFadeAlpha functions. See [forum post](https://forum.unity.com/threads/version-1-5-0-2-1-0-3-0-0-preview-13-now-available-for-testing.753587/page-4#post-5885075) for details. +- Minor improvements to the Sprite Asset Importer to improve allocations and address potential error encountered when creating multiple sprite assets. +- TMP GUID Remapping Tool - Removed "UnityEditor.Animations.AnimatorController" from the exclusion search list. +- Fixed potential culling issue when dynamically updating the content of child text objects of RectMask2D components. Case #1253625 +- Fixed InvalidOperationException that could occur when changing text Overflow linked components via code. Case #1251283 + +## [3.0.0-preview.13] - 2020-05-22 +## [2.1.0-preview.13] +## [1.5.0-preview.13] +### Changes +- Fixed potential issue where the Font Asset Creator could get stuck in the packing phase of the atlas generation process. See [forum post](https://forum.unity.com/threads/font-asset-creator-stuck-at-packing-glyphs-pass-8.811863/) for details. +- Fixed issue potentially affecting text layout as a result of the width of the RectTransform being incorrectly reported. See [forum post](https://forum.unity.com/threads/textmesh-pro-forcemeshupdate-true-not-working-when-object-inactive.524507/#post-5798515) for details. +- Previously created prefabs containing sub text objects will now have their HideFlags updated to HideFlags.DontSave to be consistent with newly created prefabs whose sub text objects are no longer serialized. Case #1247184 +- Fixed culling issue where lossy scale was not considered in the determination of the bounds of the text geometry. + +## [3.0.0-preview.12] - 2020-05-09 +## [2.1.0-preview.12] +## [1.5.0-preview.12] +### Changes +- Added synchronization of the RaycastTarget property of the parent <TextMeshProUGUI> with potential child sub text objects. Case #1240784 +- Fixed Font Asset Bold Spacing adjustment scaling based on the text object point size instead of current point size. Case #1241132 +- Improved text alignment when using RTL in conjunction with character, word and other spacing adjustments. +- Fixed TMP Input Field caret potentially not being visible when reaching the right side of the viewport. See [forum post](https://forum.unity.com/threads/inputfield-bug-2.879244/) for more details. +- Fixed TMP Input Field incorrect text RectTransform horizontal adjustment when using the Backspace key. See [forum post](https://forum.unity.com/threads/inputfield-bug4-delete-and-backspace-bug.879283/) for more details. +- Fixed potential null reference in the TextMeshProUGUI.Cull function when using a workflow that involves enabling / disabling Canvases in the scene. +- Fixed ArgumentOutOfRangeException when using the "Update Sprite Asset" inspector option on a sprite asset that does not contain any sprites. Case #1242936 +- Fixed incorrect culling of the text geometry by the RectMask2D component on newly created text objects. Case #1245445 +- It is now possible to use the Material Context Menu options to Copy / Paste Material Properties or Atlas Texture originally created for TMP with all other non TMP specific materials. Case #1242671 +- Fixed NullReferenceException when setting the Atlas Texture to None in the Debug Settings of the Material Inspector of a text object. Case #1245104 + +## [3.0.0-preview.11] - 2020-04-22 +## [2.1.0-preview.11] +## [1.5.0-preview.11] +### Changes +- Fixed incorrect culling of text object by RectMask2D component when the parent Canvas Render Mode is set to Screen Space - Camera or World Space. Case #1240595 +- Added special handling to ForceMeshUpdate() when the parent Canvas is disabled. + +## [3.0.0-preview.10] - 2020-04-21 +## [2.1.0-preview.10] +## [1.5.0-preview.10] +### Changes +- Revised caching of Preferred Width and Height to further reduce the amount of time it has to be recomputed when using a complex structure of Layout components. +- Fixed potential issue when using Text Overflow Ellipsis and Truncate modes when the text contains characters using superscript, subscript or using the <voffset> tag. +- Revised culling of text objects when using a RectMask2D where the bounds of the text geometry instead of the RectTransform define the culling rect. +- Added HDR support to material preset colors. +- Fixed various formatting issues in this ChangeLog. +- Added the ability to define a unicode value for a missing sprite character in the TMP Settings. +- Added support for displaying a missing sprite character when the requested sprite character is not present in the sprite asset or potential fallback(s). This new functionality is only available when trying to reference a sprite by name. +- Sprite Characters will now have a default Unicode value of 0xFFFE (Private NonCharacter) instead of a Unicode value of 0x0 (default unicode value for missing character). +- Using the sprite asset context menu option "Update Sprite Asset" will now remap sprite characters with unicode value of 0x0 to 0xFFFE in addition to its currently functionality. +- Updating TMP Essential Resources via the "Window - TextMeshPro - Import TMP Essential Resources" menu option will no longer override existing TMP Settings. +- Minor optimization where SDF Scale on some text objects could be unnecessarily updated due to floating point rounding errors in their lossy scale. Case #1230799 +- Fixed minor issue where text objects created before importing the required TMP Essential Resources would have no default text. +- Improvements to line breaking for CJK and mixed Latin and CJK characters. See the following [forum post](https://forum.unity.com/threads/tmp-bug.852733/#post-5688274) for more details. +- Fixed potential NullReferenceException that could occur in the TMP InputField on some platforms if the InputSystem reference is null. Case #1232433 +- Added small padding to bitmap character geometry to prevent potential clipping. +- Added optimization to ignore very small RectTransform pivot changes that are usually the result of rounding errors when using Layout Components. Case #1237700 +- Sorting Layer ID and Sorting Order properties located in the Extra Settings of <TextMeshPro> text objects will now serialized when creating Editor Presets. Case #1215750 +- TextMeshProUGUI sub text objects will now be set as first sibling of their parent to prevent them from being rendered over other non text object child in the scene hierarchy. +- Fixed text objects becoming visible when set to empty or null as a result of a scale change. Case #1238408 +- Fixed useMaxVisibleDescender property now getting set properly via scripting. Case #1218526 +- Fixed SortingLayerID and SortingOrder not getting set correctly when multiple <TextMeshPro> objects are selected. Case #1171272 +- Fixed default settings getting applied to disabled text objects in the scene hierarchy whose text property was set to null. Case #1151621 +- Fixed mouse cursor flickering when hovering the Text Input Box of a text prefab with RTL enabled. Case #1206395 + +## [3.0.0-preview.8] - 2020-03-14 +## [2.1.0-preview.8] +## [1.5.0-preview.8] +### Changes +- Fixed a minor issue where the preferred width of a text object can be incorrect when using multiple font assets, fallbacks and sprites in the same line of text. +- Added Alpha Fade Speed property to the TMP_DropDown inspector. +- Minor improvements to the LogWarning related to missing characters in a font asset or fallback being replaced by a space character. +- Fixed text object geometry not getting clipped when object is outside of RectMask2D. +- Improved search for potential missing character to include the primary font asset and potential fallbacks when the current font asset is not the primary. +- Ignorable / Synthesized characters in font assets will only be created if they do not exist in the source font file. +- Trying to use Text Overflow Ellipsis mode when no Ellipsis character is available in the primary font asset or potential fallbacks will now issue a warning and switch Text Overflow mode to Truncate. +- Added <color=lightblue> and <color=grey> to pre-defined rich text tag colors. +- Fixed compatibility issue when using TexturePacker - JSON (Array) mode and the TMP Sprite Asset Importer to create SpriteAssets. +- Simple fix to prevent the underline rich text tag becoming visible in the TMP Input Field when in IME composition mode with Rich Text disabled on the TMP Input Field. This is a temporary fix until a more robust and flexible solution is implemented. Case #1219969 +- Sub Text Objects which are created when the text requires the use of a fallback font asset or sprite asset will now use HideFlags.DontSave to prevent them from being save with Prefabs as they are created on demand. +- Fix incorrect material reference when current font asset is not the primary or a fallback that is missing a character which is present in the primary font asset. + +## [3.0.0-preview.7] - 2020-03-07 +## [2.1.0-preview.7] +## [1.5.0-preview.7] +### Changes +- Reverted recent change to the TMP_SubMeshUI OnDisable() function that could result in a Missing Reference Exception in the GraphicRaycaster.cs script. See the following [forum post](https://forum.unity.com/threads/version-1-5-0-2-1-0-preview-5-now-available-for-testing.753587/page-2#post-5523412). +- Fixed glyph drawing issue in the Font Asset Inspector Glyph Adjustment Table when Multi Atlas Texture is enabled and the glyph is not located in the main atlas texture or at atlasTextures[0]. +- Added support for <ZWSP> tag which is internally replaced by a zero width space or \u200B. +- Improved line breaking handling when using <NBSP> and / or <NOBR> tags where instead of breaking these line segments per character, they will break at any possible soft breaking space when these segments exceed the width of the text container. +- Improved PreferredHeight calculations and handling when using Text Auto Size. +- Fixed incorrect color being applied to the underline or strikethrough line segments when using and / or tags along with a tag while at the same time applying an Underline or Strikethrough font style on the whole text object. +- Fixed SDF Scale not getting updated when using SetText() with StringBuilder when the lossyScale of the text object changes. Case #1216007 +- Added Non Breaking Space \u00A0 and Soft Hyphen \u00AD to list of synthesized characters in the event they are not present in the source font file. +- Fixed stack overflow issue when using TMP_FontAsset.HasCharacter and TMP_FontAsset.HasCharacters function on font assets that have circular fallback references. Case #1222574 +- Fixed atlas texture not getting set correctly to IsReadable when switching a static font asset to dynamic in the Generation Settings of the Font Asset Inspector. +- Added check for RectTransform.sizeDelta change when OnRectTransformDimensionsChange() is called by the Canvas system to get around potential rounding error that erroneously trigger this callback when the RectTransform is using Stretch Anchor mode. +- As requested by a few users, TMP_FontAsset.faceInfo setter is now public instead of internal. + +## [3.0.0-preview.5] - 2020-02-25 +## [2.1.0-preview.5] +## [1.5.0-preview.5] +### Changes +- Revised SetText function formatting options to including ability to specify padding for integral part of the value. Revised format is as follows: {Arg Index:Integral Padding.Decimal Precision} Example: TMP_Text.SetText("Value = {0:000.00}", 10.375f); result in "Value = 010.38". +- Fixed issue where text objects isTextObjectScaleStatic property would be ignored when OnCanvasHierarchyChanged() is called. +- Added a Character, Glyph and Record count to those respective tables in the Font Asset Inspector. +- Fixed potential Null Reference Exception that would occur when using text Overflow Ellipsis mode with a primary font asset that doesn't contain the Ellipsis character. Case #1209771 +- Fixed a potential Editor lockup when using text Overflow Page mode. Case #1219055 +- Fixed Input Field incorrect caret vertical alignment when using the Midline / Vertical Geometry alignment option. +- Added initial / minimal support for the New Input System. Please use with caution and report any issues. +- Changes to Font Asset Generation Settings via the Font Asset Inspector will now update the existing glyphs and characters for the new settings instead of clearing them. +- Text object InternalUpdate() used to handle potential scale changes of text objects now uses willRenderCanvases event instead of onPreCull. This avoids a potential one frame delay in updating of objects and no impact on objects. Case #1216007 + +## [3.0.0-preview.4] - 2020-01-31 +## [2.1.0-preview.4] +## [1.5.0-preview.4] +### Changes +- Fixed Input Field issue where scrolling events could prevent OnEndEdit event from firing. See [forum post](https://forum.unity.com/threads/mouse-wheel-on-multiline-input-field-with-no-scrollbar-hangs-input-field-stops-event-firing.794607/) for details. +- Improved Input Field handling of Vertical Scrollbar in conjunction with the ResetOnDeActivation property. Using the Vertical Scrollbar no longer triggers OnEndEdit event. +- Fixed potential Missing Component Exception that could occur when a TMP_SubMeshUI object is created. +- Fixed MissingReferenceException when deleting a TMP prefab that is part of a nested prefab. Case #1207793 +- Improved handling of allocations of newly created text objects with large amount of text. As a result of these revisions, allocations will potentially be reduce by 10X. See #1205923 +- Fixed potential Null Reference Exception with the TMP DropDown that could occur when using the experimental Editor "Enter Play Mode" feature. Case #1207915 +- Fixed potential issue with the assignment of sub text object materials. +- Add support for hiding the soft keyboard for Switch in the TMP Input Field. +- Fixed incorrect Preferred Height when Word Wrapping is disabled on text objects. See [forum post](https://forum.unity.com/threads/incorrect-wordwrapping-preferredsize-textmespro-2-1-preview-3.812376/) for details. +- Added support for the new Selected state and color to the TMP Input Field. Case #1210496 +- Fixed additional instances of TMP Resource Importer window being created when deleting the "TextMesh Pro" folder just after having imported them. Case #1205848 +- Added public ITextPreprocessor textPreprocessor; property to allow setting the text preprocessor for a given text component. + +## [3.0.0-preview.3] - 2019-12-16 +## [2.1.0-preview.3] +## [1.5.0-preview.3] +### Changes +- Fixed potential issue with TMP Dropdown where calling Show() and Hide() in very short interval could result in additional Blockers. Case #1194114 +- Fixed potential issues that could occur when upgrading to version 1.5.0-preview.2 or newer of the TMP package without also updating the TMP Essential Resources in the project. +- Added check and warning when trying to create a font asset whose source font file has "Incl. Font Data" disabled in the Font Import Settings. Case #1198587 and #1198112 +- Fixed Ellipsis overflow mode issue when using small caps. Case #1198392 +- Fixed potential layout issue when adding a Layout Group to the text object itself. Case #1197614 +- Fixed Font Asset Creator issue where too many adjustment records with adjustment value of zero were added to the font asset. +- Added support for Line Separator \u2028 and Paragraph Separator \u2029. +- TMP shaders have been moved from "TextMesh Pro/Resources/Shaders" folder to "TextMesh Pro/Shaders" folder. See the following [post](https://forum.unity.com/threads/version-1-5-0-2-1-0-preview-2-now-available-for-testing.753587/#post-5206853) for details. +- Added new experimental SDF and Mobile SDF Shaders that use Screen Space Derivatives (SSD) where these shaders no longer require SDF Scale to be passed via Vertex Attributes. These shaders have higher performance overhead but are more flexible. This overhead should only be noticeable on mobile platforms. +- Fixed potential text alignment issue where upgrading from package version 1.4.1 to 1.5.0-preview.2 would result in incorrect alignment on prefabs. Case #1198833 +- Added \u061C Arabic Letter Mark, \u200E Left-to-Right Mark and \u200F Right-to-Left Mark to list of control and non renderable characters. +- Fixed Missing Reference Exception that would appear when expanding the Extra Settings of a TextMeshPro Preset asset. Case #1201072 +- Fixed Missing Reference Exception that would appear when editing the Vertex Color or Color Gradient of a TMP component Preset asset. Case #1201069 +- Fixed Inspector layout issue preventing enabling or disabling the Outline, Underlay, Lighting and Glow features when selecting a Preset asset material. Case #1196963 +- Revised the Create Material Preset context menu option to issue a warning and ignore materials outside the project. Case #1200109 +- Added experimental ITextPreprocessor interface to allow users to create custom components to handle text preprocessing and shaping. This interface includes a PreprocessText(string text) function that is called when the object contains a component that inherits from this interface. +- Added support for Unity Presets in the Editor for both and components. Case #1191793 +- Fixed missing CanvasRenderer component issue on the Input Field Caret object. +- Added padding to the 2DRectMask on the TMP Input Field - Text Area object. +- Optimization to ensure the TMP Update Manager only rebuilds text objects once per frame regardless of the number of cameras in the scene. + +## [2.1.0-preview.2] - 2019-10-30 +## [1.5.0-preview.2] +### Changes +- Fixed Input Field issue when Read Only flag is set preventing the initial setting of the text. Also fixed Read Only flag not being respected when using IME input. +- Fixed potential infinite loop when using text overflow mode ScrollRect. See Case #1188867 +- Fixed Input Field culling related issue(s) where text would be incorrectly culled. See https://forum.unity.com/threads/version-1-5-0-2-1-0-preview-1-now-available-for-testing.753587/#post-5023700 +- Revised handling and referencing of the CanvasRenderer in anticipation of an incoming change to the MaskableGraphic class where it will no longer automatically add a CanvasRenderer to components inheriting from it. As a result, objects will no longer have a CanvasRenderer. +- Fixed potential NRE when using Overflow Truncate mode with sprites. See https://forum.unity.com/threads/tmpro-stackoverflow-caused-by-tmpro-textmeshprougui-generatetextmesh.750398/page-2#post-5042822 +- Fixed issue when using font weights in combination of font styles in the editor. +- Fixed for potential incorrect preferred height. +- Improved handling of StyleSheet options to reorder, add or delete styles. +- Fixed Input Field Caret & Selection Highlight potential culling issue when the object was instantiated outside the culling region. +- Fixed potential issue with registration of text objects in the TMP_UpdateManager. +- Optimization to suppress callback to InternalUpdate when parent Canvas is disabled. Case #1189820 +- Fixed Fallback material not getting updated correctly when changing Generation Settings on the Fallback Font Asset. +- Fixed a typo in the Font Weight section of the Font Asset Editor. +- Fixed potential ArgumentOutOfRangeException in the Input Field when using Hide Mobile Input and deleting a long string. Case #1162514 +- Added "Is Scale Static" option in the Extra Settings to exclude text objects from InternalUpdate callbacks to improve performance when the object's scale is static. This InternalUpdate callback is used to track potential changes to the scale of text objects to update their SDF Scale. +- Added the ability to control culling modes for the TMP Shaders. This new option is available in the Debug section of the Material Inspector. New feature requires updating the TMP Essential Resources. See the following post https://forum.unity.com/threads/not-see-textmeshpro-rendering-from-the-back.767510/#post-5112461. +- Fixed Material Inspector issue when toggling the Record button in the Animation window. Case #1174960 +- Improved Line Breaking handling for CJK. This also addresses a few reported issues. Case #1171603 +- Added support for <NBSP> tag which is internally replaced by a non-breaking space or \u00A0. +- Improved performance when retrieving glyph adjustment records when using dynamic font assets. +- Fixed potential Null Reference Exception in the Editor when assigning new font asset to disabled game object when no previous font asset was assigned. + +## [2.1.0-preview.1] - 2019-09-30 +## [1.5.0-preview.1] +### Changes +- Fixed an issue when using Overflow Ellipsis mode where the Ellipsis character would not be displayed correctly when the preceding character is a sprite. +- Added the ability to define the Resource path for Style Sheets in the TMP Settings. +- TMP Style Sheets can now be assigned to text objects in the Extra Settings section of the text object inspector. +- Added the ability to assign a Style to text objects using the new Text Style property in the text object inspector. A new public property TMP_Text.textStyle was also added. +- Improved Style Sheet editor to allow sorting of styles in the style sheet. +- Improved handling of nested styles. +- Added public TMP_Style GetStyle(string name) to get the potential style by name. +- Revised the ForceMeshUpdate() function as follows: public void ForceMeshUpdate(bool ignoreActiveState = false, bool forceTextReparsing = false). +- Fixed SubMeshUI objects text disappearing when saving a scene. +- Creating Material Presets via the Material Context menu with multi selection will now work as expected and assign the newly created material preset to all selected text objects. +- Fixed minor issue when changing Material Preset in prefab isolation mode with multiple text objects selected where the new material preset would not be assigned to disabled text objects. +- Revised Character, Word, Line and Paragraph spacing adjustments to be in font units (em) where a value of 1 represents 1/100 em. +- Added TMP_Text.onFontAssetRequest and TMP_Text.onSpriteAssetRequest events to allow users to implement custom asset loading when using the <font="Font Asset Name"> and <sprite="Sprite Asset Name"> tags. +- Additional Shader Channels on the Canvas will be set to TexCoord1, Normal and Tangents or Mixed when using TMP Surface Shaders. Otherwise it will be set to TexCoord1 only. Case #1100696 +- Added new attribute to the <mark> tag to allow users to define a padding value for the mark / highlight region. Example: <mark color=#FFFF0080 padding="1.0,1.0,0.0,0.0"> where padding="Left, Right, Top, Bottom". +- Fixed an issue which could result in out of range exception when referencing sprites contained in fallback sprite assets using unicode values. +- Fixed an issue in the Font Asset Creator where the source font file property of the newly created font asset was not getting set. +- Added .blend files to exclusion asset scan list of the Project GUID Remapping tool. +- Fixed issue where Caret position would be incorrect when using IME. Case #1146626 +- Clamped Outline Softness to a value of 0-1 in the TMP Distance Field shader which makes it consistent with other SDF Shaders. Case #1136161 +- Text Auto-Sizing Min and Max values are now clamped between 0 and 32767. Case #1067717 +- Text Font Size Min and Max values are now clamped between 0 and 32767. Case #1164407 +- Rich Text Tag values are now limited to a maximum value of 32767. +- Added Placeholder option to TMP Dropdown. Placeholder text is displayed when selection value is -1. Also added example scene in the TMP Examples & Extras. +- Added the ability to define Face Info metrics per Sprite Assets. This will provide for more consistent scaling of the sprites regardless of the font asset used. Sprite Assets with undefined Face Info will continue to inherit the Face Info metrics of the current font asset. +- Added Update Sprite Asset option in the header of the Sprite Asset inspector. This increases the discoverability of this option already available via the Sprite Asset Context Menu. +- Revised the text auto-sizing handling in regards to maximum iteration threshold which could result in a crash on some Android devices. Case #1141328 +- Font Asset Generation Settings are now disabled in the inspector if the Source Font File is missing or if the Atlas Population Mode is set to static. +- Fixed vertical alignment issue when using Overflow Page mode. +- Improved handling of text auto-size line adjustment spacing resulting in fewer iterations and more accurate resulting point size. +- Added support for Layout Elements to the TMP Input Field. += Fixed text alignment issue with TMP Input Field when using Center alignment on the underlying text component. +- Setting ContentType.Custom on the TMP Input Field will no longer hide the Soft Keyboard. The Soft Keyboard can now be control independently via the shouldHideSoftKeyboard property. +- Added new Font Asset Context Menu option "Force Upgrade To Version 1.1.0" for convenience purposes in case a font asset didn't get upgraded automatically when migrating from version 1.3.0 to 1.4.x or 2.0.x. +- The <gradient> tag now as an optional attribute "tint=0" or "tint=1" controlling whether or not the gradient will be affect by vertex color. The alpha of the gradient will continue to be affected by the vertex color alpha. +- Added new angle=x attribute to the <i> tag where the value of x define the italic slant angle. +- Since the legacy TextContainer used by TMP has been deprecated, it was removed from the Layout Context Menu options. +- Improved character positioning when using italic text where large angle / slant would potentially result in uneven spacing between normal and italic blocks of text. +- Fixed an issue where <mspace> and <cspace> tags would not be handled correctly in conjunction with word wrapping. +- Fixed issue in the TMP_Dropdown.cs that was affecting navigation. Case 1162600. See https://forum.unity.com/threads/huge-bug-missing-a-code-line-since-1-4-0.693421/ +- Fixed an issue related to kerning where the glyph adjustment values did not account for the upsampling of the legacy SDF modes like SDF8 / SDF16 and SDF32. +- Made the TMP_Text.text property virtual. +- Fixed Material Preset of fallback materials getting modified when the TMP Settings Match Material Preset option is disabled. +- Added ShaderUtilities.ID_GlowInner to list of material property IDs. +- Fixed potential null reference exception when creating new text objects when no default font asset has been assigned in the TMP Settings and the LiberationSans SDF font asset has been deleted from the project. Case #1161120 +- Fixed import TMP Essential Resources button being disabled when importing the TMP Examples & Extras first. Case #1163979 +- Fixed potential ArgumentOutOfRangeException when Hide Mobile Input is enabled and deleting the last character in the text. Case #1162514 +- Improved handling of manual addition of glyph positional adjustment pairs for both dynamic and static font assets. Case #1165763 +- Fixed issue where text in the TMP_InputField would disappear due to incorrect culling. Case #1164096 +- Fixed potential IndexOutOfRangeException that could be thrown when using the Pinyin IME interface and typing very fast to enter Chinese text. Case #1164383 +- Added support for Vertical Tab \v which inserts a line break but not a paragraph break. +- Added support for Shift Enter in the TMP Input Field which inserts a Vertical Tab in the text in Multi Line mode. +- Fixed text horizontal alignment when lines of text only contain the Ellipsis \u2026 Unicode character. Case #1162685 +- Text alignment is now serialized into separate fields for horizontal and vertical alignment and can now be get / set independently via TMP_Text.horizontalAlignment and TMP_Text.verticalAlignment. The TMP_Text.alignment property remains and uses the new serialized fields for horizontal and vertical alignment. +- Improved handling of Soft Hyphens when using Text Auto-Size. +- Fixed Null character being passed to Validate method of the TMP_InputField. Case #1172102 +- Fixed an issue where the Preferred Width and Height were not correct when using Tabs. +- The Cull Transparent Mesh flag on TMP_SubMeshUI objects will now mirror the settings on the parent text object's CanvasRenderer. +- Updated Sprite Importer to improve compatibility with Texture Packer Json Array export format. +- Newly created StyleSheets will be pinged in the project tab. Case #1182117 +- Added new option in the TMP Settings to control line breaking rules for Hangul to enabled Modern line breaking or traditional line breaking. +- Fixed potential issue related to SDF Scaling when the scale of the text object is negative. See https://forum.unity.com/threads/version-1-4-1-preview-1-with-dynamic-sdf-for-unity-2018-3-now-available.622420/page-5#post-4958240 for details. +- Added validation check for Sprite Data Source file in the Sprite Asset Importer. Case #1186620 +- Added warning when using Create - TextMeshPro - Sprite Asset menu when no valid texture is selected. Case #1163982 +- Fixed potential cosmetic issue in the text component inspector when using Overflow Linked mode. Case #1177640 + +## [1.4.1] - 2019-04-12 +### Changes +- Improved handling of font asset automatic upgrade to version 1.1.0 which is required to support the new Dynamic SDF system. +- Made release compatible with .Net 3.5 scripting runtime. + +## [1.4.0] - 2019-03-07 +### Changes +- Same release as 1.4.0-preview.3a. + +## [1.4.0-preview.3a] - 2019-02-28 +### Changes +- Improved performance of the Project Files GUID Remapping Tool. +- Fixed an issue with the TMP_FontAsset.TryAddCharacters() functions which was resulting in an error when added characters exceeded the capacity of the atlas texture. +- Updated TMP_FontAsset.TryAddCharacters functions to add new overloads returning list of characters that could not be added. +- Added function in OnEnable of FontAsset Editor's to clean up Fallback list to remove any null / empty entries. +- Added support for Stereo rendering to the TMP Distance Field and Mobile Distance Field shaders. + +## [1.4.0-preview.2a] - 2019-02-14 +### Changes +- Fixed an issue with SDF Scale handling where the text object would not render correctly after the object scale had been set to zero. +- Fixed an issue with the TMP_UpdateManager where text objects were not getting unregistered correctly. +- Any changes to Font Asset Creation Settings' padding, atlas width and / or atlas height will now result in all Material Presets for the given font asset to also be updated. +- Added new section in the TMP Settings related to the new Dynamic Font System. +- Added new property in the Dynamic Font System section to determine if OpenType Font Features will be retrieved from source font files at runtime as new characters are added to font assets. Glyph Adjustment Data (Kerning) is the only feature currently supported. +- Fix an issue where font assets created at runtime were not getting their asset version number set to "1.1.0". +- Improved parsing of the text file used in the Font Asset Creator and "Characters from File" option to handle UTF16 "\u" and UTF32 "\U" escape character sequences. +- Fixed a Null Reference Error (NRE) that could occur when using the <font> tag with an invalid font name followed by the <sprite> tag. +- The Glyph Adjustment Table presentation and internal data structure has been changed to facilitate the future addition of OpenType font features. See https://forum.unity.com/threads/version-1-4-0-preview-with-dynamic-sdf-for-unity-2018-3-now-available.622420/#post-4206595 for more details. +- Fixed an issue with the <rotate> tag incorrectly affecting character spacing. + +## [1.4.0-preview.1] - 2019-01-30 +### Changes +- Renamed TMPro_FontUtilities to TMP_FontAssetCommon to more accurately reflect the content of this file. +- Accessing the TextMesh Pro Settings via the new Edit - Settings menu when TMP Essential Resources have not yet been imported in the project will no longer open a new window to provide the options to import these resources. +- Fixed an issue where using int.MaxValue, int.MinValue, float.MaxValue and float.MinValue in conjunction with SetText() would display incorrect numerical values. Case #1078521. +- Added public setter to the TMP Settings' missingGlyphCharacter to allow changing which character will be used for missing characters via scripting. +- Fixed a potential Null Reference Exception related to loading the Default Style Sheet. +- Added compiler conditional to TMP_UpdateManager.cs to address changes to SRP. +- Improved the <margin> tag to make it possible to define both left and right margin values. Example: <margin left=10% right=10px>. +- Added new menu option to allow the quick creation of a UI Button using TMP. New menu option is located in Create - UI - Button (TextMeshPro). +- Renamed TMP related create menu options. +- Fixed TMP object creation handling when using Prefab isolation mode. Case #1077392 +- Fixed another issue related to Prefabs where some serialized properties of the text object would incorrectly show up in the Overrides prefab options. Case #1093101 +- Fixed issue where changing the Sorting Layer or Sorting Order of a object would not dirty the scene. Case #1069776 +- Fixed a text alignment issue when setting text alignment on disabled text objects. Case #1047771 +- Fixed an issue where text object bounds were not set correctly on newly created text objects or in some cases when setting the text to null or string.empty. Case #1093388 +- Fixed an issue in the IntToString() function that could result in Index Out Of Bounds error. Case #1102007 +- Changed the TMP_InputField IsValidChar function to protected virtual. +- The "Allow Rich Text Editing" property of the TMP_InputField is now set to false by default. +- Added new option to the Sprite Asset context menu to make it easier to update sprite glyphs edited via the Unity Sprite Editor. +- Added new Sharpness slider in the Debug section of the SDF Material inspector. +- Fixed an error that would occur when using the context menu Reset on text component. Case #1044726 +- Fixed issue where CharacterInfo.index would be incorrect as a result of using Surrogate Pairs in the text. Case #1037828 +- The TMP_EditorPanel and TMP_UiEditorPanel now have their "UseForChildren" flag set to true to enable user / custom inspectors to inherit from them. +- Fixed an issue where rich text tags using pixel (px) or font units (em) were not correctly accounting for orthographic camera mode. This change only affects the normal TMP text component. +- Fixed an inspector issue related to changes to the margin in the TMP Extra Settings panel. Case #1114253 +- Added new property to Glyph Adjustment Pairs which determines if Character Spacing Adjustments should affect the given pair. +- Updated the Glyph Adjustment Table where ID now represents the unicode (hex) value for the character instead of its decimal value. +- Added new SetValueWithoutNotify() function to TMP_DropDown and SetTextWithoutNotify() function to TMP_InputField allowing these to be set without triggering OnValueChanged event. +- Geometry buffer deallocation which normally takes place when current allocations exceed those of the new text by more than 256 characters will no longer occur if the new text is set to null or string.empty. +- Fixed a minor issue where the underline SDF scale would be incorrect when the underline text sequence contained normal size characters and ended with a subscript or superscript character. +- Fixed an error that would occur when using the Reset Context menu on a Material using the SDF Surface or Mobile SDF Surface Shaders. Case #1122279 +- Resolved a Null Reference Error that would appear when cycling through the text overflow modes. Case #1121624 + +## [1.3.0] - 2018-08-09 +### Changes +- Revamped UI to conform to Unity Human Interface Guidelines. +- Updated the title text on the Font Asset Creator window tab to "Font Asset Creator". +- Using TMP_Text.SetCharArray() with an empty char[] array will now clear the text. +- Made a small improvement to the TMP Input Field when using nested 2d RectMasks. +- Renamed symbol defines used by TMP to append TMP_ in front of the define to avoid potential conflicts with user defines. +- Improved the Project Files GUID Remapping tool to allow specifying a target folder to scan. +- Added the ability to cancel the scanning process used by the Project Files GUID Remapping tool. +- Moved TMP Settings to universal settings window in 2018.3 and above. +- Changing style sheet in the TMP Settings will now be reflected automatically on existing text objects in the editor. +- Added new function TMP_StyleSheet.UpdateStyleSheet() to update the internal reference to which style sheet text objects should be using in conjunction with the style tag. + +## [1.2.4] - 2018-06-10 +### Changes +- Fixed a minor issue when using Justified and Flush alignment in conjunction with \u00A0. +- The Font Asset creationSettings field is no longer an Editor only serialized field. + +## [1.2.3] - 2018-05-29 +### Changes +- Added new bitmap shader with support for Custom Font Atlas texture. This shader also includes a new property "Padding" to provide control over the geometry padding to closely fit a modified / custom font atlas texture. +- Fixed an issue with ForceMeshUpdate(bool ignoreActiveState) not being handled correctly. +- Cleaned up memory allocations from repeated use of the Font Asset Creator. +- Sprites are now scaled based on the current font instead of the primary font asset assigned to the text object. +- It is now possible to recall the most recent settings used when creating a font asset in the Font Asset Creator. +- Newly created font assets now contain the settings used when they were last created. This will make the process of updating / regenerating font assets much easier. +- New context menu "Update Font Asset" was added to the Font Asset inspector which will open the Font Asset Creator with the most recently used settings for that font asset. +- New Context Menu "Create Font Asset" was added to the Font inspector panel which will open the Font Asset Creator with this source font file already selected. +- Fixed 3 compiler warnings that would appear when using .Net 4.x. +- Modified the TMP Settings to place the Missing Glyph options in their own section. +- Renamed a symbol used for internal debugging to avoid potential conflicts with other user project defines. +- TMP Sprite Importer "Create Sprite Asset" and "Save Sprite Asset" options are disabled unless a Sprite Data Source, Import Format and Sprite Texture Atlas are provided. +- Improved the performance of the Project Files GUID Remapping tool. +- Users will now be prompted to import the TMP Essential Resources when using the Font Asset Creator if such resources have not already been imported. + +## [1.2.2] - 2018-03-28 +### Changes +- Calling SetAllDirty() on a TMP text component will now force a regeneration of the text object including re-parsing of the text. +- Fixed potential Null Reference Exception that could occur when assigning a new fallback font asset. +- Removed public from test classes. +- Fixed an issue where using nested links (which doesn't make sense conceptually) would result in an error. Should accidental use of nested links occurs, the last / most nested ends up being used. +- Fixed a potential text alignment issue where an hyphen at the end of a line followed by a new line containing a single word too long to fit the text container would result in miss alignment of the hyphen. +- Updated package license. +- Non-Breaking Space character (0xA0) will now be excluded from word spacing adjustments when using Justified or Flush text alignment. +- Improved handling of Underline, Strikethrough and Mark tag with regards to vertex color and Color tag alpha. +- Improved TMP_FontAsset.HasCharacter(char character, bool searchFallbacks) to include a recursive search of fallbacks as well as TMP Settings fallback list and default font asset. +- The <gradient> tag will now also apply to sprites provided the sprite tint attribute is set to a value of 1. Ex. <sprite="Sprite Asset" index=0 tint=1>. +- Updated Font Asset Creator Plugin to allow for cancellation of the font asset generation process. +- Added callback to support the Scriptable Render Pipeline (SRP) with the normal TextMeshPro component. +- Improved handling of some non-breaking space characters which should not be ignored at the end of a line. +- Sprite Asset fallbacks will now be searched when using the <sprite> tag and referencing a sprite by Unicode or by Name. +- Updated EmojiOne samples from https://www.emojione.com/ and added attribution. +- Removed the 32bit versions of the TMP Plugins used by the Font Asset Creator since the Unity Editor is now only available as 64bit. +- The isTextTruncated property is now serialized. +- Added new event handler to the TMP_TextEventHandler.cs script included in Example 12a to allow tracking of interactions with Sprites. + +## [1.2.1] - 2018-02-14 +### Changes +- Package is now backwards compatible with Unity 2018.1. +- Renamed Assembly Definitions (.asmdef) to new UPM package conventions. +- Added DisplayName for TMP UPM package. +- Revised Editor and Playmode tests to ignore / skip over the tests if the required resources are not present in the project. +- Revised implementation of Font Asset Creator progress bar to use Unity's EditorGUI.ProgressBar instead of custom texture. +- Fixed an issue where using the material tag in conjunction with fallback font assets was not handled correctly. +- Fixed an issue where changing the fontStyle property in conjunction with using alternative typefaces / font weights would not correctly trigger a regeneration of the text object. + +## [1.2.0] - 2018-01-23 +### Changes +- Package version # increased to 1.2.0 which is the first release for Unity 2018.2. + +## [1.1.0] - 2018-01-23 +### Changes +- Package version # increased to 1.1.0 which is the first release for Unity 2018.1. + +## [1.0.27] - 2018-01-16 +### Changes +- Fixed an issue where setting the TMP_InputField.text property to null would result in an error. +- Fixed issue with Raycast Target state not getting serialized properly when saving / reloading a scene. +- Changed reference to PrefabUtility.GetPrefabParent() to PrefabUtility.GetCorrespondingObjectFromSource() to reflect public API change in 2018.2 +- Option to import package essential resources will only be presented to users when accessing a TMP component or the TMP Settings file via the project menu. + +## [1.0.26] - 2018-01-10 +### Added +- Removed Tizen player references in the TMP_InputField as the Tizen player is no longer supported as of Unity 2018.1. + +## [1.0.25] - 2018-01-05 +### Added +- Fixed a minor issue with PreferredValues calculation in conjunction with using text auto-sizing. +- Improved Kerning handling where it is now possible to define positional adjustments for the first and second glyph in the pair. +- Renamed Kerning Info Table to Glyph Adjustment Table to better reflect the added functionality of this table. +- Added Search toolbar to the Glyph Adjustment Table. +- Fixed incorrect detection / handling of Asset Serialization mode in the Project Conversion Utility. +- Removed SelectionBase attribute from TMP components. +- Revised TMP Shaders to support the new UNITY_UI_CLIP_RECT shader keyword which can provide a performance improvement of up to 30% on some devices. +- Added TMP_PRESENT define as per the request of several third party asset publishers. + +## [1.0.23] - 2017-11-14 +### Added +- New menu option added to Import Examples and additional content like Font Assets, Materials Presets, etc for TextMesh Pro. 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It's the perfect replacement for Unity's UI Text and the legacy Text Mesh.\n\nPowerful and easy to use, TextMeshPro (also known as TMP) uses Advanced Text Rendering techniques along with a set of custom shaders; delivering substantial visual quality improvements while giving users incredible flexibility when it comes to text styling and texturing.\n\nTextMeshPro provides Improved Control over text formatting and layout with features like character, word, line and paragraph spacing, kerning, justified text, Links, over 30 Rich Text Tags available, support for Multi Font & Sprites, Custom Styles and more.\n\nGreat performance. Since the geometry created by TextMeshPro uses two triangles per character just like Unity's text components, this improved visual quality and flexibility comes at no additional performance cost.", + "keywords": [ + "TextMeshPro", + "TextMesh Pro", + "TMP", + "Text", + "SDF" + ], + "category": "Text Rendering", + "dependencies": { + "com.unity.ugui": "1.0.0" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.textmeshpro.git", + "type": "git", + "revision": "1604b62e543216408311bcd1355a7a9ca1e65765" + }, + "upmCi": { + "footprint": "d2cb6334c228c4f660c53a0ca5c9fbc31facb3c2" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.textmeshpro@3.0.1/package.json.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.textmeshpro@3.0.1/package.json.meta new file mode 100644 index 0000000000000000000000000000000000000000..b1dc0d196b0c26ada5000d82d11f9766ae01364b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.textmeshpro@3.0.1/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 220e9325710f4235a43492dd1ee4980d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/CHANGELOG.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/CHANGELOG.md new file mode 100644 index 0000000000000000000000000000000000000000..1b1137163ad419079c478e9880ce34bd306219f1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/CHANGELOG.md @@ -0,0 +1,423 @@ +# Changelog +All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) + +## [1.4.6] - 2021-01-08 + +### Fixed + +- Create button on timeline panel no longer defaults to an invalid path. ([1289923](https://issuetracker.unity3d.com/product/unity/issues/guid/1289923)) +- Fixed issue where Timeline's bindings field would loses names and bindings when selecting clips. ([1293941](https://issuetracker.unity3d.com/product/unity/issues/guid/1293941)) +- Make Timeline's duration result displayed in the Inspector, when switching from duration mode: Based On Clips to Fixed Length, closer to the actual duration. ([1156920](https://issuetracker.unity3d.com/product/unity/issues/guid/1156920)) +- Copy/Paste of clips in the Timeline Window will no longer paste clips at an invalid time in mix-mode. ([1289925](https://issuetracker.unity3d.com/product/unity/issues/guid/1289925)) + +## [1.4.5] - 2020-11-19 + +### Fixed + +- Fixed issue where changing a clip's extrapolation values would clear the current clip selection. ([936046](https://issuetracker.unity3d.com/product/unity/issues/guid/936046)) +- Fixed multiple issues related to the curves view: + - Fixed curve removal not functioning with `PlayableAsset`s (clips & tracks curves). ([1231002](https://issuetracker.unity3d.com/product/unity/issues/guid/1231002)) + - Fixed inconsistent icon display on curves. + - Fixed incorrect ordering of properties. Properties now have a object/type/property ordering. + - Fixed unnecessary grouping of fields. + - Changed context menu from `Remove Properties` to `Remove Curves` to better reflect the change in functionality between curves for GameObjects and curves for `PlayableAssets`. + - Fixed behaviour where removing a single field in a `Position`, `Rotation` or `Scale` group would remove the entire group. +- Fixed case where pausing in Playmode and switching the active director in editor could pause the director. ([1263707](https://issuetracker.unity3d.com/product/unity/issues/guid/1263707)) +- Material properties are now displayed by their shader name in the curves view when possible. ([1115961](https://issuetracker.unity3d.com/product/unity/issues/guid/1115961)) +- Fixed issue where a signal could be pasted on a track that doesn't support notifications. ([1283763](https://issuetracker.unity3d.com/product/unity/issues/guid/1283763)) +- Fixed issue where a clip could be paseted on an incompatible track. ([1283763](https://issuetracker.unity3d.com/product/unity/issues/guid/1283763)) +- Fixed errors when leaving prefab mode when a timeline is opened. ([1280331](https://issuetracker.unity3d.com/product/unity/issues/guid/1280331)) +- No preview will be shown when the PlayableDirector is disabled. ([1286198](https://issuetracker.unity3d.com/product/unity/issues/guid/1286198)) +- Fixed issue where an infinite clip's `Foot Ik` property was not visible in the Inspector when selecting its track. ([1279824](https://issuetracker.unity3d.com/product/unity/issues/guid/1279824)) +- Fixed issue where child particle systems were not controlled correctly when they are not subemitters. ([1212943](https://issuetracker.unity3d.com/product/unity/issues/guid/1212943)) +- Fixed inconsistent recording behaviour on audio tracks and `PlayableAssets`. Default values are changed when a value is not recorded, and the key added/updated when a value is already animated. ([1283453](https://issuetracker.unity3d.com/product/unity/issues/guid/1283453)) +- Fixed issue where the curves view for tracks and `PlayableAsset`s would not update when changed externally (such as from the Animation window). +- Fixed `Add Key`/`Remove Key` context menus not being properly enabled in some cases when using tracks and `PlayableAsset`s. +- Fixed simulation of subemitters when scrubbing a timeline. ([1142781](https://issuetracker.unity3d.com/product/unity/issues/guid/1142781)) +- Fixed choppy playback of particles with a large fixed time step. ([1262234](https://issuetracker.unity3d.com/product/unity/issues/guid/1262234)) + +## [1.4.4] - 2020-10-09 + +### Fixed +- Disable drag and drop of Signal asset on Control Track. ([1222760](https://issuetracker.unity3d.com/product/unity/issues/guid/1222760/)) +- Fixed system locale causing issues when keying float values on custom clips. ([1190877](https://issuetracker.unity3d.com/product/unity/issues/guid/1190877/)) +- Fixed issue where recording to a clip would place keys on the frame. ([1274892](https://issuetracker.unity3d.com/product/unity/issues/guid/1274892/)) +- Fixed keyboard clip selection from locked tracks. ([1233612](https://issuetracker.unity3d.com/product/unity/issues/guid/1233612/)) +- Fixed issue where the Timeline window would stay locked even when no timeline asset is shown. ([1278598](https://issuetracker.unity3d.com/product/unity/issues/guid/1278598/)) +- Fixed issue where invoking `SelectLeft` or `SelectRight` shortcuts on a group track, the group would not collapse or expand. ([1279379](https://issuetracker.unity3d.com/product/unity/issues/guid/1279379/)) +- Fixed Blend Curve Editor from the clip's inspector that was not responding correctly to undo and redo commands. (978673) +- Fixed issue where the `Frame All` action would not frame keys outside of clips when the curve display is collapsed. ([1273725](https://issuetracker.unity3d.com/product/unity/issues/guid/1273725/), #295) +- Scrolling the horizontal scrollbar of the timeline to the right edge will no longer prevent the user from dragging left again. ([1127199](https://issuetracker.unity3d.com/product/unity/issues/guid/1127199/), #301) +- Splitting a clip with an ease in or out value now ensures ease duration stays on correct side of split. ([1279350](https://issuetracker.unity3d.com/product/unity/issues/guid/1279350/)) +- Fixed delay when zooming in after reaching Timeline window's maximum and then zooming back. ([1214228](https://issuetracker.unity3d.com/product/unity/issues/guid/1214228/)) +- Prevent creation of presets with Group Tracks. ([1281056](https://issuetracker.unity3d.com/product/unity/issues/guid/1281056)) +- Fixed issue where markers placed on top of clips could not be selected. ([1284807](https://issuetracker.unity3d.com/product/unity/issues/guid/1284807), #314) +- Fixed issue where multiple markers placed on top of each other could not be selected. ([1284801](https://issuetracker.unity3d.com/product/unity/issues/guid/1284801), #314) + +## [1.4.3] - 2020-08-26 + +### Fixed +- Fixed incorrect selection when clicking on a clip's blend. (1178052) +- Fixed issue where an exception was thrown when drawing an Audio clip's waveform when that clip wasn't in the AssetDatabase. ([1268868](https://issuetracker.unity3d.com/product/unity/issues/guid/1268868/)) +- When choosing `Add Signal Emitter from Signal Asset`, closing the Object Selector window will not add an empty Signal Emitter. ([1261553](https://issuetracker.unity3d.com/product/unity/issues/guid/1261553/)) +- Fixed issue where an error would appear when editing keys in the Animation window if the Timeline window is opened. (1269829) +- Fixed issue where the `Frame All` operation would continually increase the zoom value when only empty tracks are added to the timeline ([1273540](https://issuetracker.unity3d.com/product/unity/issues/guid/1273540/)). + +## [1.4.2] - 2020-08-04 + +### Fixed +- Fixed double-click not opening the AnimationWindow on clips with animated parameters. ([1262950](https://issuetracker.unity3d.com/product/unity/issues/guid/1262950/)) +- Fixed issue where the Timeline window would rebuild its Playable Graph every time an AnimationClip would be added, changed or deserialized. (1265314, [1267055](https://issuetracker.unity3d.com/product/unity/issues/guid/1267055/)) + +## [1.4.1] - 2020-07-15 + +### Fixed +- Fixed `IndexOutOfRangeException` exception being thrown when editing inspector curves. ([1259902](https://issuetracker.unity3d.com/product/unity/issues/guid/1259902/)) +- Fixed `IndexOutOfRangeException` exception being thrown when the `New Signal` dialog replaces an existing signal. ([1241170](https://issuetracker.unity3d.com/product/unity/issues/guid/1241170/)) +- Fixed signal state being reset on paused timelines. ([1257208](https://issuetracker.unity3d.com/product/unity/issues/guid/1257208/)) +- Fixed nested custom types not updating animation values in the inspector. ([1239893](https://issuetracker.unity3d.com/product/unity/issues/guid/1239893/)) +- Fixed `AnimationTrack`s SceneOffset mode incorrectly overriding root transform on tracks without root transform in editor. ([1237704](https://issuetracker.unity3d.com/product/unity/issues/guid/1237704/)) +- The `DisplayName` attribute is now supported when used with `TrackAsset`s. ([1253397](https://issuetracker.unity3d.com/product/unity/issues/guid/1253397/)) +- Fixed `NullReference` exception being thrown when clicking on the `Scene Preview` checkbox if the Timeline window was closed. (1261543) + +## [1.4.0] - 2020-06-26 + +### Added +- Added `ClipCaps.AutoScale` to automatically change the speed multiplier value when the clip is trimmed in the Timeline window. +- Added a `DeleteClip` method in `TrackAsset`. +- Added dependency on Animation, Audio, Director and Particle System modules. ([1229825](https://issuetracker.unity3d.com/product/unity/issues/guid/1229825/)) +- Added an option in `TimelineAsset.EditorSettings` to disable scene preview. +- Added base classes to define custom actions: + - `TimelineAction` + - `TrackAction` + - `ClipAction` + - `MarkerAction` +- Added the following attributes that can be used with action classes: + - `ApplyDefaultUndo` to automatically manage undo operations. + - `ActiveInMode` to control in which Timeline mode the action is valid. + - `MenuEntry` to add the action to the context menu. + - `TimelineShortcut` can be added to a static method to invoke the action with a shortcut. +- `Invoker` to invoke actions using Timeline's selection or context. +- `MenuOrder` contains menu priority values, to be used with `MenuEntry`. +- `TimelineModes` to specify in which mode an action is valid, to be used with `MenuEntry`. +- `ActionContext` to provide a context to invoke `TimelineAction`s. +- `ActionValidity` to specify is an action is valid for a given context. +- `UndoExtension` to manage undo operations with common Timeline types. + +### Changed +- Improved performance with ControlTracks in preview mode for cases where multiple Control Tracks are assigned to the same PlayableDirector. +- Improved layout and appearance of track header buttons. +- Reduced icons' file size without any quality loss. +- A track's binding will be duplicated when pasting or duplicating a track. +- When creating a new timeline asset, the "Timeline" suffix will not be added to the file name twice. +- `ClipCaps.All` now includes the new `Autoscale` feature. To get the previous `ClipCaps.All` behaviour on clips, use +``` +ClipCaps.Looping | ClipCaps.Extrapolation | ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | ClipCaps.Blending +``` +- Inline curve selection is now synced with the clip's selection. +- Selecting a curve view property will also select the corresponding curve view. +- Clicking and holding the `Command` or `Control` key on a curve view will deselect it if it was already selected. +- Improved Timeline window UI performance. + +### Fixed +- Selecting clips from locked tracks is not allowed anymore when using the playhead's context menu. +- Inserting gaps in locked tracks is not allowed anymore. +- When adding an Activation track, the viewport is adjusted to show the new Activation clip. +- Fixed issue where trimming AnimationClips would also change the speed multiplier. + +## [1.3.4] - 2020-06-09 + +### Fixed +- Fix a Control Track bug that caused the first frame of an animation to evaluated incorrectly when scrubbing forwards and backwards. (1253485) +- Fixed memory leak where the most recently played timeline would not get unloaded. ([1214752](https://issuetracker.unity3d.com/product/unity/issues/guid/1214752/) and 1253974) + +## [1.3.3] - 2020-05-29 + +### Fixed +- Fixed regression where animation tracks were writing root motion when the animation clip did not contain root transform values ([1249355](https://issuetracker.unity3d.com/product/unity/issues/guid/1249355/)) + +## [1.3.2] - 2020-04-02 + +### Fixed +- Fixed issue where the clip Inspector's curve preview would close when clicking on the curve. ([1228127](https://issuetracker.unity3d.com/product/unity/issues/guid/1228127/)) +- Fixed issue where the curves view was not synced between Animation and Timeline windows. ([1213937](https://issuetracker.unity3d.com/issues/animation-window-curves-are-not-updated-immediately-when-changing-them-in-timeline-window)) +- Fixed issue where play range didn't loop when range ends on the final frame. ([1215926](https://issuetracker.unity3d.com/issues/timeline-play-range-doesnt-loop-when-play-range-ends-on-the-final-frame)) +- Fixed issue where displaying an array in the curves view generated errors. ([1178251](https://issuetracker.unity3d.com/product/unity/issues/guid/1178251/)) + +## [1.3.1] - 2020-03-13 + +### Fixed +- Fixed issue where the curves view would flicker when editing multiple keys. ([1217326](https://issuetracker.unity3d.com/product/unity/issues/guid/1217326/)) +- Fixed issue where adding a keyframe in the curves view at the end of a clip would not place the keyframe at the correct position. ([1221337](https://issuetracker.unity3d.com/product/unity/issues/guid/1221337/)) + +## [1.3.0] - 2020-02-26 + +### Added +- Inline Curve Properties can be removed. +- Tracks can be individually resized. + +### Changed +- Creating a new Timeline will no longer automatically add an Animation Track and an Animator to the target GameObject. +- Ease-in and ease-out values for clips are no longer restricted to 50% of the clip's duration. +- The resize handle for inline curves has been moved to the track header area. +- Reduced the minimum width of the track header area. +- Trimming the left edge of a clip while pressing the Shift key will change the Speed Multiplier value. + +### Fixed +- Fixed humanoid characters going to default pose during initial root motion recording. (1174752) +- Fixed Override Tracks not masking RootTransform when an AvatarMask without the Root Node is applied. ([1190600](https://issuetracker.unity3d.com/product/unity/issues/guid/1190600/)) +- Fixed preview of Avatar Masks on base level Animation Tracks. ([1190600](https://issuetracker.unity3d.com/product/unity/issues/guid/1190600/)) + +## [1.2.13] - 2020-02-24 + +### Fixed +- Fixed Performance issue where Control Tracks would resimulate during the tail of a non-looping particle clip. ([1216702](https://issuetracker.unity3d.com/product/unity/issues/guid/1216702/)) +- Fixed adjacent recording clips highlighting the wrong clip. ([1210312](https://issuetracker.unity3d.com/product/unity/issues/guid/1210312/)) +- Fixed timescale drawing to only draw visible lines which avoids a hang with very large clips. ([1213189](https://issuetracker.unity3d.com/product/unity/issues/guid/1213189/)) +- Fixed `SignalReceiver.ChangeSignalAtIndex` incorrectly throwing exception when multiple entries are set to null. ([1210877](https://issuetracker.unity3d.com/product/unity/issues/guid/1210877/)) +- Fixed a memory leak with Animation Clips in Edit mode. +- Fixed issue where changes to a Signal Receiver component in a prefab were reverted. ([1210883](https://issuetracker.unity3d.com/product/unity/issues/guid/1210883/)) +- Fixed avatar mask reassignment not causing immediate re-evaluation. ([1219326](https://issuetracker.unity3d.com/product/unity/issues/guid/1219326/)) +- Fixed issues related to recursive control tracks. (1178423) +- Fixed issue where using the `HideInMenu` attribute in combination with a class inheriting from `Marker` would not hide the marker from the Timeline context menus. ([1221054](https://issuetracker.unity3d.com/product/unity/issues/guid/1221054/)) + +## [1.2.12] - 2020-02-21 + +### Fixed +- Fixed issue where the curves view would change its framing when moving a clip. ([1217353](https://issuetracker.unity3d.com/product/unity/issues/guid/1217353/)) + +## [1.2.11] - 2020-01-22 + +### Fixed +- Fixed Control Track inspector dropdown not opening. ([1208943](https://issuetracker.unity3d.com/product/unity/issues/guid/1208943/)) +- Fixed issue where applying the Match content command on subtimeline clip with a newly created subtimeline with no duration makes the clip disappear. ([1203662](https://issuetracker.unity3d.com/product/unity/issues/guid/1203662/)) +- Fixed issue where the opened timeline is changed to another timeline when switching focus from Unity to a different application. ([1087348](https://issuetracker.unity3d.com/product/unity/issues/guid/1087348/)) +- Fixed issue where the keys in the inline curves view were incorrectly positioned ([1205835](https://issuetracker.unity3d.com/product/unity/issues/guid/1205835/)) + +### Changed +- ControlPlayableAsset.searchHierarchy (a.k.a. Control Children) now defaults to false. + +## [1.2.10] - 2019-12-08 + +### Fixed +- Fixed issue where object selectors on tracks did not show bound objects. (1202853) +- Fixing inspector blend graph display for animation clips. (1201474) +- Fixed Timeline Window lock state when restarting Unity and no timeline are selected. ([1201405](https://issuetracker.unity3d.com/product/unity/issues/guid/1201405/)) + +## [1.2.9] - 2019-12-06 + +### Fixed +- Added missing high-resolution icons for Personal Skin. + +## [1.2.8] - 2019-11-21 + +### Fixed +- Fixed issue where recording couldn't be turned on for override tracks. (1199389) +- Fixed overlay bug when panning. (1198348) +- Fixed Foot IK being applied in Editor when option is disabled. ([1197426](https://issuetracker.unity3d.com/product/unity/issues/guid/1197426/)) +- Fixed issue where the Animation Track's inline curves were not properly aligned when panning the timeline. (1198364) + +## [1.2.7] - 2019-11-15 + +### Fixed +- Fixed inline curves to display PlayableBehaviour array properties. (1178251) +- Fixed clip selection from playhead. (1187495) +- Fixed recorded clips dirtying the scene on copy/paste. (1181492) + +## [1.2.6] - 2019-10-25 + +### Added +- Added Timeline manual. + +## [1.2.5] - 2019-10-16 + +### Changed +- Added tooltips that were missing for Timeline selector and settings buttons. ([1152790](https://issuetracker.unity3d.com/product/unity/issues/guid/1152790/)) +- Removed Undo menu entry that was added when clicking on the Inline curves button. ([1187402](https://issuetracker.unity3d.com/product/unity/issues/guid/1187402/)) + +### Fixed +- Fixed issue where recording couldn't be turned off when an object is deactivated. (1187174) +- Timelines listed in the Timeline selector will now be sorted alphabetically. (1190514) +- Fixed Insert Frames options from Trackhead context menu not applying to markers. (1187895) +- Fixed incorrect display when a large number of nested group tracks was added to a Timeline. (1157367) + +## [1.2.4] - 2019-10-03 + +### Changed +- Properties in the Inline Curve editor will now be listed in the same order as the Animation window. (1184058) +- Updated the appearance of the Timeline window to conform to the [editor's UX redesign](https://blogs.unity3d.com/2019/08/29/evolving-the-unity-editor-ux/) +- Improved the appearance of clip blends. + +### Fixed +- Adding a PlayableDirector with no Playable Asset will no longer trigger a repaint of the Timeline Window on each frame. ([1172707](https://issuetracker.unity3d.com/product/unity/issues/guid/1172707/)) +- Fixed issue where a clip's blend selection border was not drawn correctly when there was a previous clip. (1178173) +- Fixed issue where Animation Events were fired twice when the Playable Director Wrap mode is set to Loop. ([1173281](https://issuetracker.unity3d.com/product/unity/issues/guid/1173281/)) +- Fixed issue where double-clicking on a Timeline Asset would not open it in the Timeline window. ([1182159](https://issuetracker.unity3d.com/product/unity/issues/guid/1182159)) +- Fixed issue where the paste shortcut would not work when copying and pasting between two different timelines. (1184967) +- Fixed audio stutter when going into playmode. ([1167289](https://issuetracker.unity3d.com/product/unity/issues/guid/1167289/)) +- Fixed PreviousFrame and NextFrame controls in subtimelines with large offsets. (1175320) +- Fixed issue where exceptions were thrown when resetting a Signal Receiver component. ([1158227](https://issuetracker.unity3d.com/product/unity/issues/guid/1158227/)) +- Increased font size of clip labels (1179642) + +## [1.2.3] - 2019-10-03 + +### Fixed +- Removed unnecessary directories from the package. + +## [1.2.2] - 2019-08-20 + +### Fixed +- Fixed issue where fields for custom clips were not responding to Add Key commands. (1174416) +- Fixed issue where a different track's bound GameObject is highlighted when clicking a track's bound GameObject box. (1141836) +- Fixed issue where a clip locks to the playhead's position when moving it. (1157280) + +## [1.2.1] - 2019-08-01 + +### Fixed +- Fixed appearance of a selected clip's border. +- Fixed non-transform properties from AnimationClips not being correctly put into preview mode when the avatar root does not contain the animator component. ([1162334](https://issuetracker.unity3d.com/product/unity/issues/guid/1162334/)) +- Fixed an issue where the context menu for inline curves keys would not open on MacOS. ([1158584](https://issuetracker.unity3d.com/product/unity/issues/guid/1158584/)) +- Fixed recording state being incorrect after toggling preview mode (1146551) +- Fixed copying clips without ExposedReferences causing the scene to dirty (1144469) + +## [1.2.0] - 2019-07-16 +*Compatible with Unity 2019.3* + +### Added +- Added ILayerable interface. Implementing this interface on a custom track will enable support for multiple layers, similar to the AnimationTracks override tracks. +- Added "Pan" autoscrolling option in the Timeline window. +- Enabled rectangle tool for inline curves. + +### Changed +- Scrolling horizontally with the mouse wheel or trackpad now pans the timeline view horizontally, instead of zooming. +- Scrolling vertically with the mouse wheel or trackpad on the track headers or on the vertical scroll bar now pans the timeline view vertically, instead of zooming. + +### Fixed +- Fixed an issue causing info text to overlap when displaying multiple lines (1150863). +- Fixed duration mode not reverting from "Fixed Length" to "Based On Clips" properly. (1154034) +- Fixed playrange markers being drawn over horizontal scrollbar (1156023) +- Fixed an issue where a hotkey does not autofit all when Marker is present (1158704) +- Fixed an issue where an exception was thrown when overwriting a Signal Asset through the Signal Emitter inspector. (1152202) +- Fixed Control Tracks not updating instances when source prefab change. (case 1158592) +- An exception will be thrown when calling TrackAsset.CreateMarker() with a marker that implements INotification if the track does not support notifications. (1150248) +- Fixed preview mode being reenabled when warnings change on tracks. (case 1151381) +- Fixed minimum clip duration to be frame aligned. (case 1156602) +- Fixed playhead being moved when applying undo while recording.(case 1154802) +- Fixed warnings about localEulerAnglesRaw when using RectTransform. (case 1151100) +- Fixed precision error on the duration of infinite tracks. (case 1156723) +- Fixed issue where two GatherProperties call were made when switching between two PlayableDirectors. (1159036) +- Fixed issue where inspectors for clips, tracks and markers would get incorrectly displayed when no Timeline Window is opened. (1158242, 1158283) +- Fixed issue with clip connectors that were incorrectly drawn when the timeline was panned or zoomed. (1141960) +- Fixed issue where evaluating a Playable Graph inside a Notification Receiver would cause an infinite recursion. ([1149930](https://issuetracker.unity3d.com/product/unity/issues/guid/1149930/)) +- Fixed Trim and Move operations to ensure playable duration is updated upon completion. ([1151894](https://issuetracker.unity3d.com/product/unity/issues/guid/1151894/)) +- Fixed options menu icon that was blurry on high-dpi screens. (1154623) +- Track binding field is now larger. (1153446) +- Fixed issue where an empty Timeline window would create new objects on each repaint. (1142894) +- Fixed an issue causing info text to overlap when displaying multiple lines (when trimming + time scaling, for example). (1150863) +- Fixed duration mode not reverting from "Fixed Length" to "Based On Clips" properly. ([1154034](https://issuetracker.unity3d.com/product/unity/issues/guid/1154034/)) +- Prevented the PlayableGraph from being created twice when playing a timeline in play mode with the Timeline window opened. (1147247) +- Fixed issue where an exception was thrown when clicking on a SignalEmitter with the Timeline window in asset mode. (1146261) +- A timeline will now be played correctly when building a player with Mono and Managed Stripping Level set higher than Low. ([1133182](https://issuetracker.unity3d.com/product/unity/issues/guid/1133182/)) +- The Signal Asset creation dialog will no longer throw exceptions when canceled on macOS. ([1141959](https://issuetracker.unity3d.com/product/unity/issues/guid/1141959/)) +- Fixed issue where the Emit Signal property on a Signal Emitter would not get saved correctly. ([1148709](https://issuetracker.unity3d.com/product/unity/issues/guid/1148709/)) +- Fixed issue where a Signal Emitter placed at the start of a timeline would be fired twice. ([1149653](https://issuetracker.unity3d.com/product/unity/issues/guid/1149653/)) +- Fixed record button state not updating when offset modes are changed. ([1142747](https://issuetracker.unity3d.com/product/unity/issues/guid/1142747/)) +- Cleared invalid assets from the Timeline Clipboard when going into or out of PlayMode. (1144473) +- Copying a Control Clip during play mode no longer throws exceptions. (1141581) +- Going to Play Mode while inspecting a Track Asset will no longer throw exceptions. (1141958) +- Resizing Timeline's window no longer affects the zoom value. ([1147150](https://issuetracker.unity3d.com/product/unity/issues/guid/1147150/)) +- Snap relaxing now responds to Command on Mac, instead of Control. (1149144) +- Clips will no longer randomly disappear when showing or hiding inline curves. (1141661) +- The global/local time referential button will no longer be shown for a top-level timeline. (1080872) +- Playhead will not be drawn above the bottom scrollbar anymore. (1134016) +- Fixed moving a marker on an Infinite Track will keep the track in infinite mode (1141190) +- Fixed zooming in/out will keep the padding at the beginning of the timeline (1030689) +- Fixed marker UI is the same color and size on infinite track (1139370) +- Fixed Disable the possibility to add Markers to tracks of a Timeline that is ReadOnly (1134463) +- Fixed wrong context menu being shown when right-clicking a marker (1133592) +- Fixed creation of override track to work with multiselection (1133592) + +## [1.1.0] - 2019-02-14 +*Compatible with Unity 2019.2* +### Added +- ClipEditor, TrackEditor and MarkerEditor classes users can derive from to control visual appearance of custom timeline clips, tracks and markers using the CustomTimelineEditor attribute. +- ClipEditor.GetSubTimelines to allow user created clips that support sub-timelines in editor +- TimelineEditor.selectedClip and TimelineEditor.selectedClips to set and retrieve the currently selected timeline clips +- IPropertyCollector.AddFromName override that takes a component. +- Warning icons to SignalEmitters when they do not reference an asset +- Ability to mute/unmute a Group Track. +- Mute/Unmute only selected track command added for tracks with multiple layers. +- Animate-able Properties on Tracks and Clips can now be edited through inline curves. +- Added loop override on AnimationTrack clips (1140766) +- ReadOnly/Source Control Lock support for Timeline Scene + +### Changed +- Control Track display to show a particle system icon when particle systems are being controlled +- Animate-able Properties for clips are no longer edited using by "recording"; they are edited through the inline curves just like tracks. +- AudioTrack properties can now be animated through inline curves. +- Changed Marker show/hide to be undoable. Hide will also unselect markers. (1124661) +- Changed SignalReceivers show their enabled state in the inspector. (1131163) +- Changed Track Context Menu to show "Add Signal Emitter" at the top of the list of Marker commands. (1131166) +- Moved "Add Signal Emitter" and "Add Signal Emitter From Asset" commands out of their sub-menu. (1131166) + +### Fixed +- Fixed markers being drawn outside their pane. (1124381) +- Fixed non-public tracks not being recognized by the Timeline Editor. (1122803) +- Fixed keyboard shortcuts for _Frame All_ (default: A) and _Frame Selected_ (default: F) to also apply horizontally ([1126623](https://issuetracker.unity3d.com/product/unity/issues/guid/1126623/)) +- Fixed recording getting disabled when selecting a different GameObject while the Timeline Window is not locked. (1123119) +- Fixed time sync between Animation and Timeline windows when clips have non-default timescale or clip-in values. ([930909](https://issuetracker.unity3d.com/product/unity/issues/guid/930909/)) +- Fixed animation window link not releasing when deleting the timeline asset. (1127425) +- Fixed an exception being raised when selecting both a Track marker and a Timeline marker at the same time. ([1113006](https://issuetracker.unity3d.com/product/unity/issues/guid/1113006/)) +- Fixed the header marker area will so it no longer opens its context menu if it's hidden. (1124351) +- Fixed Signal emitters to show the Signals list when created on override tracks. (1102913) +- Fixed a crash on IL2CPP platforms when the VideoPlayer component is not used. (1129572) +- Fixed Timeline Duration changes in editor not being undoable. (1109279) +- Fixed _Match Offsets_ commands causing improper animation defaults to be applied. (911678) +- Fixed Timeline Inspectors leaving _EditorGUI.showMixedValue_ in the wrong state. ([1123895](https://issuetracker.unity3d.com/product/unity/issues/guid/1123895/)) +- Fixed issue where performing undo after moving items on multiple tracks would not undo some items. (1131071) +- Fixed cog icon in the Signal Receiver inspector being blurry. (1130320) +- Fixed Timeline marker track hamburger icon not being centered vertically. (1131112) +- Fixed detection of signal receivers when track is in a group. (1131811) +- Fixed exception being thrown when deleting Signal entries. (1131065) +- Fixed Markers blocking against Clips when moving both Clips and Markers in Ripple mode. (1102594) +- Fixed NullReferenceException being thrown when muting an empty marker track. (1131106) +- Fixed SignalEmitter Inspector losing the Receiver UI when it is locked and another object is selected. (1116041) +- Fixed Marker and Clip appearing to be allowed to move to another track in Ripple mode. (1131123) +- Fixed issue where the Signal Emitter inspector did not show the Signal Receiver UI when placed on the timeline marker track. (1131811) +- Fixed Replace mode not drawing clips when moved together with a Marker. (1132605) +- Fixed inline curves to retain their state when performing undo/redo or keying from the inspector. ([1125443](https://issuetracker.unity3d.com/product/unity/issues/guid/1125443)) +- Fixed an issue preventing Timeline from entering preview mode when an Audio Track is present an a full assembly reload is performed. (1132243) +- Fixed an issue where the Marker context menu would show a superfluous line at the bottom. (1132662) +- Fixed an issue preventing Timeline asset to be removed from a locked Timeline Window when a new scene is loaded. (1135073) +- Fixed EaseIn/Out shortcut for clips + +## [1.0.0] - 2019-01-28 +*Compatible with Unity 2019.1* +### Added +- This is the first release of Timeline, as a Package +- Added API calls to access all AnimationClips used by Timeline. +- Added support in the runtime API to Animate Properties used by template-style PlayableBehaviours used as Mixers. +- Added Markers. Markers are abstract types that represent a single point in time. +- Added Signal Emitters and Signal Assets. Signal Emitters are markers that send a notification, indicated by a SignalAsset, to a GameObject indicating an event has occurred during playback of the Timeline. +- Added Signal Receiver Components. Signal Receivers are MonoBehaviour that listen for Signals from Timeline and respond by invoking UnityEvents. +- Added Signal Tracks. Signal Tracks are Timeline Tracks that are used only for Signal Emitters. + +### Fixed +- Signal Receiver will no longer throw exceptions when its inspector is locked ([1114526](https://issuetracker.unity3d.com/product/unity/issues/guid/1114526/)) +- Context menu operations will now be applied on all selected tracks (1089820) +- Clip edit mode clutch keys will not get stuck when holding multiple keys at the same time (1097216) +- Marker inspector will be disabled when the marker is collapsed (1102860) +- Clip inspector will no longer throw exceptions when changing values when the inspector is locked (1115984) +- Fixed appearance of muted tracks (1018643) +- Fixed multiple issues where clips and markers were selectable when located under the time ruler and the marker header track ([1117925](https://issuetracker.unity3d.com/product/unity/issues/guid/1117925/), 1102598) +- A marker aligned with the edge of a clip is now easier to select (1102591) +- Changed behaviour of the Timeline Window to apply modifications immediately during Playmode ([922846](https://issuetracker.unity3d.com/product/unity/issues/guid/922846/), 1111908) +- PlayableDirector.played event is now called after entering or exiting Playmode ([1088918](https://issuetracker.unity3d.com/product/unity/issues/guid/1088918/)) +- Undoing a paste track operation in a group will no longer corrupt the timeline (1116052) +- The correct context menu will now be displayed on the marker header track (1120857) +- Fixed an issue where a circular reference warning appeared in the Control Clip inspector even if there was no circular reference (1116520) +- Fixed preview mode when animation clips with root curves are used (case 1116297, case 1116007) +- Added option to disable foot IK on animation playable assets (case 1115652) +- Fixed unevaluated animation tracks causing default pose (case 1109118) +- Fixed drawing of Group Tracks when header is off-screen (case 876340) +- Fixed drag and drop of objects inside a group being inserted outside (case 1011381, case 1014774) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/CHANGELOG.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/CHANGELOG.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..6ecb3ea4a0eaf8d9527eec4873484b84b0b0e2a6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 4a0757ee0236f39489520769ae710288 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples.meta 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Invoker.InvokeWithSelectedClips(); + } + } + + #endregion + + #region declare-sampleMarkerAction + + [MenuEntry("Custom Actions/Sample marker Action")] + public class SampleMarkerAction : MarkerAction + { + public override ActionValidity Validate(IEnumerable markers) + { + return ActionValidity.Valid; + } + + public override bool Execute(IEnumerable items) + { + Debug.Log("Test Action"); + return true; + } + + [TimelineShortcut("SampleMarkerAction", KeyCode.L)] + public static void HandleShortCut(ShortcutArguments args) + { + Invoker.InvokeWithSelectedMarkers(); + } + } + + #endregion + + #region declare-sampleTrackAction + + [MenuEntry("Custom Actions/Sample track Action")] + public class SampleTrackAction : TrackAction + { + public override ActionValidity Validate(IEnumerable tracks) + { + return ActionValidity.Valid; + } + + public override bool Execute(IEnumerable tracks) + { + Debug.Log("Test Action"); + return true; + } + + [TimelineShortcut("SampleTrackAction", KeyCode.H)] + public static void HandleShortCut(ShortcutArguments args) + { + Invoker.InvokeWithSelectedTracks(); + } + } + + #endregion + + #region declare-sampleTimelineAction + + [MenuEntry("Custom Actions/Sample Timeline Action")] + public class SampleTimelineAction : TimelineAction + { + public override ActionValidity Validate(ActionContext context) + { + return ActionValidity.Valid; + } + + public override bool Execute(ActionContext context) + { + Debug.Log("Test Action"); + return true; + } + + [TimelineShortcut("SampleTimelineAction", KeyCode.Q)] + public static void HandleShortCut(ShortcutArguments args) + { + Invoker.InvokeWithSelected(); + } + } + + #endregion + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/ActionExamples.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/ActionExamples.cs.meta 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b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineAttributesExamples.cs @@ -0,0 +1,132 @@ +using System.Collections.Generic; +using UnityEditor.ShortcutManagement; +using UnityEditor.Timeline; +using UnityEditor.Timeline.Actions; +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Timeline; + +namespace DocCodeExamples +{ + class TimelineAttributesExamples_HideAPI + { + #region declare-sampleTrackBindingAttr + + [TrackBindingType(typeof(Light), TrackBindingFlags.AllowCreateComponent)] + public class LightTrack : TrackAsset {} + + #endregion + + #region declare-menuEntryAttribute + + [MenuEntry("Simple Menu Action")] + class SimpleMenuAction : TimelineAction + { + public override ActionValidity Validate(ActionContext actionContext) + { + return ActionValidity.Valid; + } + + public override bool Execute(ActionContext actionContext) + { + return true; + } + } + + [MenuEntry("Menu Action with priority", 9999)] + class MenuActionWithPriority : TimelineAction + { + public override ActionValidity Validate(ActionContext actionContext) + { + return ActionValidity.Valid; + } + + public override bool Execute(ActionContext actionContext) + { + return true; + } + } + + [MenuEntry("My Menu/Menu Action inside submenu")] + class MenuActionInsideSubMenu : TimelineAction + { + public override ActionValidity Validate(ActionContext actionContext) + { + return ActionValidity.Valid; + } + + public override bool Execute(ActionContext actionContext) + { + return true; + } + } + + #endregion + + #region declare-timelineShortcutAttr + + public class ShortcutAction : TimelineAction + { + public override ActionValidity Validate(ActionContext _) + { + return ActionValidity.Valid; + } + + public override bool Execute(ActionContext _) + { + Debug.Log("Action executed."); + return true; + } + + [TimelineShortcut("Test Action", KeyCode.K, ShortcutModifiers.Shift | ShortcutModifiers.Alt)] + public static void HandleShortCut(ShortcutArguments args) + { + Invoker.InvokeWithSelected(); + } + } + + #endregion + + #region declare-applyDefaultUndoAttr + + [ApplyDefaultUndo] + public class SetNameToTypeAction : TrackAction + { + public override ActionValidity Validate(IEnumerable items) + { + return ActionValidity.Valid; + } + + public override bool Execute(IEnumerable items) + { + foreach (TrackAsset track in items) + track.name = track.GetType().Name; + return true; + } + } + + #endregion + + #region declare-customStyleMarkerAttr + + [CustomStyle("MyStyle")] + public class MyMarker : UnityEngine.Timeline.Marker {} + + #endregion + + #region declare-customTimelineEditorAttr + + [CustomTimelineEditor(typeof(MyCustomClip))] + class MyCustomClipEditor : ClipEditor {} + + #endregion + + class MyCustomClip : PlayableAsset + { + public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) + { + return Playable.Null; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineAttributesExamples.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineAttributesExamples.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..cd0be57c54737603f0aa81543582890264a558ca --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineAttributesExamples.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5724bf63aa724f5586275b3153a02a01 +timeCreated: 1600894640 \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineEditorExamples.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineEditorExamples.cs new file mode 100644 index 0000000000000000000000000000000000000000..cace274bfc0d3ea2eaba1fa4cedd2f7acc0d5e5b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineEditorExamples.cs @@ -0,0 +1,16 @@ +using UnityEditor.Timeline; + +namespace DocCodeExamples +{ + class TimelineEditorExamples_HideAPI + { + void RefreshReasonExample() + { + #region declare-refreshReason + + TimelineEditor.Refresh(RefreshReason.ContentsModified | RefreshReason.SceneNeedsUpdate); + + #endregion + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineEditorExamples.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineEditorExamples.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..bc4e72b65af51e8b141fdedcdba9669b47008b38 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TimelineEditorExamples.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6cd9f16fc29247c8af731c6b3b0a990f +timeCreated: 1600965115 \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TrackAssetExamples.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TrackAssetExamples.cs new file mode 100644 index 0000000000000000000000000000000000000000..a2b7f08be7e5427ba2ddc4b89cdd9d40096b9628 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TrackAssetExamples.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using UnityEngine.Timeline; + +namespace DocCodeExamples +{ + class TrackAssetExamples_HideAPI + { + #region declare-trackAssetExample + + [TrackColor(1, 0, 0)] + [TrackBindingType(typeof(Animator))] + [TrackClipType(typeof(AnimationClip))] + public class CustomAnimationTrack : TrackAsset {} + + #endregion + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TrackAssetExamples.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TrackAssetExamples.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..e31650bb50f988d0d2d2c6c5e81b3c5a5477eafa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/DocCodeExamples/TrackAssetExamples.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c9f0489deaf04d0fbcbe45fd50a018f6 +timeCreated: 1600894170 \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/TableOfContents.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/TableOfContents.md new file mode 100644 index 0000000000000000000000000000000000000000..99607679886027e948fb6d089e0ea3628621cb1f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/TableOfContents.md @@ -0,0 +1,62 @@ +* [About Timeline](index.md) + * [Timeline overview](tl_about.md) + * [Using the Timeline window](wf_about.md) + * [Creating a Timeline Asset and Timeline instance](wf_instance.md) + * [Recording basic animation with an Infinite clip](wf_rec_anim.md) + * [Converting an Infinite clip to an Animation clip](wf_conv_infinite.md) + * [Animating a humanoid](wf_char_anim.md) + * [Using an Animation Override track and Avatar masking](wf_mask.md) + * [Nesting Timeline instances](wf_nested.md) + * [Timeline window](tl_window.md) + * [Timeline Preview and Timeline Selector](tl_selector.md) + * [Timeline Playback Controls](tl_play_cntrls.md) + * [Track List and Track Headers](trk_list_about.md) + * [Adding Tracks](trk_add.md) + * [Selecting Tracks](trk_select.md) + * [Duplicating Tracks](trk_dup.md) + * [Deleting Tracks](trk_delete.md) + * [Locking Tracks](trk_lock.md) + * [Muting Tracks](trk_mute.md) + * [Reordering Tracks and Rendering Priority](trk_reorder.md) + * [Using Track Groups](grp_use.md) + * [Collapsing and Expanding Track Groups](grp_hide.md) + * [Locking Track groups](grp_lock.md) + * [Clip Edit modes and the Clips view](clp_about.md) + * [Panning and Zooming the Clips View](clp_pan_zoom.md) + * [Adding Clips](clp_add.md) + * [Inserting Clips](clp_insert.md) + * [Selecting Clips](clp_select.md) + * [Positioning Clips](clp_position.md) + * [Tiling Clips](clp_tile.md) + * [Duplicating Clips](clp_dup.md) + * [Trimming Clips](clp_trim.md) + * [Splitting Clips](clp_split.md) + * [Resetting Clips](clp_reset.md) + * [Changing Clip Play Speed](clp_speed.md) + * [Setting Gap Extrapolation](clp_gap_extrap.md) + * [Easing-in and Easing-out Clips](clp_ease.md) + * [Blending Clips](clp_blend.md) + * [Matching clip offsets](clp_match.md) + * [Curves View](crv_about.md) + * [Hiding and Showing Curves](crv_hide.md) + * [Navigating the Curves View](crv_nav.md) + * [Selecting Keys](crv_keys_sel.md) + * [Adding Keys](crv_keys_add.md) + * [Editing Keys](crv_keys_edit.md) + * [Changing Interpolation and Shape](crv_keys_interp.md) + * [Deleting Keys](crv_keys_del.md) + * [Timeline Settings](tl_settings.md) + * [Timeline Inspector](insp_about.md) + * [Setting Timeline Properties](insp_tl.md) + * [Setting Track Properties](insp_trk.md) + * [Activation Track Properties](insp_trk_act.md) + * [Animation Track Properties](insp_trk_anim.md) + * [Setting Clip Properties](insp_clp.md) + * [Activation Clip Properties](insp_clp_act.md) + * [Animation Clip Common Properties](insp_clp_anim_com.md) + * [Animation Clip Playable Asset Properties](insp_clp_anim_plyb.md) + * [Audio Clip Properties](insp_clp_aud.md) + * [Control Clip Common Properties](insp_clp_ctrl_com.md) + * [Control Clip Playable Asset Properties](insp_clp_ctrl_plyb.md) + * [Playable Director Component](play_director.md) + * [Timeline Glossary](tl_gloss.md) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_about.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_about.md new file mode 100644 index 0000000000000000000000000000000000000000..5241fda2ed0ca2ab866030eac48e303c20bf8685 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_about.md @@ -0,0 +1,101 @@ +# Clip Edit modes and the Clips view + +Use the Clips view to add, position, and manipulate clips on each track in the Track list. The selected Clip Edit mode determines how clips interact when you add, move, or delete them. + +![The Clip Edit modes (green) and the Clips view (red)](images/timeline_clips_view.png) + +_The Clip Edit modes (green) and the Clips view (red)_ + +## Clips and the Clips view + +In the Clips view, each clip has a colored accent line that identifies the type of clip: + +* Activation clips are green. +* Animation clips are blue. +* Audio clips are orange. +* Control clips are turquoise. +* Playable clips are white. + +A clip based on data, such as an Animation clip or an Audio clip, displays arrows that indicate when the clip has been trimmed to exclude part of its source animation, waveform, or other data. For example, if an Animation clip uses only part of its full key animation, white arrows indicate that key animation exists before the start or after the end of the clip. + +![Small arrows (circled) indicate that data exists before the start or after the end of the area defined by the clip](images/timeline_clips_arrows.png) + +_Small arrows (circled) indicate that data exists before the start or after the end of the area defined by the clip_ + +To resize a clip and view its hidden data, either right-click the clip and select **Match Content** from the context menu, or select the clip and modify its clip timing properties in the Inspector window. When you resize a clip, the selected Clip Edit mode determines how the surrounding clips are affected. + +## Clip Edit modes + +Select a Clip Edit mode to choose how clips are added, positioned, and trimmed within the Clips view, or when modifying clip timing properties in the Inspector window. There are three Clip Edit modes that affect most clip editing features: Mix mode (default), Ripple mode, and Replace mode. + +![Clip Edit modes are Mix (default and selected), Ripple, and Replace mode](images/timeline_zoomed_clip_edit_modes.png) + +_Clip Edit modes are Mix (default and selected), Ripple, and Replace mode_ + +You can also temporarily switch between Clip Edit modes. This is useful if, for example, you want to temporarily use Ripple mode to offset the content of a track while you position clips. To temporarily switch between Clip Edit modes, hold down the following keyboard keys: + +* Hold 1 to temporarily switch to Mix mode. +* Hold 2 to temporarily switch to Ripple mode. +* Hold 3 to temporarily switch to Replace mode. + +### Mix mode + +Use Mix mode to add, position, and trim clips without moving or replacing adjacent clips. Mix mode creates blends between intersecting clips. Mix mode is the default Clip Edit mode. + +![Timeline window with Mix mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip.](images/timeline_mix_mode_position_cursor.png) + +_Timeline window with Mix mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip._ + +In Mix mode, when you hover over a selected clip in the Clips view, the cursor changes to indicate the action that you can perform. The action depends on the part of the clip that you hover over: + +* When you hover over the start of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the start of the clip. +* When you hover over the middle of a selected clip, the cursor changes to a position cursor and indicates the area to drag to position the clip. +* When you hover over the end of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the end of the clip. + +In Mix mode, if you drag to trim or position a clip and it intersects another clip, the cursor changes to a white arrow that points towards the blend being created. There are three possible cursors depending on whether the blend is created at the beginning of the clip, at the end of the clip, or at both the beginning and end of the clip. + +![The white arrow cursor indicates that dragging Clip 2A to the right creates a blend, at the end of the clip, between Clip 2A and Clip 2B.](images/timeline_mix_mode_blend_arrow.png) + +_The white arrow cursor indicates that dragging Clip 2A to the right creates a blend, at the end of the clip, between Clip 2A and Clip 2B._ + +### Ripple mode + +Use Ripple mode to add, position, and trim a clip while affecting the subsequent clips on the same track. Positioning or trimming clips in Ripple mode preserves the gaps between subsequent clips. + +![Timeline window with Ripple mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip.](images/timeline_ripple_mode.png) + +_Timeline window with Ripple mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip._ + +In Ripple mode, when you hover over a selected clip in the Clips view, the cursor changes to indicate the action that you can perform. The actions and areas are similar to Mix mode: + +* When you hover over the start of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its start. +* When you hover over the middle of a clip, the cursor changes to a position cursor and indicates the area to drag to position the clip. +* When you hover over the end of a clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its end. + +In Ripple mode, when you click and drag to trim or position a clip, the cursor switches to a yellow arrow that points towards the affected clips and gaps. A yellow line indicates the ripple point. When you drag to trim a clip, dragging left and right changes the duration of the selected clip and repositions subsequent clips and gaps after the ripple point. + +![For example, the yellow arrow cursor indicates that trimming the start of Clip 2A in Ripple mode changes the clip duration and affects the clips and gaps after the ripple point: Clip 2B and Clip 2C.](images/timeline_ripple_mode_yellow_arrow.png) + +_For example, the yellow arrow cursor indicates that trimming the start of Clip 2A in Ripple mode changes the clip duration and affects the clips and gaps after the ripple point: Clip 2B and Clip 2C.]_ + +### Replace mode + +Use Replace mode to add, position, and trim a clip while cutting or replacing intersecting clips. + +![Timeline window with Replace mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip.](images/timeline_replace_mode.png) + +_Timeline window with Replace mode as the selected Clip Edit mode. The position cursor (circled) indicates where you drag to position the clip._ + +In Replace mode, when you hover over a selected clip in the Clips view, the cursor changes to indicate the action that you can perform. The actions and areas are similar to Mix mode: + +* When you hover over the start of a selected clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its start. +* When you hover over the middle of a clip, the cursor changes to a position cursor and indicates the area to drag to position the clip. +* When you hover over the end of a clip, the cursor changes to a trim cursor. The trim cursor indicates the area to drag to trim the clip relative to its end. + +In Replace mode, when you drag to position a clip, the clip becomes translucent so that you can view overlapping clips. If the clip being positioned overlaps other clips, the cursor changes to a red arrow and red replacement lines indicate where each overlap occurs. Releasing the clip cuts the underlying clip at each red overlap. + +![For example, the red arrow cursor indicates that dragging Clip 2A to the right overlaps Clip 2B. Releasing the clip cuts Clip 2B at the point where the overlap occurs.](images/timeline_replace_mode_red_cut.png) + +_For example, the red arrow cursor indicates that dragging Clip 2A to the right overlaps Clip 2B. Releasing the clip cuts Clip 2B at the point where the overlap occurs._ + +In Replace mode, trimming a clip is similar to positioning a clip. When you drag to trim a clip and it intersects another clip, the cursor changes to a red arrow and a red replacement line indicates where the overlap occurs. Releasing the trim cuts the intersecting clip at the red replacement line. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_add.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_add.md new file mode 100644 index 0000000000000000000000000000000000000000..6994652943a7057727af5d00859e49f847512b47 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_add.md @@ -0,0 +1,21 @@ +# Adding clips + +The Timeline window supports different methods of adding clips to tracks, depending on the type of track, where you click, and whether a clip or track is already selected. + +The quickest method to add a clip is to right-click on an empty area within a track and select the appropriate Add option from the context menu. Depending on the track, the options for adding a clip change. + +![Context menu for adding an Activation clip](images/timeline_clips_view_adding.png) + +_Context menu for adding an Activation clip._ + +There are other ways to add clips: + +* Select a clip option from the Track menu in the Track Header to add a clip at the location of the Timeline Playhead. +* Drag an animation Source Asset from the Project window to an empty area in the Timeline window to automatically create an Animation track and add an Animation clip. +* Drag an animation Source Asset from the Project window to an existing track in the Timeline window to add an Animation clip to the same track. +* Drag an audio Source Asset from the Project window to an empty area in the Timeline window to automatically create an Audio track and add an Audio clip. +* Drag a GameObject with a PlayableDirector component to create a nested Timeline instance. This automatically creates a Control track and adds a Control clip for the nested Timeline instance. +* Drag a Prefab from the Project window to an empty area in the Timeline window to add a Prefab instance to your Timeline instance. This automatically creates a Control track and adds a Control clip for the Prefab instance. +* Drag a GameObject with a Particle component to add a particle effect to your Timeline instance. This automatically creates a Control track and adds a Control clip for the duration of the Particle effect. + +When you add a clip, the [selected Clip Edit mode](clp_about.md) determines how the added clip interacts with surrounding clips. For example, if you add an Animation clip or an Audio clip in Mix mode and the added clip intersects a clip on the same track, Timeline [creates a blend](clp_blend.md). diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_blend.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_blend.md new file mode 100644 index 0000000000000000000000000000000000000000..8738729c4575138647980fc7b99ce50166325c29 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_blend.md @@ -0,0 +1,37 @@ +# Blending clips + +Blend two clips on the same track to create a smooth transition between two Animation clips, two Audio clips, or two Playable clips. To blend two clips, select the Mix Clip Edit mode and position or trim one clip until it overlaps an adjacent clip. + +In a blend, the first clip is referred to as the **outgoing clip** and the second clip is referred to as the **incoming clip**. The area where the outgoing clip transitions to the incoming clip is referred to as the **blend area**. The blend area sets the duration of the transition. + +![The blend area shows the transition between the outgoing clip and incoming clip](images/timeline_clip_blend_area.png) + +_The blend area shows the transition between the outgoing clip and incoming clip_ + +Although the Clips view represents a blend area as a single linear curve, the transition between clips is actually comprised of two blend curves. The blend curve for the outgoing clip is referred to as the **Blend Out** curve. The blend curve for the incoming clip is referred to as the **Blend In** curve. By default, each blend curve is automatically set to an ease-in and ease-out curve. + +![Use Blend Curves to customize the blend area](images/timeline_inspector_blend_curves.png) + +_Use Blend Curves to customize the blend area_ + +Use the **Blend Curves** in the Inspector window to change the shape for either the Blend In or Blend Out curve of the selected clip. However, the Inspector window only allows you to edit the properties of one clip at a time. You cannot simultaneously customize both blend curves from the same blend area. + +To customize the **Blend Curves** for the transition between two clips: + +1. Select the outgoing clip to customize its Blend Out curve (labelled **Out**). +2. Select the incoming clip to customize its Blend In curve (labelled **In**). + +To customize either the Blend Out curve or Blend In curve, use the drop-down menu to switch from **Auto** to **Manual**. With **Manual** selected, the Inspector window shows a preview of the blend curve. Click the curve preview to open the Curve Editor below the Inspector window. + +![Select Manual and click the curve preview to open the Curve Editor](images/timeline_inspector_curve_editor.png) + +_Select Manual and click the curve preview to open the Curve Editor_ + +Use the Curve Editor to customize the shape of the blend curve. By default, the blend curve includes a key at the beginning of the curve and a key at the end of the curve. The Curve Editor provides the following different methods of modifying the blend curve: + +* Select the key at the start or end of the blend curve and use the tangent handles to adjust the interpolation between keys. +* Add additional keys to change the shape of the blend curve by adding more interpolation points. Adding keys in the Curve Editor is the same as [adding keys in the Curves view](crv_keys_add.md). +* Right-click a key to delete or edit the key. Editing keys in the Curve Editor is the same as [editing keys in the Curves view](crv_keys_edit.md). Note that you cannot delete the first and last keys. +* Select a shape template from the bottom of the Curve Editor. + +The Curve Editor also includes shape templates based on whether you are modifying the Blend In curve or the Blend Out curve. Select a shape template to change the blend curve to the selected shape template. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_dup.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_dup.md new file mode 100644 index 0000000000000000000000000000000000000000..e8e712ff28105b4001d18ef33c82415cb0bed34c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_dup.md @@ -0,0 +1,23 @@ +# Duplicating clips + +There are many ways to duplicate clips in the Clips view: + +* Select a clip or multiple clips. Right-click in the Clips view and select **Duplicate** from the context menu. +* Select a clip or multiple clips. Hold Command/Control and press D. +* Right-click an unselected clip and choose **Duplicate** from the context menu. + +Duplicating clips copies each selected clip and places the duplicates after the last clip on the same track. If you duplicate clips used in a blend or clips separated by a gap, the blend or gap is also duplicated. + +If you duplicate an Animation clip that uses a recorded clip as its Source Asset, the recorded clip is also duplicated. The duplicate of the recorded clip only appears in your Project after you save the Scene or Project. For example, the following images demonstrates what happens if you duplicate an Animation clip named "Clip 2B" that uses the recorded clip named "Recorded (3)". + +![Select the"Clip 2B", hold Command/Control and press D to duplicate](images/timeline_clip_duplicate_clip_before.png) + +_Select the"Clip 2B", hold Command/Control and press D to duplicate_ + +![A duplicate Animation clip is placed at the end of the same track. The recorded clip associated with "Clip 2B" is also duplicated.](images/timeline_clip_duplicate_clip_after.png) + +_A duplicate Animation clip is placed at the end of the same track. The recorded clip associated with "Clip 2B" is also duplicated._ + +![The new "Recorded (6)" recorded clip appears in the Project window after you save the Scene or Project](images/timeline_clip_duplicate_project.png) + +_The new "Recorded (6)" recorded clip appears in the Project window after you save the Scene or Project_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_ease.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_ease.md new file mode 100644 index 0000000000000000000000000000000000000000..956da529a2062105e5df64bfcd43e2eb975a3084 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_ease.md @@ -0,0 +1,73 @@ +# Easing-in and easing-out clips + +Ease-in and ease-out a clip to create a smooth transition between a clip and its surrounding gaps. To create an ease-in or ease-out transition, select a clip and, in the Inspector window, set either the **Ease In Duration** or the **Ease Out Duration**. + +![Use Ease In Duration and Ease Out Duration to smoothly transition into and out of the selected clip.](images/timeline_inspector_ease_in_out.png) + +_Use Ease In Duration and Ease Out Duration to smoothly transition into and out of the selected clip._ + +Ease-in and ease-out transitions create different effects, depending on the track: + +* On an Animation track or an Animation Override track, ease-in to an Animation clip to create a smooth transition between the animation in the gap before the clip and the Animation clip. Ease-out of an Animation clip to create a smooth transition between the Animation clip and the animation in the gap after the clip. For information on the factors that determine what animation occurs in the gap before and after an Animation clip, see [Setting gap extrapolation](clp_gap_extrap.md). + +* On an Audio track, ease-in to an Audio clip to fade in the volume of the audio waveform. Ease-out of an Audio clip to fade out the volume of the audio waveform specified by the Audio clip. + +* On a Playable track, ease-In to a Playable clip to fade in the effect or script in the Playable clip. Ease-out of a Playable clip to fade out the effect or script in the Playable clip. + +![Ease-in and ease-out an Animation clip to transition between its animation and its gaps. Timeline represents ease-in and ease-out transitions as a linear curve.](images/timeline_clip_ease_in_out.png) + +_Ease-in and ease-out an Animation clip to transition between its animation and its gaps. Timeline represents ease-in and ease-out transitions as a linear curve._ + +Although the Clips view represents an ease-in or ease-out transition as a single linear curve, every ease-in or ease-out transition is actually set to a gradually easing-in or easing-out curve by default. To change the shape of either the ease-in curve (labelled **In**) or the ease-out (labelled **Out**) curve, use the **Blend Curves** in the Inspector window. + +![Use the Blend Curves to customize ease-in or ease-out transitions](images/timeline_inspector_blend_curves.png) + +_Use the Blend Curves to customize ease-in or ease-out transitions_ + +Note that the **Blend Curves** might affect the blend area used for blending between two clips. The **Ease In Duration** and **Ease Out Duration** properties indicate whether the **Blend Curves** affect an ease-in or ease-out transition, or a blend. For example, If the **Ease Out Duration** is editable, then the Blend Out curve (labelled **Out**) affects the curve used by an ease-out transition. If the **Ease Out Duration** is not editable, then the Blend Out curve (labelled **Out**) affects the outgoing clip in a blend between two clips. + +![Ease Out Duration is not editable, therefore the **Out** curve affects the blend area between two clips](images/timeline_inspector_ease_in_blend_out.png) + +_Ease Out Duration is not editable, therefore the **Out** curve affects the blend area between two clips_ + +To customize either the ease-in or ease-out transition, use the drop-down menu to switch from **Auto** to **Manual**. With **Manual** selected, the Inspector window shows a preview of the blend curve. Click the curve preview to open the Curve Editor below the Inspector window. + +![Select Manual and click the preview to open the Curve Editor](images/timeline_inspector_curve_editor.png) + +_Select Manual and click the preview to open the Curve Editor_ + +The Curve Editor is the same editor that is used to customize the shape of the blend curves when [blending between clips](clp_blend.md). + +When creating an ease-in or an ease-out transition with Animation clips, the Animation clip blends between its gaps and the Animation clip. The following factors affect the values of animated properties in the gaps surrounding an Animation clip: + +* The [pre-extrapolate and post-extrapolate settings](clp_gap_extrap.md) for the Animation clip and for other Animation clips on the same track. +* Animation clips on other Animation tracks that are bound to the same GameObject. +* The position or animation of the GameObject in the Scene, outside the Timeline Asset. + +## Gap extrapolation and easing clips + +To successfully ease-in or ease-out an Animation clip, gap extrapolation must not be set based on the Animation clip being eased-in or eased-out. Gap extrapolation must either be set to **None** or set by another Animation clip. + +For example, the following ease-in transition has no effect because the Pre-Extrapolate for the Victory_Dance clip is set to **Hold**. This means that the ease-in creates a transition between the first frame of the Animation clip and the rest of the Animation clip. + +![The gap is set to **Hold** from the Animation clip (circled). The ease-in transition has no effect.](images/timeline_clip_ease_in_bad_gap.png) + +_The gap is set to **Hold** from the Animation clip (circled). The ease-in transition has no effect._ + +![To ease-in from the Idle clip, set pre-extrapolate for the Victory_Dance clip to **None**. The ease-in gap uses the post-extrapolate mode from the Idle clip (circled).](images/timeline_clip_ease_in_good_gap.png) + +_To ease-in from the Idle clip, set pre-extrapolate for the Victory_Dance clip to **None**. The ease-in gap uses the post-extrapolate mode from the Idle clip (circled)._ + +## Overriding Animation tracks with ease-in and ease-out transitions + +Use two Animation tracks bound to the same GameObject to create a smooth transition between two Animation clips. + +For example, if two Animation tracks are bound to the same GameObject and a clip on the second track contains an ease-in transition, the ease-in transition creates a smooth transition between the animation on the previous track and the animation on the second track. + +![Example of using two Animation tracks, bound to the same GameObject, to create smooth transitions between Animation clips.](images/timeline_clip_ease_in_override_track.png) + +_Example of using two Animation tracks, bound to the same GameObject, to create smooth transitions between Animation clips._ + +In this example, the Animation clip on the first track is a repeated idle cycle where the humanoid GameObject stands still. The Animation clip in the second track eases-in the Victory_Dance motion and eases-out to return back to the idle cycle + +To successfully override animation on a previous track, the gap extrapolation for the second track must be set to **None** so that the animation data in the gap is taken from the previous track bound to the same GameObject. The ease-in and ease-out transitions use this animation data. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_gap_extrap.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_gap_extrap.md new file mode 100644 index 0000000000000000000000000000000000000000..fd53f9cd9b496777cf63e661952921eba114b001 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_gap_extrap.md @@ -0,0 +1,46 @@ +# Setting gap extrapolation + +Gap extrapolation refers to how an Animation track approximates animation data in the gaps before and after an Animation clip. + +The main purpose for extrapolating animation data in the gaps between Animation clips is to avoid animation anomalies. Depending on the GameObject bound to the Animation track, these anomalies could be a GameObject jumping between two transformations, or a humanoid jumping between different poses. + +Each Animation clip has two gap extrapolation properties: **Pre-Extrapolate**, which controls how animation data is approximated in the gap before an Animation clip, and **Post-Extrapolate**, which controls how animation data extends in the gap after an Animation clip. + +By default, Timeline sets both extrapolation properties to **Hold**. This sets the gap before the Animation clip to the animation on the first frame, and the gap after the Animation clip to the animation on the last frame. Each gap "holds" the animation at a certain frame. Icons before and after an Animation clip indicate the selected extrapolation modes. + +![Icons indicate the pre-extrapolate and post-extrapolate modes](images/timeline_gap_extrap_icons.png) + +_Icons indicate the pre-extrapolate and post-extrapolate modes_ + +When an Animation track contains a gap between two Animation clips, the **Post-Extrapolate** property of the left clip sets the gap extrapolation. If the **Post-Extrapolate** property of the clip to the left of a gap is set to **None**, the **Pre-Extrapolate** property of the right clip sets the gap extrapolation. Icons before and after Animation clips indicate whether the extrapolation for a gap is taken from the **Post-Extrapolate** property of the clip to the left or from the **Pre-Extrapolate** property of the clip to the right. + +![First track (red box): gap extrapolation from Post-Extrapolate of the left clip. Third track (blue box): gap extrapolation from Pre-Extrapolate of the right clip.](images/timeline_gap_extrap_two_tracks.png) + +_First track (red box): gap extrapolation from Post-Extrapolate of the left clip. Third track (blue box): gap extrapolation from Pre-Extrapolate of the right clip._ + +To change the Pre-Extrapolate and Post-Extrapolate properties, select the Animation clip and use the Animation Extrapolation properties in the Inspector window. + +![Use Pre-Extrapolate and Post-Extrapolate to set the extrapolation modes for the selected Animation clip](images/timeline_inspector_anim_extrap.png) + +_Use Pre-Extrapolate and Post-Extrapolate to set the extrapolation modes for the selected Animation clip_ + +The Pre-Extrapolate property is hidden when one of the following is true: + +* The gap before the Animation clip is set by the Post-Extrapolation mode of the previous clip. +* There is no gap before the Animation clip. + +Use the Pre-Extrapolation property to set the gap extrapolation of the gap before the selected Animation clip to one of the following options: + +* **None**: Turns off pre-extrapolation. In the gap before the selected Animation clip, the GameObject uses its transform, pose, or state from the Scene. Select **None** if, for example, you want to create an ease-in between the motion of a GameObject in the Scene and an Animation clip. See [Easing-in and Easing-out Clips](clp_ease.md) for details. +* **Hold** (default): In the gap before the selected Animation clip, the GameObject bound to the Animation track uses the values assigned at the start of the Animation clip. +* **Loop**: In the gap before the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation as a forward loop: from start to end. To offset the start of the loop, use the **Clip In** property. +* **Ping Pong**: In the gap before the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation forwards, then backwards. Use the **Clip In** property to offset the start of the loop. Changing the **Clip In** property affects the start of the loop when looping forward, and the end of the loop when looping backwards. +* **Continue**: In the gap before the selected Animation clip, the GameObject bound to the Animation track either holds or loops the animation based on the settings of the Source Asset. For example, if the selected Animation clip uses the motion file "Recorded(2)" as its Source Asset and "Recorded(2)" is set to **Loop**, then selecting **Continue** loops the animation according to the "Recorded(2)" Loop Time settings. + +Use the Post-Extrapolate property to set the gap extrapolation of the gap after the selected Animation clip to one of the following options: + +* **None**: Turns off post-extrapolation. In the gap after the selected Animation clip, the GameObject uses its transform, pose, or state from the Scene. Selecting **None** is useful if, for example, you want to create an ease-out between an Animation clip and the motion of a GameObject in the Scene. See [Easing-in and Easing-out Clips](clp_ease.md) for details. +* **Hold** (default): In the gap after the selected Animation clip, the GameObject bound to the Animation track uses the values assigned at the end of the Animation clip. +* **Loop**: In the gap after the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation as a forward loop: from start to end. To offset the start of the loop, use the **Clip In** property. +* **Ping Pong**: In the gap after the selected Animation clip, the GameObject bound to the Animation track repeats the entire animation forwards, then backwards. Use the **Clip In** property to offset the start of the loop. Changing the **Clip In** property affects the start of the loop when looping forward, and the end of the loop when looping backwards. +* **Continue**: In the gap after the selected Animation clip, the GameObject bound to the Animation track either holds or loops the animation based on the settings of the Source Asset. For example, if the selected Animation clip uses the motion file "Recorded(2)" as its Source Asset and "Recorded(2)" is set to **Loop**, then selecting **Continue** loops the animation according to the "Recorded(2)" Loop Time settings. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_insert.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_insert.md new file mode 100644 index 0000000000000000000000000000000000000000..b2da02ce4be3c6d8daa3cc6a89c00a19fb4097c3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_insert.md @@ -0,0 +1,24 @@ +# Inserting clips + +The Timeline window supports different methods of inserting clips depending on the type of track, where you click, and whether a clip or track is already selected. In the Timeline window, inserting clips refers to adding and making space for a clip without blending or replacing intersecting clips. + +To accurately insert a clip, select Ripple mode as the Clip Edit mode, and position the Timeline Playhead to set the insertion point. Select **Add From Animation Clip** from the Track menu for the track where you want to insert the clip. + +![Accurately insert a clip with the Ripple mode (red circle), the Timeline Playhead (green box), and the Add From Animation Clip in the Track menu](images/timeline_clips_view_inserting_before.png) + +_Accurately insert a clip with the Ripple mode (red circle), the Timeline Playhead (green box), and the Add From Animation Clip in the Track menu_ + +In the above example, the Timeline Playhead is the insertion point. You can specify the insertion point using these other methods: + +* Right-click within a gap and add a clip with the context menu. The insertion point is where you right-click. +* Drag a Source Asset (animation or audio) to a track in the Clips view. The insertion point is where you stop dragging. + +The location of the insertion point determines where the clip is inserted and how it affects the other clips and gaps on the same track: + +* If the insertion point intersects a clip, the inserted clip is added at the insertion point. The intersected clip, and all subsequent clips and gaps, are rippled after the inserted clip. +* If the insertion point is within a gap and there is enough space between the insertion point and the next clip, then the inserted clip is added to the gap. The other clips on the track are not affected. +* If the insertion point is within a gap and the inserted clip overlaps the next clip, the inserted clips is added at the insertion point. The next clip, and all subsequent clips and gaps, are rippled to accommodate the inserted clip. + +![For example, inserting a clip at the Timeline Playhead ripples Clip 1B to accommodate the 36 frame Run clip.](images/timeline_clips_view_inserting_after.png) + +_For example, inserting a clip at the Timeline Playhead ripples Clip 1B to accommodate the 36 frame Run clip._ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_match.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_match.md new file mode 100644 index 0000000000000000000000000000000000000000..9032e9be775449a7a545f222902ca31bb5353490 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_match.md @@ -0,0 +1,41 @@ +# Matching clip offsets + +Every Animation clip contains key animation, or motion, that animates the GameObject, or humanoid, bound to the Animation track. + +When you add an Animation clip to an Animation track, its key animation or motion does not automatically begin where the previous clip ends. The key animation or motion also does not end where the next clip begins. By default, each Animation clip begins at the position and rotation of the GameObject, or humanoid, at the beginning of the Timeline instance. + +![An animation sequence of three Animation clips.](images/timeline_match_prematch_clips.png) + +_An animation sequence of three Animation clips._ + +For example, three Animation clips create an animation sequence that starts with a clip of a standing humanoid that starts to run, then turns left, and finally comes to a stand still. + +Each Animation clip begins at the position and rotation of the humanoid at the start of the Timeline instance, indicated by a red arrow in the Scene view below. The three Animation clips, Stand2Run, RunLeft, and Run2Stand, end at the green, blue, and yellow arrows, respectively. + +![](images/timeline_match_prematch_scene.png) + +For an animation sequence to flow seamlessly between adjacent Animation clips, you must match each Animation clip with its previous clip or next clip. Matching clips adds a position and rotation offset for each Animation clip. The position and rotation offsets are named **Clip Transform Offsets** and they [can be set manually](insp_clp_anim_plyb.md) or automatically. The following sections describe how to automatically match two or many Animation clips. + +## Matching two clips + +To match the clip offsets between two clips, right-click the Animation clip that you want to match. From the context menu, select either **Match Offsets to Previous Clip** or **Match Offsets to Next Clip**. + +![Matching an Animation clip with the next clip](images/timeline_match_clip_two.png) + +_Matching an Animation clip with the next clip_ + +For example, right-click the middle Animation clip, named "RunLeft", and select **Match Offsets To Next Clip** to match its offsets to the next clip + +When you are matching offsets for a single Animation clip, you don’t need to select the Animation clip first, but you must right-click the Animation clip that you want to match. For example, if you right-click an Animation clip that is not selected, Timeline matches the clicked clip and ignores the selected Animation clips. + +The context menu only displays the match options available for the clicked Animation clip. For example, if there is a gap **before** the clicked Animation clip, only the **Match Offsets to Next Clip** menu item is available. + +## Matching many clips + +To match the clip offsets of many clips, select the adjacent Animation clips that you want to match and right-click one of the selected clips. From the context menu, select either **Match Offsets to Previous Clip** or **Match Offsets to Next Clip**. + +![Matching many clips with previous clips](images/timeline_match_clip_many.png) + +_Matching many clips with previous clips_ + +For example, select the "RunLeft" and "Run2Stand" clips. Right-click one of the selected clips, and select **Match Offsets to Previous Clips**, to match the "RunLeft" clip with the previous "Stand2Run" clip, and to match "Run2Stand" with the previous "RunLeft" clip. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_pan_zoom.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_pan_zoom.md new file mode 100644 index 0000000000000000000000000000000000000000..8b1599cf601a38f08a3feeb93966049ebc3e6e06 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_pan_zoom.md @@ -0,0 +1,23 @@ +# Panning and zooming the Clips view + +Use either the keyboard or the zoombar to pan and zoom the contents of the Clips view. There are many ways to pan, zoom, or frame clips in the Clips view with the keyboard: + +* To pan, either middle-drag, or hold Alt and drag. +* To frame all selected clips, [select clips](clp_select.md) then press F. +* To frame all clips, press A. +* To zoom horizontally, move the scroll-wheel. +* To zoom vertically, hold Command/Control and move the scroll-wheel. + +When you horizontally zoom the Clips view, the zoombar indicates the level of zoom. The zoombar is the horizontal bar at the bottom of the Clips view that zooms and pans the section of the Timeline instance or Timeline Asset that is shown in the Clips view. + +![The zoombar (inside the red box) and the zoombar handles (shown by the green arrows). The zoombar thumb is the area between the two zoombar handles.](images/timeline_zoombar.png) + +_The zoombar (inside the red box) and the zoombar handles (shown by the green arrows). The zoombar thumb is the area between the two zoombar handles._ + +There are many ways to pan and zoom with the zoombar: + +* To pan, drag the zoombar thumb left or right. +* To jump to a section of the Timeline instance or Timeline Asset, click on an empty area of the scrollbar, on either side of the zoombar. +* To zoom in or zoom out, drag either zoombar handle. Dragging a zoombar handle also resizes the zoombar thumb. + +On the zoombar thumb, a white line indicates the location of the Timeline Playhead. Use this line to see where the Timeline Playhead is in relation to the zoom level and the part of the Timeline instance shown in the Clips view. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_position.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_position.md new file mode 100644 index 0000000000000000000000000000000000000000..1be05138ac66c64fd0b8a5dad0ef41fb8ad8f55c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_position.md @@ -0,0 +1,57 @@ +# Positioning clips + +To position a clip, select Mix mode as the Clip Edit mode. Select a clip and hover over the middle of the clip. When the cursor changes to a position cursor, click and drag the clip to its new position. + +While dragging, black lines indicate the selection of clips being positioned. The Timeline ruler shows the start time and end time of the selected clips being positioned. + +![Select Mix mode (circled). Select and drag to position a clip.](images/timeline_clips_positioning.png) + +_Select Mix mode (circled). Select and drag to position a clip._ + +By default, when you drag to position clips, both Snap to Frame and Edge Snap are enabled in the Clips view. You can change these snap settings in the [Timeline Settings](tl_settings.md) menu. + +You can also move a clip to another track of the same type. Drag the clip off of its current track and a white ghost indicates where the clip will be moved. If you drag a clip to an area where the clip cannot be placed, the ghost changes to red indicating that you cannot release the clip in that area. For example, you cannot drag a clip where there is no track. + +![The ghost of the selection being moved is drawn in red if you attempt to move a clip to an invalid area](images/timeline_clips_position_invalid.png) + +_The ghost of the selection being moved is drawn in red if you attempt to move a clip to an invalid area_ + +You can position a selection of clips on the same track, or on different tracks. You are not limited to positioning one clip at a time. The same edge snapping rules and invalid area restrictions apply when positioning a selection of clips on many tracks. + +## Positioning clips with the Inspector window + +You can use the [Inspector window to position clips](insp_clp.md). To position a clip with the Inspector window, select a clip and use the Clip Timing properties in the Inspector window to change its **Start** property. + +![Clip Timing properties for an Animation clip](images/timeline_clips_anim_clip_timing.png) + +_Clip Timing properties for an Animation clip_ + +The effect that changing the Start value has on adjacent clips depends on the selected Clip Edit mode. + +## Positioning clips in different Clip Edit modes + +You are not restricted to positioning clips with Mix mode as the selected Clip Edit mode. You can also position clips in Ripple mode and in Replace mode. The difference is the effect each Clip Edit mode has on adjacent clips on the tracks where clips are being moved: + +* Positioning clips in Mix mode creates blends between intersecting clips. +* Positioning clips in Ripple mode ripples subsequent clips, respecting the gaps between clips. +* Positioning clips in Replace mode cuts or replaces intersecting clips. + +## Positioning clips with the Timeline Playhead + +You can position clips by inserting frames at the position of the Timeline Playhead. To do this, move the Timeline Playhead to where you want to insert frames. + +![To insert frames starting at frame 40, move the Timeline Playhead to frame 40](images/timeline_playhead_insert_before.png) + +_To insert frames starting at frame 40, move the Timeline Playhead to frame 40_ + +Right-click the Timeline Playhead on the Timeline ruler above the Clips view, choose **Insert** > **Frame**, and a number of frames. + +![To insert 25 frames, right-click the Timeline Playhead and select **Insert** > **Frame**, then 25 Frames](images/timeline_playhead_insert_menu.png) + +_To insert 25 frames, right-click the Timeline Playhead and select **Insert** > **Frame**, then 25 Frames_ + +This inserts frames in the Timeline Asset at the position of the Timeline Playhead. Inserting frames only repositions the clips that start **after** the position of the Timeline Playhead. + +![Only the clips that start after the Timeline Playhead are moved. In this example, inserting 25 frames at frame 40 affects Clip 1B, Clip 2B, and Clip 2C.](images/timeline_playhead_insert_25_after.png) + +_Only the clips that start after the Timeline Playhead are moved. In this example, inserting 25 frames at frame 40 affects Clip 1B, Clip 2B, and Clip 2C._ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_reset.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_reset.md new file mode 100644 index 0000000000000000000000000000000000000000..3393699668026608acb8ad6d3a20edd40a6f4288 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_reset.md @@ -0,0 +1,18 @@ +# Resetting clips + +You can reset the duration and speed of a clip. Resetting a clip **does not reset** the following properties: + +* Start +* Ease In Duration and Ease Out Duration +* Animation Extrapolation settings +* Blend Curves + +To reset a clip, right-click the clip and select **Editing** from the context menu. Then, select **Reset Duration**, **Reset Speed**, or **Reset All**. Depending on the reset option you select, resetting a clip does the following: + +|**Option:** |**Description:** | +|:---|:---| +|**Reset Duration**|Resets the Duration and the Clip In.| +|**Reset Speed**|Resets the Speed Multiplier.| +|**Reset All**|Resets the Duration, Clip In, and Speed Multiplier.| + +If resetting a clip results in two clips overlapping each other, Timeline creates a blend for the overlap, regardless of the selected Clip Edit mode. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_select.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_select.md new file mode 100644 index 0000000000000000000000000000000000000000..6ef2beeb5a7c268380ec034c0242936934c333fd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_select.md @@ -0,0 +1,41 @@ +# Selecting clips + +Click to select a single clip. The Clips view displays the selected clip with a white border, including its blends. Selecting a clip deselects all other tracks or clips. + +Selecting a clip also shows its properties in the Inspector window. The clip properties change depending on the type of clip and whether multiple clips are selected. See [Setting Clip properties](insp_clp.md) for details. + +Hold Shift and click to select contiguous clips vertically on different tracks or horizontally on the same track. For example, to select three contiguous clips on the same track, select the first clip, then hold Shift and click the third clip. All three clips are selected. + +![Click to select the first clip](images/timeline_clips_select_first.png) + +_Click to select the first clip_ + +![Shift-click the third clip to select contiguous clips on the same track](images/timeline_clips_select_last.png) + +_Shift-click the third clip to select contiguous clips on the same track_ + +Hold Command/Control and click to select discontiguous clips. Hold Command/Control and click a selected clip to deselect it. + +Click and drag on an empty area in the Clips view to draw a selection rectangle. This selects all clips inside the rectangle, including the clips that intersect the rectangle. Hold down Shift and draw a selection rectangle to add clips to the current selection. + +You can also press the Tab key to select clips. The behaviour of the Tab key changes depending on the current selection: + +* If a track is selected, press Tab to select the first clip on the selected track. +* If many tracks are selected, press Tab to select the first clip on the first selected track. +* If a clip is selected, press Tab to [select its track](trk_select.md). +* If there are no clips or tracks selected, press Tab to select the first clip on the first track. + +Use the arrow keys to change the selected clips. The behaviour and results depend on the current selection and which modifier keys you press: + +* If nothing is selected in the Timeline window, press the Tab, Up arrow, or Down arrow key to select the first clip on the first track. +* If a clip is selected, press the Left arrow key to select the previous clip. If the selected clip is the first clip on a track, the Left arrow key selects the track. +* If a clip is selected, press the Right arrow key to select the next clip. Press the Up arrow key to select the closest clip on a previous track. Press the Down arrow key to select the closest clip on a next track. +* Hold Shift and press either the Left arrow key or Right arrow key to add or remove clips from the selection of clips. Whether a clip is added to or removed from the selection of clips is relative to the first selected clip. + +If you zoom into the Clips view, it pans to show either the start or end of the most recently selected clip. For example, if a selected clip is framed in the Clips view and you press the Right arrow key to select the next clip which is outside the Clips view, the Clips view pans to show the start of the selected clip. + +You can also select clips with the Timeline Playhead. Right-click the Timeline Playhead and choose a selection option. This selects clips that either start after, start before, end after, end before, or intersect the Timeline Playhead. Clips are selected on all tracks. + +![Right-click the Timeline Playhead and choose **Select** for more clip selection options](images/timeline_playhead_select_menu.png) + +_Right-click the Timeline Playhead and choose **Select** for more clip selection options_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_speed.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_speed.md new file mode 100644 index 0000000000000000000000000000000000000000..95b6474d85b2158632e457fe23e034420c69217d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_speed.md @@ -0,0 +1,28 @@ +# Changing clip play speed + +Change the clip play speed to accelerate or decelerate its audio, motion, animation, or particle effect. Changing the clip play speed affects the duration of the clip. You can only change the play speed for Animation clips, Audio clips, and Control clips. + +To change the clip play speed, first, select the Clip Edit mode to determine how other clips on the same track are affected: + +* If the change in duration results in two clips that overlap each other: + * Select Mix mode to create a blend. + * Select Replace mode to cut or remove intersecting clips. +* Select Ripple mode to reposition the clips that come after the clip being sped up or slowed down. Ripple mode preserves the gaps between clips. + +Select the clip and set the **Speed Multiplier** property in the Inspector window. The **Speed Multiplier** property shows the play speed as a multiplier of the original clip speed, so 1 plays the clip at the same speed as the original clip. + +![Speed Multiplier in the Inspector window](images/timeline_inspector_clip_speed.png) + +_Speed Multiplier in the Inspector window_ + +For example, to double the play speed of an Animation clip, change the **Speed Multiplier** to 2. This changes the duration of an 80 frame Animation clip to 40 frames by doubling its play speed. + +There are other ways to change the play speed of a clip: + +* Right-click the clip and select **Editing > Double Speed** to halve the clip duration. The clip plays at twice its current speed. A short-dashed line and a multiplication factor indicates an accelerated clip. Doubling the clip speed sets the **Speed Multiplier** property to double its current value. +* Right-click the clip and select **Editing > Half Speed** to double the clip duration. The clip plays at half its current speed. A long-dashed line and multiplication factor indicates a decelerated clip. Halving the clip speed sets the **Speed Multiplier** property to half its current value. +* Right-click the clip and select **Editing > Reset Speed** to reset the clip to its original speed. This is the original duration of the clip. Resetting the clip speed sets the **Speed Multiplier** property to 1. + +![A short-dashed line and multiplication factor of 2.00x indicates a clip playing at double its original speed](images/timeline_clip_double_speed.png) + +_A short-dashed line and multiplication factor of 2.00x indicates a clip playing at double its original speed_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_split.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_split.md new file mode 100644 index 0000000000000000000000000000000000000000..991296dae918697f82f595ce22ff95de646ff41f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_split.md @@ -0,0 +1,15 @@ +# Splitting clips + +You can split a clip into two identical clips that have different start points, end points, and durations. You can extend the start or end of the clip to include split animation or audio. You can also [reset a clip](clp_reset.md) to undo a split and other edits. + +To split a clip, select the clip, position the playhead where you want to split the clip, and either right-click the clip and select **Editing** > **Split**, or press S. Any selected clips that intersect the playhead are split into separate clips. You can position, trim, and edit split clips independently. + +![Select the clips to be split, position the playhead where you want the split to occur, and press S](images/timeline_clip_split_before.png) + +_Select the clips to be split, position the playhead where you want the split to occur, and press S_ + +![Selected clips are split where each clip intersects the playhead](images/timeline_clip_split_after.png) + +_Selected clips are split where each clip intersects the playhead_ + +If a split clip is part of a blend, or if the split is performed within a blend, Timeline copies the blend settings to the split clips. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_tile.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_tile.md new file mode 100644 index 0000000000000000000000000000000000000000..7980e55f2d0ad0cc24f27048839958958c2b8d04 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_tile.md @@ -0,0 +1,15 @@ +# Tiling clips + +Tile clips to remove gaps and blends between clips on the same track. Tiling clips is useful if you want each clip to begin exactly where the previous clip ends. If you select multiple clips on multiple tracks, you must select at least two clips on the same track for tiling to have an affect. + +To tile clips, select at least two clips on the same track. + +![Three clips with gaps and blends are selected](images/timeline_clips_tile_selection.png) + +_Three clips with gaps and blends are selected_ + +Right-click on one of the selected clips and select Tile from the context menu. Timeline positions the selected clips based on the position of the first selected clip. The first selected clip does not move, and the duration of each clip remains the same. + +![Tiling removes gaps and blends between the selected clips](images/timeline_clips_tile_result.png) + +_Tiling removes gaps and blends between the selected clips_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_trim.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_trim.md new file mode 100644 index 0000000000000000000000000000000000000000..a46263a748bbe0d01adeb3d946990f75b1fe4c4a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/clp_trim.md @@ -0,0 +1,75 @@ +# Trimming clips + +Trimming a clip cuts off a portion of the clip at its start or end. To trim a clip, select the Mix mode as the Clip Edit mode, then drag the start or end of the clip. Dragging the start or end of a clip automatically selects the clip, showing its properties in the Inspector window. Use the [Clip Timing properties](insp_clp.md) in the Inspector window to set the start, end, duration, and offset (Clip In) of a clip to exact values. + +![Position and trim a clip by adjusting its Start, End, Duration, and Clip In properties in the Inspector window](images/timeline_inspector_clip_timing.png) + +_Position and trim a clip by adjusting its Start, End, Duration, and Clip In properties in the Inspector window_ + +## Trimming the start of a clip + +Trimming an Animation clip or Audio clip after the start of the Source Asset, selects the part of the Source Asset the clip uses. + +![Trimming the start of an Animation clip trims its key animation, relative to the start of the Source Asset](images/timeline_clip_trim_start_keys.png) + +_Trimming the start of an Animation clip trims its key animation, relative to the start of the Source Asset_ + +Trimming a clip is non-destructive. Trim the clip again to modify its start to include the animation, or the audio waveform, cut off during a previous trim. You can also [reset a clip](clp_reset.md) to undo trims or other edits. + +To trim the start of a clip to a precise time or frame, use the **Clip In** property in the Inspector window. + +Changing the **Clip In** property is similar to the same effect as trimming the start of a clip after the start of its Source Asset. + +## Trimming the end of a clip + +As with the start of the clip, trimming an Animation clip or Audio clip before the end of the Source Asset, selects the part of the Source Asset the clip uses. + +![Trimming the end of an Animation clip trims its key animation, relative to the end of the Source Asset](images/timeline_clip_trim_end_keys.png) + +_Trimming the end of an Animation clip trims its key animation, relative to the end of the Source Asset_ + +If you trim the end of an Animation clip or Audio clip past the end of the Source Asset the clip is based on, the extra clip area either holds or loops, depending on the settings of the Source Asset. + +For example, an Animation clip named "End Move" uses the motion file "Recorded(2)" as its Source Asset. The motion file "Recorded(2)" is set to loop. Trimming the end of the Animation clip past the end of the "Recorded(2)" Source Asset fills the extra clip area by looping "Recorded(2)". A white animation curve shows the hold or loop. + +![A white animation curve indicates whether the extra clip area holds or loops data, depending on the Source Asset](images/timeline_clip_trim_loop.png) + +_A white animation curve indicates whether the extra clip area holds or loops data, depending on the Source Asset_ + +To choose whether the extra clip area holds or loops, select the Source Asset to change its settings in the Inspector window. Depending on the type of Source Asset, different properties control whether the Source Asset holds or loops. + +If you are unsure which Source Asset is used by a clip, select the clip in the Clips view, right-click and select **Find Source Asset** from the context menu. This highlights the Source Asset in the Project window. + +## Trimming the end of looping clips + +The Timeline window provides special trimming options for Animation clips or Audio clips with loops. These special trim options either remove the last partial loop or complete the last partial loop. + +For example, the Animation clip named run_away is over three times longer than the Source Asset on which it is based. Since the Source Asset is set to loop, the Animation clip loops the Source Asset until the Animation clip ends which results in a partial loop. + +![L1, L2, and L3 signify complete loops. The clip ends partially through the fourth loop, L4.](images/timeline_last_loop_before.png) + +_L1, L2, and L3 signify complete loops. The clip ends partially through the fourth loop, L4._ + +To extend the end of the clip and complete a partial loop, select the clip, right-click and select **Editing** > **Complete Last Loop**. To trim the clip at the last complete loop, select the clip, Right-clip and select **Editing** > **Trim Last Loop**. + +![The result of select Editing > Complete Last Loop](images/timeline_last_loop_complete.png) + +_The result of select **Editing** > **Complete Last Loop**_ + +![The result of select Editing > Trim Last Loop](images/timeline_last_loop_trim.png) + +_The result of select **Editing** > **Trim Last Loop**_ + +## Trimming with the Timeline Playhead + +You can also trim a clip based on the location of the playhead. To trim using the playhead, position the playhead within the clip to be trimmed. Right-click the clip and select either **Editing** > **Trim Start** or **Editing** > **Trim End**. **Trim Start** trims the start of the clip to the playhead. **Trim End** trims the end of the clip to the playhead. + +![Move the Timeline Playhead within the clip](images/timeline_playhead_trim_before.png) + +_Move the Timeline Playhead within the _ + +![Right-click and select Editing > Trim Start to trim the start of the clip to the playhead](images/timeline_playhead_trim_after.png) + +_Right-click and select **Editing** > **Trim Start** to trim the start of the clip to the playhead_ + +If you select clips on multiple tracks, Timeline only trims the selected clips that intersect the playhead. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_about.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_about.md new file mode 100644 index 0000000000000000000000000000000000000000..24a78197b74cd03f30f8a47a825041ab798c6902 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_about.md @@ -0,0 +1,17 @@ +# Curves view + +The Curves view shows the animation curves for Infinite clips, or for Animation clips that were converted from Infinite clips. Use the Curves view for basic animation editing such as adding keys, modifying keys, adjusting tangents, and changing the interpolation between keys. + +To view animation curves for an Infinite clip, click the Curves icon next to the Track name. To view animation curves for an Animation clip, select the Animation clip and click the Curves icon. The Curves view is similar to [Curves mode](https://docs.unity3d.com/Manual/animeditor-AnimationCurves.html) in the Animation window. + +![The Curves icon (circled) shows and hides the Curves view for the selected clip](images/timeline_curves_view_icon.png) + +_The Curves icon (circled) shows and hides the Curves view for the selected clip_ + +The Curves icon does not appear for Animation tracks with humanoid animation or imported animation. To view and edit key animation for humanoid or imported Animation clips, right-click an Animation clip and select **Edit in Animation Window** from the context menu. You can also double-click the Animation clip. The Animation window appears, linked to the Timeline window. + +When in linked mode, the Animation window shows a Linked icon and the name of the Animation clip being edited. Click the Linked icon to stop editing the Animation clip and to release the Animation window from linked mode. + +![Animation window linked to the Timeline window, indicated by the Linked icon and Animation clip name](images/timeline_animation_window_locked.png) + +_Animation window linked to the Timeline window, indicated by the Linked icon and Animation clip name_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_hide.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_hide.md new file mode 100644 index 0000000000000000000000000000000000000000..37c5cf9c653e47438318ca8837fd2e53d3cdbc8d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_hide.md @@ -0,0 +1,15 @@ +# Hiding and showing curves + +For the selected Animation clip, the Curves view includes a hierarchical list of the properties with animation curves. Expand, collapse, select, and deselect the properties in this list to filter which animation curves show in the Curves view. + +For example, to show only the X-axis animation curves for the position of a GameObject, expand **Position**, select the **Position.x** property, and then press F to frame the animation curve for the **Position.x** property. + +![Curves view showing the animation curve for the Position.x property](images/timeline_curves_view_position_x.png) + +_Curves view showing the animation curve for the Position.x property_ + +There are many ways to expand, collapse, select, and deselect animation curves: + +* Click the Triangle icon of a parent property to expand and collapse its list of child properties. +* Hold Shift and click to select contiguous properties. +* Hold Command/Control and click to select discontiguous properties. Hold Command/Control and click a selected property to deselect it. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_add.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_add.md new file mode 100644 index 0000000000000000000000000000000000000000..0f77326882ddc82a7d2b62aebf7cd3d18bbb34e3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_add.md @@ -0,0 +1,6 @@ +# Adding keys + +The Curves view provides the following methods for adding keys: + +* Right-click on an animation curve and select **Add Key**. This method adds a key at the location of the right-click. +* Double-click on an animation curve. This method adds a key at the location of the Double-click. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_del.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_del.md new file mode 100644 index 0000000000000000000000000000000000000000..c532262bb404b24ca97a7c78b277b5645383d77c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_del.md @@ -0,0 +1,6 @@ +# Deleting keys + +The Curves view provides the following methods for deleting keys: + +* Right-click a key and select **Delete Key** from the context menu. This method does not affect selected keys. +* Select a key and either press Delete or right-click and select **Delete Key** from the context menu. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_edit.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_edit.md new file mode 100644 index 0000000000000000000000000000000000000000..bbb0fbfe66fa43f12d7e6d39952b365ede10987d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_edit.md @@ -0,0 +1,9 @@ +# Editing keys + +Edit a key to change its time, value, or both. The Curves view provides the following different methods for editing a key: + +* Right-click a key and select **Edit** from the context menu to enter specific values for time and value. +* Select a key and press Enter to enter specific values. +* Select and drag a key to change its time and value. +* Drag a key vertically, then press Shift to snap the key on the vertical axis. This changes the value of the key, but not its time. +* Drag a key horizontally, then press Shift to snap the key on the horizontal axis. This changes the time of the key, but not its value. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_interp.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_interp.md new file mode 100644 index 0000000000000000000000000000000000000000..8c6ff7a904beaca147c71fe8df3af28b2574db2d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_interp.md @@ -0,0 +1,27 @@ +# Changing interpolation and shape + +Every key has one or two tangents that control the interpolation of the animation curve. The term **interpolation** refers to the estimation of values that determine the shape of the animation curve between two keys. + +Whether a key has one of two tangents depends on the location of the key on the animation curve. The first key only has a right tangent that controls the interpolation of the animation curve after the key. The last key only has a left tangent that controls the interpolation of the animation curve before the last key. + +![The first key (red) only has a right tangent, and the last key (blue) only has a left tangent](images/timeline_curves_first_last_tangent.png) + +_The first key (red) only has a right tangent, and the last key (blue) only has a left tangent_ + +All other keys have two tangents where the left tangent controls the interpolation before the key, and the right tangent controls the interpolation after the key. By default, tangents are joined. Dragging one tangent affects the position of both tangents, and the interpolation of the animation curve both before and after the key. + +![Keys that are neither the first key nor last key have joined tangents by default. Dragging either tangent changes the interpolation of the animation curve both before and after the key.](images/timeline_curves_tangent_joined.png) + +_Keys that are neither the first key nor last key have joined tangents by default. Dragging either tangent changes the interpolation of the animation curve both before and after the key._ + +Dragging a tangent may also change the interpolation mode of the animation curve. For example, most keys are set to the **Clamped Auto** interpolation mode which automatically smooths animation curve as it passes through the key. If you drag a tangent of a key set to **Clamped Auto**, the interpolation mode changes to **Free Smooth**. + +The term **interpolation mode** refers to the interpolation algorithm that determines which shape to use when drawing the animation curve. + +To view the interpolation mode for a key, select the key and right-click. The context menu shows the interpolation mode. To change the interpolation mode for a key, select the key, right-click and select another interpolation mode. + +![The context menu shows the interpolation mode for the selected key. Use the context menu to change the interpolation mode.](images/timeline_curves_interp_menu.png) + +_The context menu shows the interpolation mode for the selected key. Use the context menu to change the interpolation mode._ + +Some interpolation modes break the left and right tangents so that you can position them separately. When tangents are broken, you can set a separate interpolation mode for the animation curve before the key and the animation curve after the key. For more details on the different interpolation modes, see [Editing Curves](EditingCurves). In the [Animation window documentation](AnimationEditorGuide), the interpolation mode is referred to as **tangent type**. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_sel.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_sel.md new file mode 100644 index 0000000000000000000000000000000000000000..d5cb529ae4c416819305273cb0cb59bb8937b0dc --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_keys_sel.md @@ -0,0 +1,19 @@ +# Selecting keys + +Click to select a single key. Selecting a key deselects all other selected keys. The Curves view displays the selected key with its tangents. + +![Click to select a single key. A selected key shows its tangents.](images/timeline_curves_view_select_key.png) + +_Click to select a single key. A selected key shows its tangents._ + +To select contiguous keys along the same animation curve, click the first key, then hold Shift and click the last key. + +![Hold Shift and click a key to select contiguous keys](images/timeline_curves_view_select_contiguous.png) + +_Hold Shift and click a key to select contiguous keys_ + +There are many ways to select and deselect keys in the Curves view: + +* Hold Command/Control and click to select discontiguous keys. Hold Command/Control and click a selected key to deselect it. +* Click and drag on an empty spot in the Curves view to draw a selection rectangle. This selects all keys within the rectangle. Hold down Shift while drawing the selection rectangle to add keys to the current selection. +* Double-click a selected key to select all keys on the same animation curve. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_nav.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_nav.md new file mode 100644 index 0000000000000000000000000000000000000000..207be82f7afcc3019ded605150f5dc6a4abd0a4d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/crv_nav.md @@ -0,0 +1,12 @@ +# Navigating the Curves view + +Use one of the following methods to pan, zoom, resize, or frame the animation curves and keys in the Curves view: + +* To pan, middle-drag, or hold Alt and drag. +* To zoom vertically, move the scroll-wheel, or hold Alt and right-drag. +* To zoom horizontally, hold Command/Control and zoom vertically. +* To resize the Curves view, drag the double line separating the Curves view from the next track in the Track list. +* To frame only selected animation curves or selected keys, press F. +* To frame all animation curves or keys, press A. + +You can also [use the Zoombar](clp_pan_zoom.md) to pan, zoom, and resize the Clips view. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/filter.yml b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/filter.yml new file mode 100644 index 0000000000000000000000000000000000000000..a1b74336633ba9ec5d20d46f5d151d718888caf5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/filter.yml @@ -0,0 +1,16 @@ +apiRules: + - exclude: + uidRegex: ^EditorTests + type: Namespace + - exclude: + uidRegex: ^Tests + type: Namespace + - exclude: + uidRegex: ^Common + type: Namespace + - exclude: + uidRegex: ^Timeline\.Tests + type: Namespace + - exclude: + uidRegex: ^DocCodeExamples + type: Namespace \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_hide.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_hide.md new file mode 100644 index 0000000000000000000000000000000000000000..a37c9d95d446a614d8fba935650fef56537be4a6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_hide.md @@ -0,0 +1,9 @@ +# Collapsing and expanding Track groups + +To collapse the tracks in a Track group, click the Triangle icon beside the name of the Track group. The tracks are collapsed from view in the Timeline window, not muted. To expand the tracks in a Track group, click the Triangle icon again. + +![Triangle icon (circled) collapses the tracks in the Game Board Track group. A ghost track visually represents the tracks in the collapsed group.](images/timeline_track_group_hidden.png) + +_Triangle icon (circled) collapses the tracks in the Game Board Track group. A ghost track visually represents the tracks in the collapsed group._ + +You can also press the Left Arrow key to collapse the tracks in a Track group while the Track group is selected. Press the Right Arrow key to expand the tracks in a Track group. If you press the Right Arrow key with a Track group already selected, the selection switches to the first selectable clip on the first track in the Track group. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_lock.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_lock.md new file mode 100644 index 0000000000000000000000000000000000000000..c794a829550b0a81cd36ccedc58ea27f1f7c1e6a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_lock.md @@ -0,0 +1,15 @@ +# Locking Track groups + +You can also lock a Track group to prevent editing its Track sub-groups, tracks, and clips. This is useful when you have finished animating the content within a Track group and you want to avoid inadvertently modifying its tracks or clips. + +You cannot edit the tracks or select the clips in a locked Track group. The Lock icon identifies a locked Track group. + +![Selected and locked Track group with Lock icon (red circle)](images/timeline_track_group_locked.png) + +_Selected and locked Track group with Lock icon (red circle)_ + +To lock a Track group, right-click on the Track group header and select **Lock** from the context menu. You can also select a Track group and press L. You can select and lock multiple Track groups. + +To unlock a Track group, click the Lock icon. You can also select a locked Track group and press L, or right-click and select **Unlock** from the context menu. Tracks in a Track group maintain their individual locked state when you lock a Track group. This means that if you lock a track and then lock its Track group, when you unlock the Track group, the track remains locked. + +For example, the MovingPieces Track group has its first track locked and its second track unlocked. If you lock the Track group, both the first and second track are locked. If you unlock the Track group, the first track remains locked and the second track is unlocked because the first track was already locked before the Track group was locked. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_use.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_use.md new file mode 100644 index 0000000000000000000000000000000000000000..f0a2115e36a20f086ffc5623d6ef7f12543c46bd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/grp_use.md @@ -0,0 +1,27 @@ +# Using Track groups + +Use Track groups to organize tracks when you are working with many tracks. For example, a Timeline Asset contains an Animation track and an Audio track that interacts with the same GameObject. To organize these tracks, move them into their own Track group. + +To add a Track group, click the **Add** button and select **Track Group** from the **Add** menu. You can also right-click an empty area of the Track list and select **Track Group** from the context menu. A new Track group appears at the bottom of the Track list. + +![Timeline window with Track group added](images/timeline_track_group_add.png) + +_Timeline window with Track group added_ + +To rename a Track group, click its name and an I-beam cursor appears. Type the new name for the Track group and press Return. + +To move tracks into a Track group, select one or more tracks and drag over the Track group. The Track group is highlighted. When dragging a selection of tracks, the last selected track type displays beside the cursor. To drop the tracks before a specific track in the Track group, drag until a white insert line indicates the destination. + +![Release the mouse button when the white insert line appears within the Track group](images/timeline_move_track_before.png) + +_Release the mouse button when the white insert line appears within the Track group_ + +![Selected tracks are moved to the location of the insert line](images/timeline_move_track_after.png) + +_Selected tracks are moved to the location of the insert line_ + +A Track group can also have any number of Track sub-groups. To add a Track sub-group, either select a Track group and click the **Add** button in the Track list, or click the Plus icon beside the Track group name, and select **Track Sub-Group**. You can also use this menu to add tracks directly to a Track group or a Track sub-group. + +![Click the Plus icon to add Track Sub-Groups and tracks to Track groups](images/timeline_track_group_plus.png) + +_Click the Plus icon to add Track Sub-Groups and tracks to Track groups_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/index.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/index.md new file mode 100644 index 0000000000000000000000000000000000000000..9707352923782821689e87bfb2d3e8630af5dc2a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/index.md @@ -0,0 +1,39 @@ +# About Timeline + +![Unity's Timeline](images/timeline_splash.png) + +_Unity's Timeline_ + +Use Unity's Timeline to create cinematic content, game-play sequences, audio sequences, and complex particle effects. + +Each cut-scene, cinematic, or game-play sequence that you create with Unity's Timeline consists of a Timeline Asset and a Timeline instance. The [Timeline window](tl_window.md) creates and modifies Timeline Assets and Timeline instances simultaneously. + +The [Timeline Overview section](tl_about.md) includes details on the relationship between the Timeline window, Timeline Assets, and Timeline instances. + +The [Using Timeline section](wf_about.md) shows how to create Timeline Assets and Timeline instances, record basic animation, animate humanoids, and use other Timeline features. + +# Installing Timeline + +Timeline is a Package and is installed through the Packages window in Unity. Consult the [Packages window documentation](https://docs.unity3d.com/Manual/upm-ui.html) for more information. + +# Technical details +## Requirements + +This version of Timeline is compatible with the following versions of the Unity Editor: + +* 2019.1 and later (recommended) + +## Package contents + +The following table indicates the folder structure of the Timeline package: + +|Location|Description| +|---|---| +|``|Root folder containing the source for the Timeline Runtime. This is the source for what is available in the Player. | +|``|Root folder containing the source for the Timeline Editor used to edit Timeline files inside the Unity Editor.| + +## Document revision history + +|Date|Reason| +|---|---| +|October 10, 2018|Document created. Matches package version 0.0.0| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_about.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_about.md new file mode 100644 index 0000000000000000000000000000000000000000..e66ca8e49667b5e6af7f5f9448a908d27f6118cb --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_about.md @@ -0,0 +1,26 @@ +# Timeline properties in the Inspector window + +The Inspector window displays information about the selected GameObject including all attached components and their properties. This section documents the properties in the Inspector window that appear when you select one or many Timeline Assets, tracks, clips, or a combination. + +If you select a single Timeline Asset, track, or clip, the Inspector window displays the properties for the selected Asset, track, or clip. For example, if you select an Animation clip, the Inspector window shows the [common properties](insp_clp_anim_com.md) and [Playable Asset properties](insp_clp_anim_plyb.md) for the selected Animation clip. + +![Inspector window when selecting an Animation clip in the Timeline window](images/timeline_inspector_animation_clip_common.png) + +_Inspector window when selecting an Animation clip in the Timeline window_ + +If you select multiple Timeline Assets, tracks, or clips, the Inspector window shows two sections: a section with properties that apply to the entire selection, and a section of common properties that apply to each selected object individually. + +For example, if you select an Audio clip on one track and two Animation clips on another track, the Inspector window includes **Multiple Clip Timing** properties and **Clip Timing** properties: + +* Use the **Multiple Clip Timing** properties to change the **Start** or **End** of the selection as a group. For example, if you change the **Start** to frame 30, the selection of clips start at frame 30. This moves the start of the first clip to frame 30 and the remaining selected clips are placed relative to the first clip, respecting gaps between selected clips. +* Use the **Clip Timing** properties to change the common properties for each selected clip. If the selected clips have different values for the same property, the value is represented with a dash ("-"). If you change the dash to a value, it sets the value for all selected clips. For example, if you change the **Ease In Duration** from a dash to 10 frames, the ease in of each selected clip changes to 10 frames. + +![Inspector window when selecting multiple clips, on multiple tracks, in the Timeline window](images/timeline_inspector_multiple_selection.png) + +_Inspector window when selecting multiple clips, on multiple tracks, in the Timeline window_ + +If your selection does not have common properties, the Inspector window prompts you to narrow the selection. For example, if you select an Animation track and an Audio clip in the Timeline window, you are prompted to narrow the selection: + +![The message in the Inspector window when the selection does not have common properties](images/timeline_inspector_narrow_selection.png) + +_The message in the Inspector window when the selection does not have common properties_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp.md new file mode 100644 index 0000000000000000000000000000000000000000..6140a010be23375087f7dad4d63b5c92db475731 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp.md @@ -0,0 +1,16 @@ +# Setting clip properties + +Use the Inspector window to change the name of a clip and other properties, such as its timing and blend properties. The available properties depend on the type of clip selected. For example, select an Activation clip to change its name and set its **Clip Timing**. + +![Inspector window when selecting an Activation clip in the Timeline window](images/timeline_inspector_activation_clip.png) + +_Inspector window when selecting an Activation clip in the Timeline window_ + +Not all clips have properties. See the following sections for clips with properties: + +* [Activation clip properties](insp_clp_act.md) +* [Animation clip common properties](insp_clp_anim_com.md) +* [Animation clip Playable Asset properties](insp_clp_anim_plyb.md) +* [Audio clip properties](insp_clp_aud.md) +* [Control clip common properties](insp_clp_ctrl_com.md) +* [Control clip Playable Asset properties](insp_clp_ctrl_plyb.md) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_act.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_act.md new file mode 100644 index 0000000000000000000000000000000000000000..629f428d1e2b32644eca5e225d958a89620ae1c0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_act.md @@ -0,0 +1,25 @@ +# Activation clip properties + +Use the Inspector window to change the name of an Activation clip and its **Clip Timing**. + +![Inspector window when selecting an Activation clip in the Timeline window](images/timeline_inspector_activation_clip.png) + +_Inspector window when selecting an Activation clip in the Timeline window_ + +## Display Name + +The name of the Activation clip shown in the Timeline window. By default, each Activation clip is named "Active". + +## Clip Timing properties + +Use the **Clip Timing** properties to change the position and duration of the Activation clip. + +Most timing properties are expressed in both seconds (s) and frames (f). When specifying seconds to modify a **Clip Timing** property, all decimal values are accepted. When specifying frames, only integer values are accepted. For example, if you attempt to enter 12.5 in a frames (f) field, it is set to 12 frames. + +Depending on [the selected Clip Edit mode](clp_about.md), changing the **Start**, **End**, or **Duration** may ripple or replace Activation clips on the same track. + +|**Property** |**Description** | +|:---|:---| +|**Start**|The frame or time (in seconds) when the clip starts.
Changing the Start also affects the End. Changing the Start sets the End to the new Start value plus the Duration.| +|**End**|The frame or time (in seconds) when the clip ends.
Changing the End also affects the Start. Changing the End sets the Start to the new End value minus the Duration.| +|**Duration**|The duration of the clip in frames or seconds.
Changing the Duration also affects the End. Changing the Duration sets the End to the Start value plus the new Duration.| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_anim_com.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_anim_com.md new file mode 100644 index 0000000000000000000000000000000000000000..8f92a1487fe05f8f224fc131b6e2e183ee2dd0c8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_anim_com.md @@ -0,0 +1,47 @@ +# Animation clip common properties + +Use the Inspector window to change the common properties of an Animation clip. The common properties of an Animation clip include its name, timing, play speed, blend properties, and extrapolation settings. + +![Inspector window when selecting an Animation clip in the Timeline window](images/timeline_inspector_animation_clip_common.png) + +_Inspector window when selecting an Animation clip in the Timeline window_ + +## Display Name + +The name of the Animation clip shown in the Timeline window. + +## Clip Timing properties + +Use the **Clip Timing** properties to position, change the duration, change the ease-in and ease-out duration, choose the extrapolation mode, and adjust the play speed of the Animation clip. + +Most timing properties are expressed in both seconds (s) and frames (f). When specifying seconds, a **Clip Timing** property accepts decimal values. When specifying frames, a property only accepts integer values. For example, if you attempt to enter 12.5 in a frames (f) field, the Inspector window sets the value to 12 frames. + +Depending on the [selected Clip Edit mode](clp_about.md), changing the **Start**, **End**, or **Duration** may blend, ripple, or replace Animation clips on the same track. + +|**Property** |**Description** | +|:---|:---| +|**Start**|The frame or time (in seconds) when the clip starts. Changing the Start changes the position of the clip on its track in the Timeline Asset.
Changing the Start also affects the End. Changing the Start sets the End to the new Start value plus the Duration.| +|**End**|The frame or time (in seconds) when the clip ends.
Changing the End also affects the Start. Changing the End sets the Start to the new End value minus the Duration.| +|**Duration**|The duration of the clip in frames or seconds.
Changing the Duration also affects the End. Changing the Duration sets the End to the Start value plus the new Duration.| +|**Ease In Duration**|Sets the number of seconds or frames that it takes for the clip to ease in. If the beginning of the clip overlaps and blends with another clip, the Ease In Duration cannot be edited and instead shows the duration of the blend between clips. See [Blending clips](clp_blend.md).| +|**Ease Out Duration**|Sets the number of seconds or frames that it takes for the clip to ease out. If the end of the clip overlaps and blends with another clip, the Ease Out Duration cannot be edited and instead shows the duration of the blend between clips. In this case, trim or position the clip to change the duration of the blend between clips. See [Blending clips](clp_blend.md).| +|**Clip In**|Sets the offset of when the source clip should start playing. For example, to play the last 10 seconds of a 30 second Animation clip, set Clip In to 20 seconds.| +|**Speed Multiplier**|A multiplier on the playback speed of the clip. This value must be greater than 0. Changing this value changes the duration of the clip.| + +## Animation Extrapolation + +Use the **Animation Extrapolation** properties to set the gap extrapolation before and after an Animation clip. The term **gap extrapolation** refers to how an Animation track approximates or extends animation data in the gaps before, between, and after the Animation clips on a track. + +There are two properties for [setting the gap extrapolation](clp_gap_extrap.md) between Animation clips. The **Pre-Extrapolate** property only appears for Animation clips. + +|**Property** |**Description** | +|:---|:---| +|**Pre-Extrapolate**|Controls how animation data is approximated in the gap before an Animation clip. The Pre-Extrapolate property affects the easing-in of an Animation clip.| +|**Post-Extrapolate**|Controls how animation data extends in the gap after an Animation clip. The Post-Extrapolate property affects the easing-out of an Animation clip.| + + +## Blend Curves + +Use the **Blend Curves** to customize the transition between the outgoing and incoming Animation clips. See [Blending clips](clp_blend.md) for details on how to blend clips and customize blend curves. + +When easing-in or easing-out clips, use the **Blend Curves** to customize the curve that eases-in or eases-out an Animation clip. See [Easing-in and Easing-out clips](clp_ease.md) for details. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_anim_plyb.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_anim_plyb.md new file mode 100644 index 0000000000000000000000000000000000000000..9a416e89b315b670819defc2f481313ae918a6d6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_anim_plyb.md @@ -0,0 +1,44 @@ +# Animation clip Playable Asset properties + +Use the Inspector window to change the Playable Asset properties of an Animation clip. These properties include controls for manually applying position and rotation clip offsets, and options for overriding default clip matching. + +To view the Playable Asset properties for an Animation clip, select an Animation clip in the Timeline window and expand **Animation Playable Asset** in the Inspector window. + +![Inspector window showing the **Animation Playable Asset** properties for the selected Animation clip](images/timeline_inspector_animation_clip_playable.png) + +_Inspector window showing the **Animation Playable Asset** properties for the selected Animation clip_ + +## Animation Clip + +Use the **Animation Clip** to change the source asset used by the clip on the Animation track. The source asset is either a [recorded Infinite clip](wf_rec_anim.md) or an [external motion clip](wf_char_anim.md). + +## Clip Transform Offsets + +Use the **Clip Transform Offsets** area to manually apply position and rotation offsets to the selected Animation clip. The tools and properties underneath the Clip Transform Offsets provide two methods of manually applying offsets based on the selected source: + +|**Property:** |**Description:** | +|:---|:---| +|**Move tool**|Shows a Move Gizmo in the Scene view. Use the Move Gizmo to manually position the clip offset for the selected Animation clip. Using the Move Gizmo changes the Position coordinates.| +|**Rotate tool**|Shows a Rotate Gizmo in the Scene view. Use the Rotate Gizmo to manually rotate the clip offset for the selected Animation clip. Using the Rotate Gizmo changes the Rotation coordinates.| +|**Position**|Manually sets the clip offset in X, Y, and Z coordinates. By default, the Position coordinates are set to zero and are relative to the [track offsets](insp_trk_anim.md).| +|**Rotation**|Manually sets the clip rotation offset around the X, Y, and Z axes. By default, the Rotation axes are set to zero and are relative to the [track offsets](insp_trk_anim.md).| + +You can also [automatically match the clip offsets](clp_match.md) based on the end of the previous Animation clip, or the start of the next Animation clip. The transforms that are matched depends on the **Offset Match Fields**. + +## Offsets Match Fields + +Use **Offsets Match Fields** to choose which transforms to match when [matching clip offsets](clp_match.md). By default, **Use Defaults** is enabled and uses the default matching options set for the [Animation track](insp_trk_anim.md). + +Disable **Use Defaults** to override the track matching options and choose which transformations to match when performing a Match Offsets to Previous Clip or Match Offsets to Next Clip for the selected Animation clip. When you disable **Offsets Match Fields**, a series of additional checkboxes appear. Use these additional checkboxes to enable or disable matching per coordinate, for both position and rotation. + +## Remove Start Offset + +Enable **Remove Start Offset** to make the Animation clip begin at position zero and rotation zero. The rest of the position and rotation keys in the Animation clip follow from zero. Enabling **Remove Start Offset** makes it easier to match the Animation clip with the previous Animation clip. + +Disable **Remove Start Offset** to keep the starting position and rotation. The Animation clip starts from its original position and rotation. + +## Foot IK + +Enable **Foot IK** if the Animation clip is animating a humanoid and you want to use inverse kinematics for foot solving. Inverse kinematics attempts to remedy foot sliding by solving and influencing foot placement from the foot to the hip of the humanoid. + +Disable Foot IK if the Animation clip is animating a non-humanoid object such as a moving platform or a quadruped character with a non-human bone structure. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_aud.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_aud.md new file mode 100644 index 0000000000000000000000000000000000000000..863582fd967ebd2ce1297d74c11a37016055b61c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_aud.md @@ -0,0 +1,35 @@ +# Audio clip properties + +Use the Inspector window to change the properties of an Audio clip. These properties include the name, timing, play speed, blend properties, audio media, and loop option. + +![Inspector window when selecting an Audio clip in the Timeline window](images/timeline_inspector_audio_clip.png) + +_Inspector window when selecting an Audio clip in the Timeline window_ + +## Display Name + +The name of the Audio clip shown in the Timeline window. This is not the name of the audio file that Unity uses for the waveform. For information on audio file properties, see **Audio Playable Asset** below. + +## Clip Timing properties + +Use the **Clip Timing** properties to position, change the duration, change the ease-in and ease-out duration, and adjust the play speed of the Audio clip. + +Most timing properties are expressed in both seconds (s) and frames (f). When specifying seconds, a **Clip Timing** property accepts decimal values. When specifying frames, a property only accepts integer values. For example, if you attempt to enter 12.5 in a frames (f) field, the Inspector window sets the value to 12 frames. + +Depending on [the selected Clip Edit mode](clp_about.md), changing the **Start**, **End**, or **Duration** may blend, ripple, or replace Audio clips on the same track. + +|**Property** |**Description** | +|:---|:---| +|**Start**|The frame or time (in seconds) when the clip starts. Changing the Start property changes the position of the clip on its track in the Timeline Asset.
Changing the Start also affects the End. Changing the Start sets the End to the new Start value plus the Duration.| +|**End**|The frame or time (in seconds) when the clip ends.
Changing the End also affects the Start. Changing the End sets the Start to the new End value minus the Duration.| +|**Duration**|The duration of the clip in frames or seconds.
Changing the Duration also affects the End. Changing the Duration sets the End to the Start value plus the new Duration.| + +## Blend Curves + +Use the **Blend Curves** to customize the fade-in and fade-out between the outgoing and incoming Audio clips. See [Blending clips](clp_blend.md) for details on how to blend clips and customize blend curves. + +When easing-in or easing-out Audio clips, use the **Blend Curves** to customize the curve that fades-in or fades-out an Audio clip. See [Easing-in and Easing-out clips](clp_ease.md) for details. + +## Audio Playable Asset + +Use the **Audio Playable Asset** properties to select the Audio file used by the Audio clip and to set whether the selected Audio clip loops (**Loop** enabled) or plays once (**Loop** disabled). diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_ctrl_com.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_ctrl_com.md new file mode 100644 index 0000000000000000000000000000000000000000..57760ee07eba07fd80cd9c7548bb09051a9bcc08 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_ctrl_com.md @@ -0,0 +1,34 @@ +# Control clip common properties + +Use the Inspector window to change the common properties of a Control clip. You can only create a Control clip in a Control track. A Control clip is a special clip that controls a nested Timeline instance, Particle System, Prefab instance, or ITimeControl Script, depending on how you create the Control clip: + +* If you create the Control clip from a GameObject with a Playable Director component associated with a Timeline Asset, then the Control clip controls a nested Timeline instance. If the GameObject parents other GameObjects associated with many Timeline Assets, then the Control clip controls multiple Timeline instances. +* If you create the Control clip from a GameObject with a Particle System component, then the Control clip controls a Particle System. +* If you create the Control clip from a GameObject linked to a Prefab, then the Control clip controls a Prefab instance. +* If you create the Control clip from a GameObject with a script that implements the ITimeControl interface, then the Control clip controls an ITimeControl Script. + +The common properties of a Control clip include its name and Clip Timing properties. Not all common properties apply to all types of Control clips. + +![Inspector window when selecting a Control clip in the Timeline window](images/timeline_inspector_control_clip_common.png) + +_Inspector window when selecting a Control clip in the Timeline window_ + +## Display Name + +The name of the Control clip shown in the Timeline window. + +## Clip Timing properties + +Use the **Clip Timing** properties to position and change the duration of the Control clip. + +Most timing properties are expressed in both seconds (s) and frames (f). When specifying seconds, a **Clip Timing** property accepts decimal values. When specifying frames, a property only accepts integer values. For example, if you attempt to enter 12.5 in a frames (f) field, the Inspector window sets the value to 12 frames. + +Depending on the [selected Clip Edit mode](clp_about.md), changing the **Start**, **End** or **Duration** of a Control clip may create an insert or replace clips on the same track. You cannot create a blend between Control clips. + +|**Property:** |**Description:** | +|:---|:---| +|**Start**|The frame or time (in seconds) when the Control clip starts. Changing the Start changes the position of the Control clip on its track in the Timeline Asset.
Changing the Start also affects the End. Changing the Start sets the End to the new Start value plus the Duration.| +|**End**|The frame or time (in seconds) when the Control clip ends.
Changing the End also affects the Start. Changing the End sets the Start to the new End value minus the Duration.| +|**Duration**|The duration of the clip in frames or seconds.
Changing the Duration also affects the End. Changing the Duration sets the End to the Start value plus the new Duration.| +|**Clip In**|Sets the offset of when the Control clip starts playing. The Clip In property only affects Particle Systems and nested Timeline instances.| +|**Speed Multiplier**|A speed multiplier that affects the playback speed of the Control clip. This value must be greater than 0. The Speed Multiplier property only affects Particle Systems and nested Timeline instances.| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_ctrl_plyb.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_ctrl_plyb.md new file mode 100644 index 0000000000000000000000000000000000000000..23140158cadc60cb119c8f512734249ea3c42010 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_clp_ctrl_plyb.md @@ -0,0 +1,45 @@ +# Control clip Playable Asset properties + +Use the Inspector window to change the playable asset properties of a Control clip. To view the playable asset properties for a Control clip, select a Control clip in the Timeline window and expand **Control Playable Asset** in the Inspector window. + +![Inspector window showing the **Control Playable Asset** properties for the selected Control clip](images/timeline_inspector_control_clip_playable.png) + +_Inspector window showing the **Control Playable Asset** properties for the selected Control clip_ + +## Source Game Object + +Use **Source Game Object** to select the GameObject with the Particle System, nested Timeline instance, or ITimeControl Script for the selected Control clip. Changing the **Source Game Object** changes what the Control clip controls. + +## Prefab + +Use **Prefab** to select a Prefab to instantiate when the Timeline instance plays in Play Mode. When a Prefab is selected, the label of the **Source Game Object** property changes to **Parent Object**. + +When in Play Mode, the Prefab is instantiated as a child of the **Parent Object**. Although the Prefab is instantiated at the start of the Timeline instance, the Prefab is only activated during the Control clip. When the Control clip ends, the Prefab instance is deactivated. + +## Control Activation + +Enable **Control Activation** to activate the **Source Game Object** while the Control clip plays. Disable this property to activate the **Source Game Object** during the entire Timeline instance. + +The **Control Activation** property only affects Control clips that control a nested Timeline instance or a Particle System. + +## Post Playback + +When **Control Activation** is enabled, use the **Post Playback** property to set the activation state for the nested Timeline instance when the main Timeline stops playing. The **Post Playback** property only affects nested Timeline instances. + +|**Post-Playback State** |**Description** | +|:---|:---| +|**Active**|Activates the Source Game Object after the nested Timeline instance finishes playing.| +|**Inactive**|Deactivates the Source Game Object after the nested Timeline instance finishes playing.| +|**Revert**|Reverts the Source Game Object to its activation state before the nested Timeline instance began playing.| + + +## Advanced properties + +Use the Advanced properties to select additional functionality based on whether the Control clip controls a Playable Director, Particle System, or ITimeControl Script. The Advanced properties do not apply to all Control clips. + +|**Property** |**Description** | +|:---|:---| +|**Control Playable Directors**|Enable this property if the Source Game Object is attached to a Playable Director and you want the Control clip to control the nested Timeline instance associated with this Playable Director.| +|**Control Particle Systems**|Enable this property when the Control clip includes a Particle System. Set the value of the Random Seed property to create a unique, repeatable effect.| +|**Control ITimeControl**|Enable this property to control ITimeControl scripts on the Source GameObject. To use this feature, the Source Game Object must have a script that implements the ITimeControl interface.| +|**Control Children**|Enable this property if the Source Game Object has a child GameObject with either a Playable Director, Particle System, or ITimeControl Script, and you want the Control clip to control this child component.

For example, if the Source Game Object is a GameObject that parents another GameObject with a Particle System, enable this property to make the Control clip control the Particle system on the child GameObject.| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_tl.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_tl.md new file mode 100644 index 0000000000000000000000000000000000000000..c1bcb2111129e8b31e7d36e3ab3f4233bd3150fa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_tl.md @@ -0,0 +1,15 @@ +# Setting Timeline Asset properties + +Use the Inspector window to set the frame rate, the duration mode, and a fixed length for the selected Timeline Asset. From the Project window, select a Timeline Asset to view its properties. + +![Inspector window when selecting a Timeline Asset in the Project window ](images/timeline_inspector_timeline.png) + +_Inspector window when selecting a Timeline Asset in the Project window_ + +|**Property**||**Description**| +|:---|:---|:---| +|**Frame Rate**||Sets the reference frame rate for the Timeline Asset and its Timeline instances. Change the Frame Rate to align clips at precise frames but changing the Frame Rate is only visual and has no effect on play speed, keys, tracks, or clips.

Timeline supports the following standard frame rates: 24 (PAL), 25 (NTSC), 30, 50, and 60. Timeline also supports custom frame rates from 1e-6 to 1000.

To set a custom frame rate, enter a non-standard frame rate for the Frame Rate property. In the [Timeline Settings](tl_settings.md) menu, the Custom menu item is enabled and automatically selected for the Timeline instance. The Custom menu item shows the custom frame rate in parentheses.| +| **Duration Mode**||Choose whether the duration of the Timeline Asset extends to the end of the last clip or ends at a specific time or frame.| +||Based On Clips|Sets the length of the Timeline Asset based on the end of the last clip.| +||Fixed Length|Sets the length of the Timeline Asset to a specific number of seconds or frames.| +| **Duration**||Shows the length of the Timeline Asset in seconds and frames when the Duration Mode is set to Based on Clips.

Sets the length of the Timeline Asset to a specific number of seconds or frames when the Duration Mode is set to Fixed Length.| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk.md new file mode 100644 index 0000000000000000000000000000000000000000..6c3c98b2483ddef75292aa9e8a9e4d9ced60d6ee --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk.md @@ -0,0 +1,12 @@ +# Setting track properties + +Use the Inspector window to change the name of a track and its properties. The available properties depend on the type of track selected. For example, select an Animation Track to set how track offsets are applied, to apply an avatar mask, and to select which transforms are modified when matching offsets between Animation clips. + +![Inspector window when selecting an Animation track in the Timeline window](images/timeline_inspector_animation_track.png) + +_Inspector window when selecting an Animation track in the Timeline window_ + +Not all tracks have properties. See the following sections for tracks with properties: + +* [Activation Track properties](insp_trk_act.md) +* [Animation Track properties](insp_trk_anim.md) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk_act.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk_act.md new file mode 100644 index 0000000000000000000000000000000000000000..1cadffd1c0527b48a2cbcf348d20bd09fdc6b9fa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk_act.md @@ -0,0 +1,16 @@ +# Activation track properties + +Use the Inspector window to change the name of an Activation track and set the state of its bound GameObject when the Timeline Asset finishes playing. + +![Inspector window when selecting an Activation track in the Timeline window](images/timeline_inspector_activation_track.png) + +_Inspector window when selecting an Activation track in the Timeline window_ + +|**Property**||**Description**| +|:---|:---|:---| +|**Display Name**||The name of the Activation track shown in the Timeline window and Playable Director component. The Display Name applies to the Timeline Asset and all of its Timeline instances.| +|**Post-playback state**||Sets the activation state for the bound GameObject when the Timeline Asset stops playing. The Post-playback state applies to the Timeline Asset and all of its Timeline instances.| +||Active|Activates the bound GameObject when the Timeline Asset finishes playing.| +||Inactive|Deactivates the bound GameObject when the Timeline Asset finishes playing.| +||Revert|Reverts the bound GameObject to its activation state before the Timeline Asset began playing.

For example, if the Timeline Asset finishes playing with the GameObject set to inactive, and the GameObject was active before the Timeline Asset began playing, then the GameObject reverts to active.| +||Leave As Is|Sets the activation state of the bound GameObject to the state the Timeline Asset is at when it finishes playing.

For example, if the Timeline Asset finishes playing with the GameObject set to inactive, the GameObject remains inactive.| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk_anim.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk_anim.md new file mode 100644 index 0000000000000000000000000000000000000000..9e3be77f367ed7923b8e6275ed3f4e34bf36322b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/insp_trk_anim.md @@ -0,0 +1,22 @@ +# Animation track properties + +Use the Inspector window to change the name of an Animation track, set how track offsets are applied, apply an avatar mask, and set which transforms are modified by default when you [match clip offsets](clp_match.md). + +![Inspector window when selecting an Animation track in the Timeline window](images/timeline_inspector_animation_track.png) + +_Inspector window when selecting an Animation track in the Timeline window_ + +|**Property** ||**Description** | +|:---|:---|:---| +|**Display Name**||The name of the Animation track shown in the Timeline window and in the Playable Director component. The Display Name applies to the Timeline Asset and all of its Timeline instances.| +|**Track Offsets**||Applies a position and rotation offset to the start of each Animation clip on the selected Animation track. The position and rotation offset starts from a specific position and rotation or from the position and rotation relative to a state machine or another Timeline instance.| +||Apply Transform Offsets|Starts the animation in each Animation clip from a specific position and rotation offset. Use the Move and Rotate tools, and the Position and Rotation fields, to set the starting position and rotation.| +||Apply Scene Offsets|Starts the animated GameObject from its current position and rotation in the Scene. Use this mode to build a Timeline instance that transitions to and from a state machine or to and from another Timeline instance.| +||Auto (deprecated)|If you load a Scene or Project that was built before 2018.3, Track Offsets is automatically set to Auto (deprecated). This is a special mode for backwards compatibility.

After opening an old Project, choose another Track Offsets mode because the Auto (deprecated) offset disables key animation recording.| +||Move tool|Enable the Move tool to show the Move Gizmo in the Scene view. Use the Move Gizmo to visually position the transform offset. Positioning the Move Gizmo changes the Position properties.

The Move tool only appears when Track Offsets is set to Apply Transform Offsets.| +||Rotate tool|Enable the Rotate tool to show the Rotate Gizmo in the Scene view. Use the Rotate Gizmo to visually rotate the track offset. Rotating the Rotate Gizmo changes the Rotation properties.

The Rotate tool only appears when Track Offsets is set to Apply Transform Offsets.| +||Position|Sets the track position offset in X, Y, and Z coordinates. The Position fields only appears when Track Offsets is set to Apply Transform Offsets.| +||Rotation|Sets the track rotation offset in X, Y, and Z coordinates. The Rotation fields appear when Track Offsets is set to Apply Transform Offsets.| +|**Apply Avatar Mask**||Enables Avatar masking. When enabled, Timeline applies the animation of all Animation clips on the track based on the selected Avatar Mask.| +||Avatar Mask|Selects the Avatar Mask applied to all Animation clips on the Animation track.
An Avatar Mask defines which humanoid body parts are animated by Animation clips on the selected Animation track. The body parts that are masked are animated by other Animation tracks in the Timeline Asset.

For example, you can use an Avatar Mask to combine the lower-body animation on an Animation track with the upper body animation on an [Override Animation track](wf_mask.md).| +|**Default Offset Match Fields**||Expand to display a series of checkboxes that choose which transforms are matched when [matching clip offsets](clp_match.md) between Animation clips.

The Default Offset Match Fields set the default matching options for all Animation clips on the same track. Use the [Animation Playable Asset properties](insp_clp_anim_plyb.md) to override these defaults for each Animation clip.| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/play_director.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/play_director.md new file mode 100644 index 0000000000000000000000000000000000000000..2c8ea7b210700eb890ff24eb33b3a2d00b4c51f9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/play_director.md @@ -0,0 +1,26 @@ +# Playable Director component + +The Playable Director component stores the link between a Timeline instance and a Timeline Asset. The Playable Director component controls when the Timeline instance plays, how the Timeline instance updates its clock, and what happens when the Timeline instance finishes playing. + +![Playable Director component added to the GameObject named Ground. The GameObject is associated with the GroundCTL Timeline Asset.](images/timeline_inspector_playable_director.png) + +_Playable Director component added to the GameObject named Ground. The GameObject is associated with the GroundCTL Timeline Asset._ + +The Playable Director component also shows the list of tracks from the associated Timeline Asset (**Playable** property) that animate GameObjects in the Scene. The link between Timeline Asset tracks and GameObjects in the Scene is referred to as **binding** or **Track binding**. For more on binding and the relationship between Timeline Assets and Timeline instances, see [Timeline overview](tl_about.md). + +|**Property** ||**Description** | +|:---|:---|:---| +|**Playable**||Associates a Timeline Asset with a GameObject in the Scene.
When you make this association, you create a Timeline instance for the selected Timeline Asset. After you create a Timeline instance, you can use the other properties in the Playable Director component to control the instance and choose which GameObjects in the Scene are animated by the Timeline Asset.| +|**Update Method**||Sets the clock source that the Timeline instance uses to update its timing.| +||DSP|Select for sample accurate audio scheduling. When selected, the Timeline instance uses the same clock source that processes audio. DSP stands for digital signal processing.| +||Game Time|Select to use the same clock source as the game clock. This clock source is affected by [time scaling](https://docs.unity3d.com/Manual/TimeFrameManagement.html).| +||Unscaled Game Time|Select to use the same clock source as the game clock, but without being affected by time scaling.| +||Manual|Select to not use a clock source and to manually set the clock time through scripting.| +|**Play on Awake**||Whether the Timeline instance is played when game play is initiated. By default, a Timeline instance is set to begin as soon as the Scene begins playback. To disable the default behaviour, disable the Play on Awake option in the Playable Director component.| +|**Wrap Mode**||The behaviour when the Timeline instance ends playback.| +||Hold|Plays the Timeline instance once and holds on the last frame until playback is interrupted.| +||Loop|Plays the Timeline instance repeatedly until playback is interrupted.| +||None|Plays the Timeline instance once.| +|Initial Time||The time (in seconds) at which the Timeline instance begins playing. The Initial Time adds a delay in seconds before the Timeline instance actually begins. For example, when Play On Awake is enabled and Initial Time is set to five seconds, if you click the Play button in the Unity Toolbar, [Play Mode](https://docs.unity3d.com/Manual/GameView.html) starts and the Timeline instance begins five seconds later.| +|**Current Time**||Views the progression of time according to the Timeline instance in the Timeline window. The Current Time field matches the Playhead Location field.
Use the Current Time field when the Timeline window is hidden. The Current Time field appears in the Playable Director Component when in Timeline Playback mode or when Unity is in Game Mode.| +|**Bindings**||Shows the link between GameObjects in the Scene with tracks from the associated Timeline Asset (Playable property). The Bindings area is split into two columns:
The first column lists the tracks from the Timeline Asset. Each track is identified by an icon and its track type.
The second column lists the GameObject linked (or bound) to each track.
The Bindings area does not list Track groups, Track sub-groups, or tracks that do not animate GameObjects. The Timeline window shows the same bindings in the [Track list](trk_list_about.md).| diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_about.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_about.md new file mode 100644 index 0000000000000000000000000000000000000000..c10b7a8d7ade6605d43a113918e287cd382f97f8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_about.md @@ -0,0 +1,50 @@ +# Timeline overview + +Use the **Timeline window** to create cut-scenes, cinematics, and game-play sequences by visually arranging tracks and clips linked to GameObjects in your Scene. + +![A cinematic sequence in the Timeline window.](images/timeline_cinematic_example.png) + +_A cinematic sequence in the Timeline window._ + +For each cut-scene, cinematic, or game-play sequence, the Timeline window saves the following: + +* **Timeline Asset**: Stores the tracks, clips, and recorded animations without links to the specific GameObjects being animated. The Timeline Asset is saved to the Project. +* **Timeline instance**: Stores links to the specific GameObjects being animated or affected by the Timeline Asset. These links, referred to as **bindings**, are saved to the Scene. + +## Timeline Asset + +The Timeline window saves track and clip definitions as a **Timeline Asset**. If you record key animations while creating your cinematic, cut-scene, or game-play sequence, the Timeline window saves the recorded clips as children of the Timeline Asset. + +![The Timeline Asset saves tracks and clips (red). Timeline saves recorded clips (blue) as children of the Timeline Asset.](images/timeline_overview_asset.png) + +_The Timeline Asset saves tracks and clips (red). Timeline saves recorded clips (blue) as children of the Timeline Asset._ + +## Timeline instance + +To animate a GameObject in your Scene with a Timeline Asset, you must create a **Timeline instance**. A **Timeline instance** associates a Timeline Asset with the GameObject in the Scene, through a [Playable Director](play_director.md) component. + +When you select a GameObject in a Scene that has a Playable Director component, the Timeline instance appears in the Timeline window. The bindings appear in the Timeline window and in the Playable Director component (Inspector window). + +![The Playable Director component shows the Timeline Asset (blue) with its bound GameObjects (red). The Timeline window shows the same bindings (red) in the Track list.](images/timeline_overview_instance.png) + +_The Playable Director component shows the Timeline Asset (blue) with its bound GameObjects (red). The Timeline window shows the same bindings (red) in the Track list._ + +The Timeline window provides an automated method of creating a Timeline instance while [creating a Timeline Asset](wf_instance.md). + +## Reusing Timeline Assets + +Because Timeline Assets and Timeline instances are separate, you can reuse the same Timeline Asset with many Timeline instances. + +For example, you could create a Timeline Asset named VictoryTL with the animation, music, and particle effects that play when the main game character (Player) wins. To reuse the VictoryTL Timeline Asset to animate another game character (Enemy) in the same Scene, you can create another Timeline instance for the secondary game character. + +![The Player GameObject (red) is attached to the VictoryTL Timeline Asset](images/timeline_overview_player.png) + +_The Player GameObject (red) is attached to the VictoryTL Timeline Asset]_ + +![The Enemy GameObject (blue) is also attached to the VictoryTL Timeline Asset](images/timeline_overview_enemy.png) + +_The Enemy GameObject (blue) is also attached to the VictoryTL Timeline Asset]_ + +Because you are reusing the Timeline Asset, any modification to the Timeline Asset in the Timeline window results in changes to all Timeline instances. + +For example, in the previous example, if you delete the Audio track while modifying the Player Timeline instance, the Timeline window removes the track from the VictoryTL Timeline Asset. The Timeline window also removes the Audio track from all instances of the VictoryTL Timeline Asset, including the Enemy Timeline instance. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_gloss.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_gloss.md new file mode 100644 index 0000000000000000000000000000000000000000..7ef1b4345bbd7624f4c7766088ee804f0d5f4faa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_gloss.md @@ -0,0 +1,71 @@ +# Timeline glossary + +This topic provides an alphabetical list of the terminology used throughout the Timeline documentation. + +**animatable property**: A property belonging to a GameObject, or belonging to a component added to a GameObject, that can have different values over time. + +**animation**: The result of adding two different keys, at two different times, for the same animatable property. + +**animation curve**: The curve drawn between keys set for the same animatable property, at different frames or seconds. The position of the tangents and the selected interpolation mode for each key determines the shape of the animation curve. + +**binding** or **Track binding**: Refers to the link between Timeline Asset tracks and the GameObjects in the scene. When you link a GameObject to a track, the track animates the GameObject. Bindings are stored as part of the Timeline instance. + +**blend** and **blend area**: The area where two Animation clips, Audio clips, or Control clips overlap. The overlap creates a transition that is referred to as a **blend**. The duration of the overlap is referred to as the **blend area**. The blend area sets the duration of the transition. + +**Blend In curve**: In a blend between two Animation clips, Audio clips, or Control clips, there are two blend curves. The blend curve for the incoming clip is referred to as the **Blend In** curve. + +**Blend Out curve**: In a blend between two Animation clips, Audio clips, or Control clips, there are two blend curves. The blend curve for the out-going clip is referred to as the **Blend Out** curve. + +**clip**: A generic term that refers to any clip within the Clips view of the Timeline window. + +**Clips view**: The area in the Timeline window where you add, position, and manipulate clips. + +**Control/Command**: This term is used when instructing the user to press or hold down the Control key on Windows, or the Command key on Mac. + +**Curves view**: The area in the Timeline window that shows the animation curves for Infinite clips or for Animation clips that have been converted from Infinite clips. The Curves view is similar to [Curves mode](animeditor-AnimationCurves) in the Animation window. + +**Gap extrapolation**: How an Animation track approximates animation data in the gaps before and after an Animation clip. + +**field**: A generic term that describes an editable box that the user clicks and types-in a value. A field is also referred to as a **property**. + +**incoming clip:** The second clip in a blend between two clips. The first clip, the out-going clip, transitions to the second clip, the **incoming clip**. + +**Infinite clip**: A special animation clip that contains basic key animation recorded directly to an Animation track within the Timeline window. An Infinite clip cannot be positioned, trimmed, or split because it does not have a defined duration: it spans the entirety of an Animation track. + +**interpolation**: The estimation of values that determine the shape of an animation curve between two keys. + +**interpolation mode**: The interpolation algorithm that draws the animation curve between two keys. The interpolation mode also joins or breaks left and right tangents. + +**key**: The value of an animatable property, set at a specific point in time. Setting at least two keys for the same property creates an animation. + +**out-going clip**: The first clip in a blend between two clips. The first clip, the **out-going clip**, transitions to the second clip, the incoming clip. + +**Playhead Location field**: The field that expresses the location of the Timeline Playhead in either frames or seconds, depending on the Timeline Settings. + +**property**: A generic term for the editable fields, buttons, checkboxes, or menus that comprise a component. An editable field is also referred to as a **field**. + +**tangent**: One of two handles that controls the shape of the animation curve before and after a key. Tangents appear when a key is selected in the Curves view, or when a key is selected in the Curve Editor. + +**tangent mode**: The selected interpolation mode used by the left tangent, right tangent, or both tangents. + +**Timeline** or **Unity's Timeline**: Generic terms that refer to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. + +**Timeline Asset**: Refers to the tracks, clips, and recorded animation that comprise a cinematic, cut-scene, game-play sequence, or other effect created with the Timeline window. A Timeline Asset does not include bindings to the GameObjects animated by the Timeline Asset. The bindings to scene GameObjects are stored in the Timeline instance. The Timeline Asset is project-based. + +**Timeline window**: The official name of the window where you create, modify, and preview a Timeline instance. Modifications to a Timeline instance also affects the Timeline Asset. + +**Timeline instance**: Refers to the link between a Timeline Asset and the GameObjects that the Timeline Asset animates in the scene. You create a Timeline instance by associating a Timeline Asset to a GameObject through a Playable Director component. The Timeline instance is scene-based. + +**Timeline Playback Controls**: The row of buttons and fields in the Timeline window that controls playback of the Timeline instance. The Timeline Playback Controls affect the location of the Timeline Playhead. + +**Timeline Playback mode**: The mode that previews the Timeline instance in the Timeline window. Timeline Playback mode is a simulation of Play mode. Timeline Playback mode does not support audio playback. + +**Timeline Playhead**: The white marker and line that indicates the exact point in time being previewed in the Timeline window. + +**Timeline Selector**: The name of the menu in the Timeline window that selects the Timeline instance to be previewed or modified. + +**track**: A generic term that refers to any track within the Track list of the Timeline window. + +**Track groups**: The term for a series of tracks organized in an expandable and collapse collection of tracks. + +**Track list**: The area in the Timeline window where you add, group, and modify tracks. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_play_cntrls.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_play_cntrls.md new file mode 100644 index 0000000000000000000000000000000000000000..72244c774b395c1b14a15567534139ba670dd1eb --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_play_cntrls.md @@ -0,0 +1,103 @@ +# Timeline Playback Controls + +To play the Timeline instance and to control the location of the Timeline Playhead, use the Timeline Playback Controls. + +![Timeline Playback Controls](images/timeline_playback_controls.png) + +_Timeline Playback Controls_ + +## Timeline Start button + +![](images/timeline_start_button.png) + +To move the Timeline Playhead to the start of the Timeline instance, click the Timeline Start button, or hold Shift and press Comma (,). + +## Previous Frame button + +![](images/timeline_previous_frame_button.png) + +To move the Timeline Playhead to the previous frame, click the Previous Frame button, or press Comma (,). + + +## Timeline Play button + +![](images/timeline_play_button.png) + +To preview the Timeline instance in Timeline Playback mode, click the Timeline Play button, or press the Spacebar. Timeline Playback mode does the following: + +* Begins playback at the current location of the Timeline Playhead and continues to the end of the Timeline instance. If the Play Range button is enabled, playback is restricted to a specified time range. +* The Timeline Playhead position moves along the Timeline instance. The Playhead Location field shows the position of the Timeline Playhead in either frames or seconds, depending on the [Timeline settings](tl_settings.md). +* To pause playback, click the Timeline Play button again, or press the Spacebar. +* When playback reaches the end of the Timeline instance, the Wrap Mode determines whether playback should hold, repeat, or do nothing. The Wrap Mode setting is a [Playable Director component](play_director.md) property. + +Timeline Playback mode provides a preview of the Timeline instance while in the Timeline window. Timeline Playback mode is only a simulation of [Play Mode in the Game View](https://docs.unity3d.com/Manual/GameView.html). + +The Timeline Playback mode does not support audio playback. To preview a Timeline instance with audio, enable the Play on Awake option in the [Playable Director component](play_director.md) and preview game play in Play Mode. + +## Next Frame button + +![](images/timeline_next_frame_button.png) + +To move the Timeline Playhead to the next frame, click the Next Frame button, or press Period (.). + +## Timeline End button + +![](images/timeline_end_button.png) + +To move the Timeline Playhead to the end of the Timeline instance, click the Timeline End button, or hold Shift and press Period (.). + + +## Play Range button + +![](images/timeline_play_range_button.png) + +Enable the **Play Range** button to restrict playback to a specific range of seconds or frames. You can only set a play range when previewing a Timeline instance within the Timeline window. Unity ignores the play range in [Play Mode](https://docs.unity3d.com/Manual/GameView.html). + +The Timeline ruler highlights the play range and indicates its start and end with white markers. To modify the play range, drag either marker. + +![Play Range (red circle) enabled with while markers and highlighted area defining range](images/timeline_play_range.png) + +_Play Range (red circle) enabled with while markers and highlighted area defining range_ + +Use **Play Range Mode**, in the [Timeline Settings](tl_settings.md), to set whether the play range plays once or repeatedly. + + +## Timeline Playhead and Playhead Location field + +The Timeline Playhead indicates the exact point in time being previewed in the Timeline window. The Playhead Location field expresses the location of the Timeline Playhead in either frames or seconds. + +![Playhead Location field and Timeline Playhead (red). The Timeline Playhead also appears on the Zoombar (red arrow).](images/timeline_playhead_location.png) + +_Playhead Location field and Timeline Playhead (red). The Timeline Playhead also appears on the Zoombar (red arrow)._ + +Use the [Zoombar to navigate, scroll, and zoom](clp_pan_zoom.md) the Clips view. A white line indicates the location of the Timeline Playhead in relation to the entire Timeline instance. + +To jump the Timeline Playhead to a specific time, click the Timeline ruler. You can also enter the time value in the Playhead Location field and press Enter. When entering a value, frames are converted to seconds or seconds are converted to frames, based on the Timeline settings. For example, if the Timeline ruler is expressed as seconds with a frame rate of 30 frames per second, entering 180 in the Playhead Location field converts 180 frames to seconds and moves the Timeline Playhead to 6:00. To set the time format that the Timeline window uses, configure the [Timeline Settings](tl_settings.md). + +## Switching between Local and Global + +Use the Local or Global button to change the Timeline ruler from local time to global time. Local time and global time are only relevant when editing a nested Timeline instance. + +[To create a nested Timeline instance](wf_nested.md), drag a GameObject associated with a Timeline instance into another Timeline instance. The Timeline instance you are dragging into becomes the master Timeline instance. The Timeline instance associated with the GameObject becomes a nested Timeline instance. + +![A nested Timeline instance appears as a Control clip on a Control track (red arrow)](images/timeline_nesting_example.png) + +_A nested Timeline instance appears as a Control clip on a Control track (red arrow)_ + +To edit a nested Timeline instance, double-click the Control clip that contains the nested Timeline instance. The Timeline window switches to the nested Timeline instance, indicated by the Timeline title which shows the name and GameObject of the master Timeline instance, followed by the name and GameObject of the nested Timeline instance. + +![The Timeline title indicates that you are editing a nested Timeline instance (red outline). The Global button (red arrow) indicates that the nested Timeline instance is shown using global time.](images/timeline_nesting_editing.png) + +_The Timeline title indicates that you are editing a nested Timeline instance (red outline). The Global button (red arrow) indicates that the nested Timeline instance is shown using global time._ + +When editing a nested Timeline instance, click **Global** to switch the Timeline ruler to Local time. Local time is relative to the nested Timeline. This means that the Timeline ruler starts at zero. + +![A nested Timeline instance in Local time.](images/timeline_nesting_local.png) + +_A nested Timeline instance in Local time._ + +Click **Local** to view the Timeline ruler in relation to the placement of the nested Timeline in the master Timeline instance. This means that if, for example, if the Control clip is placed at frame 70 of the master Timeline then the Timeline ruler starts at 70 at the beginning of the nested Timeline instance. + +![A nested Timeline instance in Global time.](images/timeline_nesting_global.png) + +_A nested Timeline instance in Global time._ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_selector.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_selector.md new file mode 100644 index 0000000000000000000000000000000000000000..36be7f6e911e72f5799a9f4f066a5bc021f74e8b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_selector.md @@ -0,0 +1,11 @@ +# Timeline Preview and Timeline Selector + +Use the Timeline Selector to select the Timeline instance to view, modify, or preview in the Timeline window. The Timeline **Preview** button enables or disables previewing the effect that the selected Timeline instance has on your Scene. + +![Timeline **Preview** button with Timeline Selector and menu. Selecting a Timeline instance automatically enables the Timeline Preview button.](images/timeline_preview_selector.png) + +_Timeline **Preview** button with Timeline Selector and menu. Selecting a Timeline instance automatically enables the Timeline Preview button._ + +To select a Timeline instance, click the Timeline Selector and choose from the list of Timeline instances in the current Scene. + +Each menu item displays the name of the Timeline Asset and its associated GameObject in the current Scene. For example, the Timeline Asset named GroundATL that is associated with the Ground GameObject, displays as "GroundATL (Ground)." diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_settings.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_settings.md new file mode 100644 index 0000000000000000000000000000000000000000..49c04e9e3315d2b3639b3b5f4218cc0990b510b3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_settings.md @@ -0,0 +1,70 @@ +# Timeline Settings + +Use the Timeline Settings to choose the Timeline window and Timeline Asset settings such as the unit of measurement, the duration mode, audio waveform, and window snap settings. + +![Click the Cog icon in the Timeline window to view the Timeline Settings menu](images/timeline_cog_menu.png) + +_Click the Cog icon in the Timeline window to view the Timeline Settings menu_ + +## Seconds or Frames + +Select either **Seconds** or **Frames** to set the Timeline window to display time as either seconds or frames. + +## Duration Mode + +Use the **Duration Mode** to set whether the duration of the Timeline Asset extends to the end of the last clip (**Based On Clips**), or ends at a specific time or frame (**Fixed Length**). When the **Duration Mode** is set to **Fixed Length**, use one of the following methods to change the length of the Timeline Asset: + +* Select the Timeline Asset in the Project window and use the Inspector window to set the Duration in seconds or frames. +* In the Timeline window, drag the blue marker on the timeline. The blue marker indicates the end of the Timeline Asset. A blue line indicates the duration of the Timeline Asset. + +![Timeline Asset duration (red rectangle) and end marker (green circle)](images/timeline_duration_mode.png) + +_Timeline Asset duration (red rectangle) and end marker (green circle)_ + +## Frame Rate + +Select one of the options under **Frame Rate** to set the unit of measurement for the Timeline ruler. Change the Frame Rate to align clips at precise frames but changing the Frame Rate is only visual and has no effect on play speed, keys, tracks, or clips. The following standard frame rates are listed: Film (24 fps), PAL (25 fps), NTSC (29.97 fps), 30, 50, or 60. + +Timeline supports custom frame rates from 1e-6 to 1000. To set a custom frame rate, you must use the **Frame Rate** property in the [Timeline Asset settings](insp_tl.md). When the Timeline Asset is set to a custom frame rate, the Custom menu item is enabled and is automatically selected for the Timeline instance. The Custom menu item shows the custom frame rate in parentheses. + +## Play Range Mode + +Select one of the options under **Play Range Mode** to set the behaviour of the Timeline window when the [Play Range button](tl_play_cntrls.md#playrange) is enabled. + +* When **Play Range Mode** is set to **Loop**, the Timeline instance plays the defined Play Range repeatedly, until playback is interrupted. +* When **Play Range Mode** is set to **Hold**, the Timeline instance plays the defined Play Range once and stops at the end of the Play Range. + +You can only set a play range when previewing a Timeline instance within the Timeline window. Unity ignores the play range in [Play Mode](https://docs.unity3d.com/Manual/GameView.html). + +## Show Audio Waveforms + +Enable **Show Audio Waveforms** to draw the waveforms for all audio clips on all audio tracks. For example, use an audio waveform as a guide when manually positioning an Audio clip of footsteps with the Animation clip of a humanoid walking. Disable **Show Audio Waveform** to hide audio waveforms. **Show Audio Waveforms** is enabled by default. + +## Enable Audio Scrubbing + +**Enable Audio Scrubbing** to play audio while dragging the Timeline Playhead. + +Disable **Enable Audio Scrubbing** to stop playing audio while dragging the Timeline Playhead. When disabled, Timeline only plays audio when in [Timeline Playback mode](tl_play_cntrls.md#playbutton). + +## Snap to Frame + +Enable **Snap to Frame** to manipulate clips, preview Timeline instances, drag the Timeline Playhead, and position the Timeline Playhead using frames. Disable **Snap to Frame** to use subframes. **Snap to Frame** is enabled by default. + +![Disable **Snap to Frame** to position clips and drag the playhead between frames](images/timeline_frames_subframes.png) + +_Disable **Snap to Frame** to position clips and drag the playhead between frames_ + +For example, when **Snap to Frame** is disabled and you drag the Timeline Playhead, it moves the playhead between frames. The format of [Playhead Location](tl_play_cntrls.md#playheadlocation) displays differently depending on whether the Timeline window is set to **Seconds** or **Frames**: + +* When the Timeline window is set to **Frames**, the Playhead Location shows frames and subframes. For example, 8 frames and 34 subframes displays as 8.34. +* When the Timeline window is set to **Seconds**, the Playhead Location shows seconds, frames, and subframes. For example, 6 seconds, 17 frames, and 59 subframes displays as 6:17 [.59]. + +Manipulating clips, previewing Timeline instances, and positioning the playhead at the subframes level is useful when attempting to synchronize animation and effects with audio. Many high-end audio processing software products create audio waveforms with subframe accuracy. + +## Edge Snap + +Enable the **Edge Snap** option to snap clips when you position, trim, and create blends. + +When enabled, the Timeline window snaps the start or end of a clip when dragged within 10 pixels of the Timeline Playhead, the start or end of a clip on the same track, the start or end of a clip on another track, or the start or end of the entire Timeline instance. The start guide or end guide is redrawn in white to indicate that the clip has snapped to the edge of another clip or the Timeline Playhead. + +Disable **Edge Snap** to create more accurate blends, ease-ins, or ease-outs. **Edge Snap** is enabled by default. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_window.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_window.md new file mode 100644 index 0000000000000000000000000000000000000000..cb3bc46e7b4f7124e8e395084a2103fde34e0d5f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/tl_window.md @@ -0,0 +1,29 @@ +# Timeline window + +To access the Timeline window, select **Sequencing** > **Timeline** from the Window menu. What the Timeline window shows depends on what you select in either the Project window or the Scene view. + +For example, if you select a GameObject that is associated with a Timeline Asset, the Timeline window shows the tracks and clips from the Timeline Asset and the GameObject bindings from the Timeline instance. + +![Selecting a GameObject associated with a Timeline Asset displays its tracks and clips, and the bindings from the Timeline instance](images/timeline_editor_bindings.png) + +_Selecting a GameObject associated with a Timeline Asset displays its tracks and clips, and the bindings from the Timeline instance_ + +If you haven’t selected a GameObject, the Timeline window informs you that the first step for creating a Timeline Asset and a Timeline instance is to select a GameObject. + +![With no GameObject selected, the Timeline window provides instructions](images/timeline_editor_to_start.png) + +_With no GameObject selected, the Timeline window provides instructions_ + +If a GameObject is selected and it is not associated with a Timeline Asset, the Timeline window provides the option for creating a new Timeline Asset, adding the necessary components to the selected GameObject, and creating a Timeline instance. + +![Select a GameObject that is not associated with a Timeline Asset to create a new Timeline Asset, add components, and create a Timeline instance](images/timeline_editor_create.png) + +_Select a GameObject that is not associated with a Timeline Asset to create a new Timeline Asset, add components, and create a Timeline instance_ + +To use the Timeline window to view a previously created Timeline Asset, select the Timeline Asset in the Project window and open the Timeline window. The Timeline window shows the tracks and clips associated with the Timeline Asset, but without the track bindings to GameObjects in the Scene. In addition, the Timeline Playback Controls are disabled and there is no Timeline Playhead. + +![Timeline Asset selected in the Project window shows its tracks and clips, but with no track bindings. The Timeline Playback Controls are disabled.](images/timeline_editor_project.png) + +_Timeline Asset selected in the Project window shows its tracks and clips, but with no track bindings. The Timeline Playback Controls are disabled._ + +Timeline saves the track bindings to GameObjects in the Scene with the Timeline instance, not the Timeline Asset. For details on the relationship between the Project, Scene, Timeline Assets, and Timeline instances, see [Timeline overview](tl_about.md). diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_add.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_add.md new file mode 100644 index 0000000000000000000000000000000000000000..2436932ff8f0c3fd627f496249f50c543e905fc3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_add.md @@ -0,0 +1,15 @@ +# Adding tracks + +The Timeline window supports many different methods of adding tracks to the Track list. Depending on the method you choose, the Timeline window may also add track bindings to the Track header, clips to tracks, and components to GameObjects. + +![Add Track menu](images/timeline_add_track_menu.png) + +_Add Track menu_ + +The simplest method to add a track is to click the **Add** button and select the type of track from the **Add Track** drop-down menu. You can also right-click an empty area of the Track list to make the **Add Track** menu appear. + +The Timeline window also supports dragging a GameObject into the Track list. Drag a GameObject into an empty area in the Track list and select the type of track to add from the context menu. Depending on the type of track selected, the Timeline window performs different actions: + +* Select **Animation Track** and the Timeline window binds the GameObject to the Animation track. If the GameObject doesn't already have an Animator component, the Timeline window creates an Animator component for the GameObject. +* Select **Activation Track** and the Timeline window binds the GameObject to the Activation track. There are some limitations when creating an Activation track when dragging a GameObject. For example, the main GameObject with the Playable Directory component should not be bound to an Activation track. Because this is the same GameObject that links the Timeline Asset to the Scene, activating and disabling the GameObject affects the length of Timeline instance. +* Select **Audio Track** and the Timeline window adds an Audio Source component to the GameObject and binds this Audio Source component to the Audio track. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_delete.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_delete.md new file mode 100644 index 0000000000000000000000000000000000000000..06ea772dd51b9b1cdc75a93a7c4d61856f347dac --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_delete.md @@ -0,0 +1,13 @@ +# Deleting tracks + +Delete a track to remove the track, its clips, blends, and properties from the Timeline window. This is a destructive action that modifies a Timeline Asset and affects all Timeline instances based on the Timeline Asset. + +There are many ways to delete tracks: + +* Select a track and press the **Delete** key (or hold **Command** and press **Delete**). +* Select a track. Right-click an empty area in the Track list and select **Delete** from the context menu. +* Right-click a track and select **Delete** from the context menu. + +Deleting an Animation track also deletes the recorded Infinite clips for Animation clips that were converted from Infinite clips. The Project window may still show recorded Infinite clips as children of a Timeline Asset because it is not updated until you save the Scene or Project. + +You cannot delete a locked track. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_dup.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_dup.md new file mode 100644 index 0000000000000000000000000000000000000000..1ec5e9779ea68608ea4a6ceffc6ea9c1c58c18d9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_dup.md @@ -0,0 +1,14 @@ +# Duplicating tracks + +Duplicating a track copies its clips, blends, and Inspector properties. If the duplicated track is bound to a GameObject, the binding is reset to **None**. + +![Track binding for a duplicated track is reset to **None**](images/timeline_track_duplicate.png) + +_Track binding for a duplicated track is reset to **None**_ + +There are many ways to duplicate tracks: + +* Select a track. Right-click an empty area in the Track list and select **Duplicate** from the context menu. +* Select a track. Hold Command/Control and press D. +* Select a track. Hold Command/Control and press C, for copy, then press V, for paste. +* Right-click a track and either select **Duplicate** from the context menu or hold Command/Control and press D. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_list_about.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_list_about.md new file mode 100644 index 0000000000000000000000000000000000000000..81b40f28dffccbc29bf94e92c3a60046fbca553e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_list_about.md @@ -0,0 +1,28 @@ +# Track list and Track headers + +Use the Track list to add, select, duplicate, delete, lock, mute, and reorder the tracks that comprise a Timeline Asset. You can also organize tracks into Track groups. + +![Track list and Track headers for the Timeline instance named GroundETL](images/timeline_track_list.png) + +_Track list and Track headers for the Timeline instance named GroundETL_ + +Each track has two areas: + +* Track list: Shows a Track header for each track. +* Clips view: Shows the clips for each track. + +The Track header contains the name of the track or its binding information. Track bindings are saved to the Playable Director component associated with the GameObject that is linked to the Timeline Asset. This association is referred to as a **Timeline instance** (see [Timeline overview](tl_about.md)). + +Each Track header has a colored accent that identifies the track type and its clips: + +* Activation tracks are green. Use Activation tracks to add Activation clips which set when the bound GameObject is active (shown). The GameObject is bound to the Activation track. +* Animation tracks are blue. Use Animation tracks to add Animation clips that animate the bound GameObject. Use an Animation track and its Animation clips to [record basic animation](wf_rec_anim.md) or [animate a humanoid](wf_char_anim.md). +* Audio tracks are orange. Use Audio tracks to add Audio clips for playing background music or sound effects. Each Audio clip is bound to an audio waveform. The audio source, that plays each waveform, is bound to the Audio track. +* Control tracks are turquoise. Use Control tracks to add Control clips which are special clips that control a nested Timeline instance, Particle System, Prefab instance, or ITimeControl Script. [How the Control clip is created](insp_clp_ctrl_com.md) determines what it controls. +* Playable tracks are white. Use Playable tracks to add Playable clips. Each Playable clip is bound to a script that uses the [Playables API](https://docs.unity3d.com/Manual/Playables.html) to create custom animation tools, effects or gameplay mechanisms. + +Each Track header is also identified by an icon. If a track has a binding error or if the bound GameObject is disabled, the icon representing a track changes to an alert icon. For example, if an Animation track is bound to a GameObject that is disabled at the location of the Playhead, the icon switches to an alert icon. + +![An alert icon indicates that the RedCube bound GameObject is disabled at the start of the Timeline instance](images/timeline_track_alert_icon.png) + +_An alert icon indicates that the RedCube bound GameObject is disabled at the start of the Timeline instance_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_lock.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_lock.md new file mode 100644 index 0000000000000000000000000000000000000000..d274e478c31951e9b795c69cf8d33b24fe5ddb8a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_lock.md @@ -0,0 +1,13 @@ +# Locking tracks + +Lock a track to prevent editing of the track and any of the clips used by the track. + +Use lock when you have finished animating a track and you want to avoid inadvertently modifying the track. You cannot edit or delete a locked track, or select its clips. The Lock icon identifies a locked track. + +![Selected and locked track with Lock icon (red circle)](images/timeline_track_locked.png) + +_Selected and locked track with Lock icon (red circle)_ + +To lock a track, right-click on the track and select **Lock** from the context menu. You can also select a track and press L. You can select and lock multiple tracks at a time. A track can be both locked and muted. + +To unlock a track, click the Lock icon. You can also select a locked track and press L, or right-click and select **Unlock**. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_mute.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_mute.md new file mode 100644 index 0000000000000000000000000000000000000000..ae3eac888250e7a6ec43f5194a57213db4160ea5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_mute.md @@ -0,0 +1,15 @@ +# Muting tracks + +Mute a track to disable its clips and their effect on the Scene. + +You can also use mute when your Timeline instance includes many tracks with animations and you want to focus on the animation of one or a few tracks. The Mute icon identifies a muted track. + +![Selected and muted track with Mute icon (red circle)](images/timeline_track_muted.png) + +_Selected and muted track with Mute icon (red circle)_ + +To mute a track, right-click on the track and select **Mute** from the context menu. You can also select a track and press M. You can select and mute multiple tracks at a time. A track can be both muted and locked. + +To unmute a track, click the Mute icon. You can also select a muted track and press M, or right-click and select **Unmute**. + +**Note:** Muted tracks can be deleted. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_reorder.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_reorder.md new file mode 100644 index 0000000000000000000000000000000000000000..dbd2035021616e466517a298d5f3be86f4ab3c44 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_reorder.md @@ -0,0 +1,17 @@ +# Reordering tracks and rendering priority + +In the Timeline window, the rendering and animation priority is from the last track to the first track, where the last track takes priority. You can reorder tracks to change their rendering or animation priority. + +For example, a Timeline instance has four Animation tracks, where the second and fourth Animation tracks animate the same GameObject. The fourth track overrides the animation on any of the preceding tracks. This animation priority is the reason why Animation Override tracks are added as child tracks, under Animation tracks. + +![The second track (red arrow) and fourth track (selected, green arrow) animate the same GameObject (GreenCube). The fourth track has priority and overrides the second track.)](images/timeline_track_priority.png) + +_The second track (red arrow) and fourth track (selected, green arrow) animate the same GameObject (GreenCube). The fourth track has priority and overrides the second track.)_ + +To reorder tracks, select one or more tracks and drag until a white insert line appears between tracks in the Track list. The white insert line indicates the destination of the tracks you are dragging. The last selected track type displays beside the cursor. Release the mouse button to reorder tracks. + +![For example, the white insert line indicates that the Control track (Storm) will be placed between the first track (Ground) and second track (Audio Src)](images/timeline_track_reorder.png) + +_For example, the white insert line indicates that the Control track (Storm) will be placed between the first track (Ground) and second track (Audio Src)_ + +An Animation Override track is bound to the same GameObject as its parent Animation track. Reordering an Animation Override track converts it to an Animation track and resets its binding to none. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_select.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_select.md new file mode 100644 index 0000000000000000000000000000000000000000..1d86f8d16fea1780ba72a1e3b5483004f8583030 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/trk_select.md @@ -0,0 +1,25 @@ +# Selecting tracks + +To select a single track, click its Track header in the Track list. You can also click an empty area in the Clips view. When you select a track, Timeline highlights its Track header and Clips view. Selecting a track deselects all other tracks or clips. + +Selecting a track shows its properties in the Inspector window. The track properties change depending on the type of track and how many tracks you select. See [Timeline Inspector](insp_about.md) for details. + +To select contiguous tracks, select the first track and then hold Shift and click the last track in the series. For example, to select three contiguous tracks, click the first track, then hold Shift and click the third track. All three tracks are selected. + +![Click to select the first track](images/timeline_track_select_first.png) + +_Click to select the first track_ + +![Hold Shift and click to select contiguous tracks](images/timeline_track_select_last.png) + +_Hold Shift and click to select contiguous tracks_ + +Hold Command/Control and click to select discontiguous tracks. Hold Command/Control and click to deselect a selected track. + +There are many other ways to select tracks: + +* Hold down Shift and press the Up arrow or Down arrow keys to add and remove tracks from the selection. +* To deselect all tracks or clips, click on an empty area in the Track list. +* When a clip is selected on a track, press Tab to select the track. +* Use the arrow keys to change the selected track. The Up and Down arrow keys select the previous or next track. +* The Right arrow key selects the first clip on the track. If a Track group is already selected, the Left arrow and Right arrow keys collapse and expand the Track group. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_about.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_about.md new file mode 100644 index 0000000000000000000000000000000000000000..cbf3ce2448ad666794477213a26892707cae62a6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_about.md @@ -0,0 +1,10 @@ +# Using the Timeline window + +Use the Timeline window to create Timeline Assets and Timeline instances, record animation, schedule animation, and create cinematic content. This section shows you how to do the following tasks: + +* [Create a Timeline Asset and Timeline instance](wf_instance.md) +* [Record basic animation with an Infinite clip](wf_rec_anim.md) +* [Convert an Infinite clip to an Animation clip](wf_conv_infinite.md) +* [Animate a humanoid](wf_char_anim.md) +* [Use Animation Override tracks and Avatar Masking](wf_mask.md) +* [Nest Timeline Instances](wf_nested.md) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_char_anim.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_char_anim.md new file mode 100644 index 0000000000000000000000000000000000000000..c1fc6135ff46644a14ee11e015a788d8a9fe977a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_char_anim.md @@ -0,0 +1,74 @@ +# Animating a humanoid + +This task demonstrates how to use a Timeline instance to animate a humanoid with external motion clips. This workflow also demonstrates how to match clip offsets, manually adjust clip offsets, and create blends between clips to minimize jumping and sliding. Although this workflow uses a humanoid, you can use this animation method for any GameObject. + +This workflow assumes that you have already created a Timeline instance with an empty Animation track bound to a humanoid. For example, the DefaultMale humanoid is bound to an empty Animation track: + +![DefaultMale humanoid bound to an empty Animation track.](images/timeline_humanoid_start.png) + +_DefaultMale humanoid bound to an empty Animation track._ + +From your Project, drag a motion clip into the Animation track to create a new Animation clip. For example, drag an idle pose as the first clip to start the humanoid from an idle stance. + +To position, resize, or trim your Animation clip in the Clips view, select **Mix mode** as the Clip Edit mode. There are [three different Clip Edit modes](clp_about.md) that change the editing behaviour of the Timeline window. When the Timeline window is in **Mix mode**, you can drag and trim clips to create blends. + +![Animation track, bound to the DefaultMale humanoid, with an idle pose (Idle) as its Animation clip. The Mix mode (red circle) is the selected Clip Edit mode.](images/timeline_humanoid_idle.png) + +_Animation track, bound to the DefaultMale humanoid, with an idle pose (Idle) as its Animation clip. The Mix mode (red circle) is the selected Clip Edit mode._ + +Add a second Animation clip. This example adds a run and turn left clip (named Run_Left) to the Animation track, and then resizes the clip to include one loop, so the DefaultMale runs and turns 180 degrees. + +![Animation track with an Idle clip and a Run_Left clip](images/timeline_humanoid_runleft.png) + +_Animation track with an Idle clip and a Run_Left clip_ + +Play the Timeline instance. In this example, the DefaultMale humanoid jumps between each Animation clip because the position of the humanoid at the end of the first Animation clip (Idle) does not match the position of the humanoid at the start of the next Animation clip (RunLeft). + +![The humanoid jumps between the first Animation clip, which ends at frame 29 (red arrow and box), and the second Animation clip, which starts at frame 30 (ghost with green arrow and box)](images/timeline_humanoid_before_match.png) + +_The humanoid jumps between the first Animation clip, which ends at frame 29 (red arrow and box), and the second Animation clip, which starts at frame 30 (ghost with green arrow and box)_ + +## Matching clips + +To fix the animation jump between clips, match the offset of each Animation clip. The Timeline window provides [different methods for matching offsets](clp_match.md). In this example, Timeline matches the second Animation clip with the previous clip. To do this, select the Run_Left clip, right-click and select **Match Offsets to Previous Clip**. + +![Right-click and select Match Offsets to Previous Clip to match the offsets of the selected Animation clip with the preceding Animation clip](images/timeline_humanoid_match_menu.png) + +_Right-click and select Match Offsets to Previous Clip to match the offsets of the selected Animation clip with the preceding Animation clip_ + +![After matching offsets, the position and rotation of the humanoid at the start of the second Animation clip (frame 30, ghost with green arrow) matches the position and rotation of the humanoid at the end of the first Animation clip (frame 29, red arrow)](images/timeline_humanoid_after_match.png) + +_After matching offsets, the position and rotation of the humanoid at the start of the second Animation clip (frame 30, ghost with green arrow) matches the position and rotation of the humanoid at the end of the first Animation clip (frame 29, red arrow)_ + +Play the Timeline instance again. Although the position and rotation of the humanoid matches, there is still a jump between the two Animation clips because the humanoid is in different poses. At the end of the first Animation clip, the humanoid is standing upright with its feet together. At the start of the second Animation clip, the humanoid is bent forward with its feet apart. + +## Blending clips + +[Create a blend](clp_blend.md) to remove the jump and transition between the two poses. Adjust the size of the clips, the Blend Area, the Clip In, and the shape of each Blend Curve to create a transition between the two poses. For example, in the transition between the Idle clip and the Run_Left clip, the Idle clip was resized to 36 frames and the Run_Left clip was repositioned to start at frame 25. The rest of the clip properties are unchanged from their default values. + +![With Mix mode selected, you can create a blend (red circle) between two clips to create a smooth transition between two animations.](images/timeline_humanoid_blend.png) + +_With Mix mode selected, you can create a blend (red circle) between two clips to create a smooth transition between two animations._ + +As the Idle clip transitions to the Run_Left clip, the blend removes the obvious jump between poses. The transition between most body parts appears natural, however in this example, the blend between the different positions of the foot results in an unnatural foot slide. + +## Reducing foot slide + +To reduce foot sliding, manually adjust the offset of an Animation clip so that the position of the foot changes less drastically. To manually adjust the offset, select the Animation clip in the Timeline window. In the Inspector window, expand **Animation Playable Asset**. + +![Select an Animation clip. In the Inspector window, expand **Animation Playable Asset** (red) to view the **Clip Transform Offsets**.](images/workflow_inspector_animation_clip_playable.png) + +_Select an Animation clip. In the Inspector window, expand **Animation Playable Asset** (red) to view the **Clip Transform Offsets**._ + +The rotation and position **Clip Transform Offsets** are not zero because performing **Match Offsets to Previous Clip** already set these values to match the root (hips) of the humanoid at the end of the previous Animation clip. + +Under **Clip Transform Offsets**, enable the Move tool. The Move Gizmo appears in the Scene view, at the root of the Animation clip. + +![Enable the Move tool (Inspector window, red arrow) to show the Move Gizmo (green arrow) in the Scene view](images/timeline_humanoid_manual.png) + +_Enable the Move tool (Inspector window, red arrow) to show the Move Gizmo (green arrow) in the Scene view_ + +Use one of the following methods to manually adjust the offset position of the Animation clip: + +* In the Scene view, drag the Move Gizmo. +* In the Inspector window, under **Clip Transform Offsets**, change the value of the appropriate **Position** property. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_conv_infinite.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_conv_infinite.md new file mode 100644 index 0000000000000000000000000000000000000000..d52afa91d8c3de3df60968858bc355505e7aec7b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_conv_infinite.md @@ -0,0 +1,15 @@ +# Converting an Infinite clip to an Animation clip + +An Infinite clip appears as a dope sheet. An Infinite clip cannot be positioned, trimmed, or split because it does not have a defined duration. To position, trim, split, or perform other clip manipulations on an Infinite clip, you must first convert it to an Animation clip. You cannot convert an Animation clip back to an Infinite clip. + +To convert an Infinite clip to an Animation clip, click the Track menu icon and select **Convert to Clip Track**: + +![The Track menu (circled) converts an Infinite clip to an Animation clip.](images/timeline_workflow_recorded_clip_track_menu.png) + +_The Track menu (circled) converts an Infinite clip to an Animation clip._ + +You can also right-click the track and select **Convert to Clip Track** from the context menu. The Track menu and context menu are the same. + +![An Infinite clip after it has been converted to an Animation clip](images/timeline_workflow_converted_clip.png) + +_An infinite clip after it has been converted to an Animation clip_ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_instance.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_instance.md new file mode 100644 index 0000000000000000000000000000000000000000..6b753a910c2d3cddad896b859e59297fa663b709 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_instance.md @@ -0,0 +1,23 @@ +# Creating a Timeline Asset and Timeline instance + +To use a Timeline Asset in your Scene, associate the Timeline Asset with a GameObject using a [Playable Director](play_director.md) component. Associating a Timeline Asset with a Playable Director component creates a Timeline instance and allows you to specify which objects in the Scene are animated by the Timeline Asset. To animate a GameObject, it must also have an [Animator](https://docs.unity3d.com/Manual/class-Animator.html) component. + +The Timeline window automatically creates a Timeline instance while creating a new Timeline Asset. The Timeline window also creates the necessary components. + +To create a new Timeline Asset and Timeline instance, follow these steps: + +1. In your Scene, select the GameObject that you want to use as the focus of your cinematic or other gameplay-based sequence. +2. Open the Timeline window (menu: **Window** > **Sequencing** > **Timeline**). If the GameObject does not yet have a Playable Director component attached to a Timeline Asset, a message in the Timeline window prompts you to click the **Create** button. +3. Click **Create**. A dialog box prompts you for the name and location of the Timeline Asset you are creating. You can also specify tags to identify the Timeline Asset. +4. Click **Save**. + +![](images/timeline_editor_create.png) + + +The Timeline window does the following: + +* Saves a new Timeline Asset to the Assets directory of your Project. If you did not change the name and location of the Timeline Asset you are creating, the Timeline window creates a name based on the selected GameObject with the "Timeline" suffix. For example, selecting the GameObject called "Enemy" names the Asset "EnemyTimeline". +* Adds an empty Animation track to the Timeline Asset. +* Adds a Playable Director component to the selected GameObject, and sets the **Playable** property to the Timeline Asset. This creates a Timeline instance. +* Sets the binding on the Animation track in the Playable Director component to the selected GameObject. The Animation track does not have any clips, so the selected GameObject is not animated. +* Adds an Animator component to the selected GameObject. The Animator component animates the GameObject through the Timeline instance. The GameObject cannot be animated without an Animator component. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_mask.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_mask.md new file mode 100644 index 0000000000000000000000000000000000000000..2e7525f216ccee8d598260b2dd84e0f678099b55 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_mask.md @@ -0,0 +1,43 @@ +# Using an Animation Override track and an Avatar Mask + +This task demonstrates how to use an Animation Override track and an Avatar Mask to replace the upper-body animation of an Animation track. Use this technique to animate a humanoid to, for example, run and carry an object. For information on creating an Avatar mask, see [Avatar Mask window](https://docs.unity3d.com/Manual/class-AvatarMask.html). + +This task assumes that you have already [created a Timeline instance](wf_instance.md) with a simple Animation clip on an Animation track bound to a humanoid: + +![This example uses a humanoid bound to a simple run cycle animation (RunForward) that loops once](images/timeline_masking_start.png) + +_This example uses a humanoid bound to a simple run cycle animation (RunForward) that loops once_ + +Right-click the Animation track and select **Add Override Track** from the context menu. An Animation Override track, named Override 0, is linked to the selected Animation track. Notice that the Animation Override track is not bound to a GameObject. Because the Override track is linked to the Animation track above, the Override track is bound to the same GameObject, in this case, the DefaultMale humanoid. + +![To add an Override track, right-click the Animation track and select Add Override Track from the context menu](images/timeline_masking_override.png) + +_To add an Override track, right-click the Animation track and select Add Override Track from the context menu]_ + +From your Project, drag an Animation Clip with upper-body animation into the Override track. For example, drag an animation of a humanoid standing still and waving their arms. Position and resize the clip to match the Animation clip that you want to override. + +![The Animation Override track contains an Animation clip of a humanoid standing still, waving their arms (WavingArms). This clip was resized to match the Animation clip (RunForward) of the parent Animation track.](images/timeline_masking_waving.png) + +_The Animation Override track contains an Animation clip of a humanoid standing still, waving their arms (WavingArms). This clip was resized to match the Animation clip (RunForward) of the parent Animation track._ + +Play the Timeline instance. In this example, the WavingArms clip completely overrides the RunForward clip. To combine the lower-body animation from one Animation clip with upper-body animation from another Animation clip, specify an Avatar Mask for the Animation Override track. + +![To specify an Avatar Mask, select the Override track to view its properties in the Inspector window](images/timeline_masking_override_selected.png) + +_To specify an Avatar Mask, select the Override track to view its properties in the Inspector window_ + +From the Project, drag an Avatar Mask, that masks the lower body animation, into the Avatar Mask property in the Inspector window. Enable the **Apply Avatar Mask** checkbox. An Avatar Mask icon appears beside the track name. + +![An Avatar Mask, that masks the lower body animation, is specified for the Animation Overview clip in the Inspector window. This allows the upper body animation to pass through.](images/timeline_masking_avatar_inspector.png) + +_An Avatar Mask, that masks the lower body animation, is specified for the Animation Overview clip in the Inspector window. This allows the upper body animation to pass through._ + +![The Avatar Mask icon (red) indicates that the Animation Override track uses an Avatar Mask.](images/timeline_masking_avatar_on.png) + +_The Avatar Mask icon (red) indicates that the Animation Override track uses an Avatar Mask._ + +Play the Timeline instance. In this example, the DefaultMale humanoid uses upper-body animation from the WavingArms clip and lower-body animation from the RunForward clip. To temporarily disable the Avatar Mask, click the Avatar Mask icon. + +![The Avatar Mask icon (red) is gray when disabled. The WavingArms clip completely overrides the RunForward clip.](images/timeline_masking_avatar_off.png) + +_The Avatar Mask icon (red) is gray when disabled. The WavingArms clip completely overrides the RunForward clip._ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_nested.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_nested.md new file mode 100644 index 0000000000000000000000000000000000000000..4cc23dd0f2497cd79ea9c351fb2f145d9a92556e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_nested.md @@ -0,0 +1,49 @@ +# Nesting Timeline instances + +Timeline supports nesting Timeline instances. A nested Timeline instance refers to a Timeline instance that is added within another Timeline instance. The **master Timeline instance** refers to the main or parent Timeline instance that includes other Timeline instances. + +Nesting Timeline instances is useful if you have a large team working on different aspects of a Project and you want them to collaborate on the same cinematic or cut-scene. + +For example, you are developing a puzzle game that starts with a cinematic of the character walking into frame while the pieces on the game board move into position. You could create a master Timeline instance for the character walking into frame. You could create another Timeline instance for the game board animation. You could then nest the game board animation into the master Timeline instance of the character walking into frame. + +![The master NestTL Timeline instance has a character walking and theme music. A Control track nests the BoardTL Timeline instance for the game board animation.](images/workflow_nesting_done.png) + +_The master NestTL Timeline instance has a character walking and theme music. A Control track nests the BoardTL Timeline instance for the game board animation._ + +By creating a master Timeline instance with nested Timeline instances, different teams can work on different animations and then combine the animations into one master Timeline. In the puzzle game example, one team could work on the character Timeline instance, and another team could work on the game board animation. + +When you have two Timeline instances, and you want to nest one instance into the other, open the Timeline instance that you want to be the master Timeline instance. To ensure that the Timeline window does not switch while you select GameObjects, click the lock icon (red arrow): + +![The master NestTL Timeline instance has a character walking and theme music.](images/workflow_nesting_master.png) + +_The master NestTL Timeline instance has a character walking and theme music._ + +Find the GameObject in your Scene that is associated with the Timeline instance that you want to nest inside the master Timeline instance. Drag the GameObject into the Clips view of the Timeline window. + +![The Board GameObject is associated with the BoardTL Timeline instance. Drag the Board GameObject into the NestTL master Timeline to nest the BoardTL Timeline instance in the NestTL Timeline instance.](images/workflow_nesting_drag_board.png) + +_The Board GameObject is associated with the BoardTL Timeline instance. Drag the Board GameObject into the NestTL master Timeline to nest the BoardTL Timeline instance in the NestTL Timeline instance._ + +The Timeline window creates a Control track and places the Control clip where you drop the GameObject. The Control clip is set to the same size as the Timeline instance. When a Control clip contains a nested Timeline instance, a downward arrow appears beside its name. To edit a nested Timeline instance from the master timeline, double-click its Control clip. + +![Double-click the Control clip to edit the nested BoardTL Timeline instance from within the master](images/workflow_nesting_double_click.png) + +_Double-click the Control clip to edit the nested BoardTL Timeline instance from within the master_ + +A warning icon appears beside the name of the nested Timeline instance because the Timeline Playhead is outside the range of the nested Timeline. Timeline also disables the Timeline Playhead controls. + +When you edit a nested Timeline instance, you cannot change the duration of the nested Timeline instance. You must return to the master Timeline instance and change the duration of the Control clip to change the duration of the nested Timeline instance. To return to the master, click the name of the master Timeline instance (red arrow): + +![Warning icon (red circle) means the Timeline Playhead Controls are disabled.](images/workflow_nesting_edit_warning.png) + +_Warning icon (red circle) means the Timeline Playhead Controls are disabled._ + +The Timeline window is in this state because, by default, the size of the Control clip in the master Timeline instance determines when the nested Timeline instance is active. Use one of the following methods to change this state and edit the nested Timeline instance: + +* Click the Timeline ruler to move the Timeline Playhead into the nested Timeline. This enables editing and the Timeline Playback Controls. +* In the master Timeline instance, move the Timeline Playhead to within the Control clip before you double-click the Control clip. +* In the master Timeline instance, select the Control clip, and disable the Control Activation property in the Inspector window. + +![Disable the Control Activation property (red outline) to have the nested Timeline instance active throughout the duration of the master Timeline instance.](images/workflow_nesting_control_disabled.png) + +_Disable the Control Activation property (red outline) to have the nested Timeline instance active throughout the duration of the master Timeline instance._ diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_rec_anim.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_rec_anim.md new file mode 100644 index 0000000000000000000000000000000000000000..a0d75858bb7a669306de972b1b947ae2716251ab --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Documentation~/wf_rec_anim.md @@ -0,0 +1,59 @@ +# Recording basic animation with an Infinite clip + +You can record animation directly to an Animation track. When you record directly to an empty Animation track, you create an **Infinite clip**. + +An Infinite clip is a clip that contains basic key animation recorded through the Timeline window. An Infinite clip cannot be positioned, trimmed, or split because it does not have a defined size: it spans the entirety of an Animation track. + +Before creating an Infinite clip, you must [add an empty Animation track](trk_add.md) for the GameObject that you want to animate. + +In the Track list, click the red circular Record button for the empty Animation track to enable Record mode. + +![Click the Record button on an empty track to enable Record mode](images/timeline_workflow_record_button.png) + +_Click the Record button on an empty track to enable Record mode_ + +When a track is in Record mode, the clip area of the track is drawn in red with the "Recording..." message, and the Record button blinks on and off. + +![Timeline window in Record mode](images/timeline_workflow_recording.png) + +_Timeline window in Record mode_ + +When in Record mode, any modification to an animatable property of the GameObject sets a key at the location of the Timeline Playhead. + +To start creating an animation, move the Timeline Playhead to the location of the first key, and do **one** of the following: + +* In the Inspector window, right-click the name of the property and choose **Add Key**. This adds an animation key for the property without changing its value. A diamond appears in the Infinite clip to show the position of the key. +* In the Inspector window, change the value of the animatable property of the GameObject. This adds an animation key for the property with its changed value. A diamond appears in the Infinite clip. +* In the Scene view, either move, rotate, or scale the GameObject. This automatically adds a key for the properties you change. A diamond appears in the Infinite clip. + +![Red background indicates that you’ve added an animation curve for the property to the clip](images/timeline_property_red.png) + +_Red background indicates that you’ve added an animation curve for the property to the clip_ + +![Setting a key adds a diamond to the Infinite clip](images/timeline_workflow_recording_diamonds.png) + +_Setting a key adds a diamond to the Infinite clip_ + +Move the playhead to a different position on the Timeline and change the animatable properties of the GameObject. At each position, the Timeline window adds a diamond to the Infinite clip for any changed properties and adds a key to its associated animation curves. + +While in Record mode, you can right-click the name of an animatable property name to perform keying operations such as setting a key without changing its value, jumping to the next or previous keys, and removing keys. For example, to set a key for the position of a GameObject without changing its value, right-click **Position** and select **Add Key** from the context menu. + +![Right-click the name of an animatable property to perform keying operations](images/timeline_workflow_keyframing_menu.png) + +_Right-click the name of an animatable property to perform keying operations_ + +When you finish the animation, click the blinking Record button to disable Record mode. + +An Infinite clip appears as a dope sheet in the Timeline window, but you cannot edit the keys in this view. Use [the Curves view to edit keys](crv_keys_edit.md). You can also double-click the Infinite clip and edit the keys with the Animation window. + +![An Infinite clip appears as a dope sheet](images/timeline_workflow_dopesheet.png) + +_An Infinite clip appears as a dope sheet_ + +Save the Scene or Project to save the Timeline Asset and the Infinite clip. The Timeline window saves the key animation from the Infinite clip as a source asset. The source asset is named "Recorded" and saved as a child of the Timeline Asset in the Project. + +![Recorded clips are saved under the Timeline Asset in the Project](images/timeline_workflow_clip_in_project.png) + +_Recorded clips are saved under the Timeline Asset in the Project_ + +For every additional recorded Infinite clip, the Timeline window numbers each clip sequentially, starting at "(1)". For example, a Timeline Asset with three recorded Infinite clips are named "Recorded", "Recorded (1)", and "Recorded (2)". 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yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CurveEditUtility.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CurveEditUtility.cs new file mode 100644 index 0000000000000000000000000000000000000000..0a4321e10aae83917f92153b2cad67fa44bcb5ee --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CurveEditUtility.cs @@ -0,0 +1,657 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditorInternal; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace UnityEditor.Timeline +{ + // Utility class for editing animation clips from serialized properties + static class CurveEditUtility + { + static bool IsRotationKey(EditorCurveBinding binding) + { + return binding.propertyName.Contains("localEulerAnglesRaw"); + } + + public static void AddKey(AnimationClip clip, EditorCurveBinding sourceBinding, SerializedProperty prop, double time) + { + if (sourceBinding.isPPtrCurve) + { + AddObjectKey(clip, sourceBinding, prop, time); + } + else if (IsRotationKey(sourceBinding)) + { + AddRotationKey(clip, sourceBinding, prop, time); + } + else + { + AddFloatKey(clip, sourceBinding, prop, time); + } + } + + static void AddObjectKey(AnimationClip clip, EditorCurveBinding sourceBinding, SerializedProperty prop, double time) + { + if (prop.propertyType != SerializedPropertyType.ObjectReference) + return; + + ObjectReferenceKeyframe[] curve = null; + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + var curveIndex = Array.IndexOf(info.objectBindings, sourceBinding); + if (curveIndex >= 0) + { + curve = info.objectCurves[curveIndex]; + + // where in the array does the evaluation land? + var evalIndex = EvaluateIndex(curve, (float)time); + + if (KeyCompare(curve[evalIndex].time, (float)time, clip.frameRate) == 0) + { + curve[evalIndex].value = prop.objectReferenceValue; + } + // check the next key (always return the minimum value) + else if (evalIndex < curve.Length - 1 && KeyCompare(curve[evalIndex + 1].time, (float)time, clip.frameRate) == 0) + { + curve[evalIndex + 1].value = prop.objectReferenceValue; + } + // resize the array + else + { + if (time > curve[0].time) + evalIndex++; + var key = new ObjectReferenceKeyframe(); + key.time = (float)time; + key.value = prop.objectReferenceValue; + ArrayUtility.Insert(ref curve, evalIndex, key); + } + } + else // curve doesn't exist, add it + { + curve = new ObjectReferenceKeyframe[1]; + curve[0].time = (float)time; + curve[0].value = prop.objectReferenceValue; + } + + AnimationUtility.SetObjectReferenceCurve(clip, sourceBinding, curve); + EditorUtility.SetDirty(clip); + } + + static void AddRotationKey(AnimationClip clip, EditorCurveBinding sourceBind, SerializedProperty prop, double time) + { + if (prop.propertyType != SerializedPropertyType.Quaternion) + { + return; + } + + var updateCurves = new List(); + var updateBindings = new List(); + + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + for (var i = 0; i < info.bindings.Length; i++) + { + if (sourceBind.type != info.bindings[i].type) + continue; + + if (info.bindings[i].propertyName.Contains("localEuler")) + { + updateBindings.Add(info.bindings[i]); + updateCurves.Add(info.curves[i]); + } + } + + // use this instead of serialized properties because the editor will attempt to maintain + // correct localeulers + var eulers = ((Transform)prop.serializedObject.targetObject).localEulerAngles; + if (updateBindings.Count == 0) + { + var propName = AnimationWindowUtility.GetPropertyGroupName(sourceBind.propertyName); + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".x")); + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".y")); + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".z")); + + var curveX = new AnimationCurve(); + var curveY = new AnimationCurve(); + var curveZ = new AnimationCurve(); + AddKeyFrameToCurve(curveX, (float)time, clip.frameRate, eulers.x, false); + AddKeyFrameToCurve(curveY, (float)time, clip.frameRate, eulers.y, false); + AddKeyFrameToCurve(curveZ, (float)time, clip.frameRate, eulers.z, false); + + updateCurves.Add(curveX); + updateCurves.Add(curveY); + updateCurves.Add(curveZ); + } + + for (var i = 0; i < updateBindings.Count; i++) + { + var c = updateBindings[i].propertyName.Last(); + var value = eulers.x; + if (c == 'y') value = eulers.y; + else if (c == 'z') value = eulers.z; + AddKeyFrameToCurve(updateCurves[i], (float)time, clip.frameRate, value, false); + } + + UpdateEditorCurves(clip, updateBindings, updateCurves); + } + + // Add a floating point curve key + static void AddFloatKey(AnimationClip clip, EditorCurveBinding sourceBind, SerializedProperty prop, double time) + { + var updateCurves = new List(); + var updateBindings = new List(); + + var updated = false; + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + for (var i = 0; i < info.bindings.Length; i++) + { + var binding = info.bindings[i]; + if (binding.type != sourceBind.type) + continue; + + SerializedProperty valProp = null; + var curve = info.curves[i]; + + // perfect match on property path, editting a float + if (prop.propertyPath.Equals(binding.propertyName)) + { + valProp = prop; + } + // this is a child object + else if (binding.propertyName.Contains(prop.propertyPath)) + { + valProp = prop.serializedObject.FindProperty(binding.propertyName); + } + + if (valProp != null) + { + var value = GetKeyValue(valProp); + if (!float.IsNaN(value)) // Nan indicates an error retrieving the property value + { + updated = true; + AddKeyFrameToCurve(curve, (float)time, clip.frameRate, value, valProp.propertyType == SerializedPropertyType.Boolean); + updateCurves.Add(curve); + updateBindings.Add(binding); + } + } + } + + // Curves don't exist, add them + if (!updated) + { + var propName = AnimationWindowUtility.GetPropertyGroupName(sourceBind.propertyName); + if (!prop.hasChildren) + { + var value = GetKeyValue(prop); + if (!float.IsNaN(value)) + { + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, sourceBind.propertyName)); + var curve = new AnimationCurve(); + AddKeyFrameToCurve(curve, (float)time, clip.frameRate, value, prop.propertyType == SerializedPropertyType.Boolean); + updateCurves.Add(curve); + } + } + else + { + // special case because subproperties on color aren't 'visible' so you can't iterate over them + if (prop.propertyType == SerializedPropertyType.Color) + { + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".r")); + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".g")); + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".b")); + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, propName + ".a")); + + var c = prop.colorValue; + for (var i = 0; i < 4; i++) + { + var curve = new AnimationCurve(); + AddKeyFrameToCurve(curve, (float)time, clip.frameRate, c[i], prop.propertyType == SerializedPropertyType.Boolean); + updateCurves.Add(curve); + } + } + else + { + prop = prop.Copy(); + foreach (SerializedProperty cp in prop) + { + updateBindings.Add(EditorCurveBinding.FloatCurve(sourceBind.path, sourceBind.type, cp.propertyPath)); + var curve = new AnimationCurve(); + AddKeyFrameToCurve(curve, (float)time, clip.frameRate, GetKeyValue(cp), cp.propertyType == SerializedPropertyType.Boolean); + updateCurves.Add(curve); + } + } + } + } + + UpdateEditorCurves(clip, updateBindings, updateCurves); + } + + public static void RemoveKey(AnimationClip clip, EditorCurveBinding sourceBinding, SerializedProperty prop, double time) + { + if (sourceBinding.isPPtrCurve) + { + RemoveObjectKey(clip, sourceBinding, time); + } + else if (IsRotationKey(sourceBinding)) + { + RemoveRotationKey(clip, sourceBinding, prop, time); + } + else + { + RemoveFloatKey(clip, sourceBinding, prop, time); + } + } + + public static void RemoveObjectKey(AnimationClip clip, EditorCurveBinding sourceBinding, double time) + { + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + var curveIndex = Array.IndexOf(info.objectBindings, sourceBinding); + if (curveIndex >= 0) + { + var curve = info.objectCurves[curveIndex]; + var evalIndex = GetKeyframeAtTime(curve, (float)time, clip.frameRate); + if (evalIndex >= 0) + { + ArrayUtility.RemoveAt(ref curve, evalIndex); + AnimationUtility.SetObjectReferenceCurve(clip, sourceBinding, curve.Length == 0 ? null : curve); + EditorUtility.SetDirty(clip); + } + } + } + + public static int GetObjectKeyCount(AnimationClip clip, EditorCurveBinding sourceBinding) + { + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + var curveIndex = Array.IndexOf(info.objectBindings, sourceBinding); + if (curveIndex >= 0) + { + var curve = info.objectCurves[curveIndex]; + return curve.Length; + } + + return 0; + } + + static void RemoveRotationKey(AnimationClip clip, EditorCurveBinding sourceBind, SerializedProperty prop, double time) + { + if (prop.propertyType != SerializedPropertyType.Quaternion) + { + return; + } + + var updateCurves = new List(); + var updateBindings = new List(); + + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + for (var i = 0; i < info.bindings.Length; i++) + { + if (sourceBind.type != info.bindings[i].type) + continue; + + if (info.bindings[i].propertyName.Contains("localEuler")) + { + updateBindings.Add(info.bindings[i]); + updateCurves.Add(info.curves[i]); + } + } + + foreach (var c in updateCurves) + { + RemoveKeyFrameFromCurve(c, (float)time, clip.frameRate); + } + + UpdateEditorCurves(clip, updateBindings, updateCurves); + } + + // Removes the float keys from curves + static void RemoveFloatKey(AnimationClip clip, EditorCurveBinding sourceBind, SerializedProperty prop, double time) + { + var updateCurves = new List(); + var updateBindings = new List(); + + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + for (var i = 0; i < info.bindings.Length; i++) + { + var binding = info.bindings[i]; + if (binding.type != sourceBind.type) + continue; + + SerializedProperty valProp = null; + var curve = info.curves[i]; + + // perfect match on property path, editting a float + if (prop.propertyPath.Equals(binding.propertyName)) + { + valProp = prop; + } + // this is a child object + else if (binding.propertyName.Contains(prop.propertyPath)) + { + valProp = prop.serializedObject.FindProperty(binding.propertyName); + } + if (valProp != null) + { + RemoveKeyFrameFromCurve(curve, (float)time, clip.frameRate); + updateCurves.Add(curve); + updateBindings.Add(binding); + } + } + + // update the curve. Do this last to not mess with the curve caches we are iterating over + UpdateEditorCurves(clip, updateBindings, updateCurves); + } + + static void UpdateEditorCurve(AnimationClip clip, EditorCurveBinding binding, AnimationCurve curve) + { + if (curve.keys.Length == 0) + AnimationUtility.SetEditorCurve(clip, binding, null); + else + AnimationUtility.SetEditorCurve(clip, binding, curve); + } + + static void UpdateEditorCurves(AnimationClip clip, List bindings, List curves) + { + if (curves.Count == 0) + return; + + for (var i = 0; i < curves.Count; i++) + { + UpdateEditorCurve(clip, bindings[i], curves[i]); + } + EditorUtility.SetDirty(clip); + } + + public static void RemoveCurves(AnimationClip clip, SerializedProperty prop) + { + if (clip == null || prop == null) + return; + + var toRemove = new List(); + var info = AnimationClipCurveCache.Instance.GetCurveInfo(clip); + for (var i = 0; i < info.bindings.Length; i++) + { + var binding = info.bindings[i]; + + // check if we match directly, or with a child object + if (prop.propertyPath.Equals(binding.propertyName) || binding.propertyName.Contains(prop.propertyPath)) + { + toRemove.Add(binding); + } + } + for (int i = 0; i < toRemove.Count; i++) + { + AnimationUtility.SetEditorCurve(clip, toRemove[i], null); + } + } + + // adds a stepped key frame to the given curve + public static void AddKeyFrameToCurve(AnimationCurve curve, float time, float framerate, float value, bool stepped) + { + var key = new Keyframe(); + + bool add = true; + var keyIndex = GetKeyframeAtTime(curve, time, framerate); + if (keyIndex != -1) + { + add = false; + key = curve[keyIndex]; // retain the tangents and mode + curve.RemoveKey(keyIndex); + } + + key.value = value; + key.time = GetKeyTime(time, framerate); + keyIndex = curve.AddKey(key); + + if (stepped) + { + AnimationUtility.SetKeyBroken(curve, keyIndex, stepped); + AnimationUtility.SetKeyLeftTangentMode(curve, keyIndex, AnimationUtility.TangentMode.Constant); + AnimationUtility.SetKeyRightTangentMode(curve, keyIndex, AnimationUtility.TangentMode.Constant); + key.outTangent = Mathf.Infinity; + key.inTangent = Mathf.Infinity; + } + else if (add) + { + AnimationUtility.SetKeyLeftTangentMode(curve, keyIndex, AnimationUtility.TangentMode.ClampedAuto); + AnimationUtility.SetKeyRightTangentMode(curve, keyIndex, AnimationUtility.TangentMode.ClampedAuto); + } + + if (keyIndex != -1 && !stepped) + { + AnimationUtility.UpdateTangentsFromModeSurrounding(curve, keyIndex); + AnimationUtility.SetKeyBroken(curve, keyIndex, false); + } + } + + // Removes a keyframe at the given time from the animation curve + public static bool RemoveKeyFrameFromCurve(AnimationCurve curve, float time, float framerate) + { + var keyIndex = GetKeyframeAtTime(curve, time, framerate); + if (keyIndex == -1) + return false; + + curve.RemoveKey(keyIndex); + return true; + } + + // gets the value of the key + public static float GetKeyValue(SerializedProperty prop) + { + switch (prop.propertyType) + { + case SerializedPropertyType.Integer: + return prop.intValue; + case SerializedPropertyType.Boolean: + return prop.boolValue ? 1.0f : 0.0f; + case SerializedPropertyType.Float: + return prop.floatValue; + default: + Debug.LogError("Could not convert property type " + prop.propertyType.ToString() + " to float"); + break; + } + return float.NaN; + } + + public static void SetFromKeyValue(SerializedProperty prop, float keyValue) + { + switch (prop.propertyType) + { + case SerializedPropertyType.Float: + { + prop.floatValue = keyValue; + return; + } + case SerializedPropertyType.Integer: + { + prop.intValue = (int)keyValue; + return; + } + case SerializedPropertyType.Boolean: + { + prop.boolValue = Math.Abs(keyValue) > 0.001f; + return; + } + } + + Debug.LogError("Could not convert float to property type " + prop.propertyType.ToString()); + } + + // gets the index of the key, -1 if not found + public static int GetKeyframeAtTime(AnimationCurve curve, float time, float frameRate) + { + var range = 0.5f / frameRate; + var keys = curve.keys; + for (var i = 0; i < keys.Length; i++) + { + var k = keys[i]; + if (k.time >= time - range && k.time < time + range) + { + return i; + } + } + + return -1; + } + + public static int GetKeyframeAtTime(ObjectReferenceKeyframe[] curve, float time, float frameRate) + { + if (curve == null || curve.Length == 0) + return -1; + + var range = 0.5f / frameRate; + for (var i = 0; i < curve.Length; i++) + { + var t = curve[i].time; + if (t >= time - range && t < time + range) + { + return i; + } + } + return -1; + } + + public static float GetKeyTime(float time, float frameRate) + { + return Mathf.Round(time * frameRate) / frameRate; + } + + public static int KeyCompare(float timeA, float timeB, float frameRate) + { + if (Mathf.Abs(timeA - timeB) <= 0.5f / frameRate) + return 0; + return timeA < timeB ? -1 : 1; + } + + // Evaluates an object (bool curve) + public static Object Evaluate(ObjectReferenceKeyframe[] curve, float time) + { + return curve[EvaluateIndex(curve, time)].value; + } + + // returns the index from evaluation + public static int EvaluateIndex(ObjectReferenceKeyframe[] curve, float time) + { + if (curve == null || curve.Length == 0) + throw new InvalidOperationException("Can not evaluate a PPtr curve with no entries"); + + // clamp conditions + if (time <= curve[0].time) + return 0; + if (time >= curve.Last().time) + return curve.Length - 1; + + // binary search + var max = curve.Length - 1; + var min = 0; + while (max - min > 1) + { + var imid = (min + max) / 2; + if (Mathf.Approximately(curve[imid].time, time)) + return imid; + if (curve[imid].time < time) + min = imid; + else if (curve[imid].time > time) + max = imid; + } + return min; + } + + // Shifts the animation clip so the time start at 0 + public static void ShiftBySeconds(this AnimationClip clip, float time) + { + var floatBindings = AnimationUtility.GetCurveBindings(clip); + var objectBindings = AnimationUtility.GetObjectReferenceCurveBindings(clip); + + // update the float curves + foreach (var bind in floatBindings) + { + var curve = AnimationUtility.GetEditorCurve(clip, bind); + var keys = curve.keys; + for (var i = 0; i < keys.Length; i++) + keys[i].time += time; + curve.keys = keys; + AnimationUtility.SetEditorCurve(clip, bind, curve); + } + + // update the PPtr curves + foreach (var bind in objectBindings) + { + var curve = AnimationUtility.GetObjectReferenceCurve(clip, bind); + for (var i = 0; i < curve.Length; i++) + curve[i].time += time; + AnimationUtility.SetObjectReferenceCurve(clip, bind, curve); + } + + EditorUtility.SetDirty(clip); + } + + public static void ScaleTime(this AnimationClip clip, float scale) + { + var floatBindings = AnimationUtility.GetCurveBindings(clip); + var objectBindings = AnimationUtility.GetObjectReferenceCurveBindings(clip); + + // update the float curves + foreach (var bind in floatBindings) + { + var curve = AnimationUtility.GetEditorCurve(clip, bind); + var keys = curve.keys; + for (var i = 0; i < keys.Length; i++) + keys[i].time *= scale; + curve.keys = keys.OrderBy(x => x.time).ToArray(); + AnimationUtility.SetEditorCurve(clip, bind, curve); + } + + // update the PPtr curves + foreach (var bind in objectBindings) + { + var curve = AnimationUtility.GetObjectReferenceCurve(clip, bind); + for (var i = 0; i < curve.Length; i++) + curve[i].time *= scale; + curve = curve.OrderBy(x => x.time).ToArray(); + AnimationUtility.SetObjectReferenceCurve(clip, bind, curve); + } + + EditorUtility.SetDirty(clip); + } + + // Creates an opposing blend curve that matches the given curve to make sure the result is normalized + public static AnimationCurve CreateMatchingCurve(AnimationCurve curve) + { + Keyframe[] keys = curve.keys; + + for (var i = 0; i != keys.Length; i++) + { + if (!Single.IsPositiveInfinity(keys[i].inTangent)) + keys[i].inTangent = -keys[i].inTangent; + if (!Single.IsPositiveInfinity(keys[i].outTangent)) + keys[i].outTangent = -keys[i].outTangent; + keys[i].value = 1.0f - keys[i].value; + } + return new AnimationCurve(keys); + } + + // Sanitizes the keys on an animation to force the property to be normalized + public static Keyframe[] SanitizeCurveKeys(Keyframe[] keys, bool easeIn) + { + if (keys.Length < 2) + { + if (easeIn) + keys = new[] { new Keyframe(0, 0), new Keyframe(1, 1) }; + else + keys = new[] { new Keyframe(0, 1), new Keyframe(1, 0) }; + } + else if (easeIn) + { + keys[0].time = 0; + keys[keys.Length - 1].time = 1; + keys[keys.Length - 1].value = 1; + } + else + { + keys[0].time = 0; + keys[0].value = 1; + keys[keys.Length - 1].time = 1; + } + return keys; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CurveEditUtility.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CurveEditUtility.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..966ab3afd63fc1630e02789e6b01d8cd3304cafd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CurveEditUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e2b7a65f0a52974193ed497d145b0bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CustomEditors.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CustomEditors.meta new file mode 100644 index 0000000000000000000000000000000000000000..2516d0ecdad1d110d884b17f86b5c50adab4ea1c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/CustomEditors.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ad70ff8d98b257540b683737743828cb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorNamedColor.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorNamedColor.cs new file mode 100644 index 0000000000000000000000000000000000000000..0f08c04860f65e2febe61b22ce05ebff15698b71 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorNamedColor.cs @@ -0,0 +1,288 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.IO; +using System.Reflection; +using System.Text; +using UnityEditor.Timeline; + +namespace UnityEngine.Timeline +{ + [Serializable] + class DirectorNamedColor : ScriptableObject + { + [SerializeField] + public Color colorPlayhead; + + [SerializeField] + public Color colorSelection; + + [SerializeField] + public Color colorEndmarker; + + [SerializeField] + public Color colorGroup; + + [SerializeField] + public Color colorGroupTrackBackground; + + [SerializeField] + public Color colorAnimation; + + [SerializeField] + public Color colorAnimationRecorded; + + [SerializeField] + public Color colorAudio; + + [SerializeField] + public Color colorAudioWaveform; + + [SerializeField] + public Color colorActivation; + + [SerializeField] + public Color colorDropTarget; + + [SerializeField] + public Color colorClipFont; + + [SerializeField] + public Color colorInvalidClipOverlay; + + [SerializeField] + public Color colorTrackBackground; + + [SerializeField] + public Color colorTrackHeaderBackground; + + [SerializeField] + public Color colorTrackDarken; + + [SerializeField] + public Color colorTrackBackgroundRecording; + + [SerializeField] + public Color colorInfiniteTrackBackgroundRecording; + + [SerializeField] + public Color colorTrackBackgroundSelected; + + [SerializeField] + public Color colorTrackFont; + + [SerializeField] + public Color colorClipUnion; + + [SerializeField] + public Color colorTopOutline3; + + [SerializeField] + public Color colorDurationLine; + + [SerializeField] + public Color colorRange; + + [SerializeField] + public Color colorSequenceBackground; + + [SerializeField] + public Color colorTooltipBackground; + + [SerializeField] + public Color colorInfiniteClipLine; + + [SerializeField] + public Color colorDefaultTrackDrawer; + + [SerializeField] + public Color colorDuration = new Color(0.66f, 0.66f, 0.66f, 1.0f); + + [SerializeField] + public Color colorRecordingClipOutline = new Color(1, 0, 0, 0.9f); + + [SerializeField] + public Color colorAnimEditorBinding = new Color(54.0f / 255.0f, 54.0f / 255.0f, 54.0f / 255.0f); + + [SerializeField] + public Color colorTimelineBackground = new Color(0.2f, 0.2f, 0.2f, 1.0f); + + [SerializeField] + public Color colorLockTextBG = Color.red; + + [SerializeField] + public Color colorInlineCurveVerticalLines = new Color(1.0f, 1.0f, 1.0f, 0.2f); + + [SerializeField] + public Color colorInlineCurveOutOfRangeOverlay = new Color(0.0f, 0.0f, 0.0f, 0.5f); + + [SerializeField] + public Color colorInlineCurvesBackground; + + [SerializeField] + public Color markerDrawerBackgroundColor = new Color(0.4f, 0.4f, 0.4f , 1.0f); + + [SerializeField] + public Color markerHeaderDrawerBackgroundColor = new Color(0.5f, 0.5f, 0.5f , 1.0f); + + [SerializeField] + public Color colorControl = new Color(0.2313f, 0.6353f, 0.5843f, 1.0f); + + [SerializeField] + public Color colorSubSequenceBackground = new Color(0.1294118f, 0.1764706f, 0.1764706f, 1.0f); + + [SerializeField] + public Color colorTrackSubSequenceBackground = new Color(0.1607843f, 0.2156863f, 0.2156863f, 1.0f); + + [SerializeField] + public Color colorTrackSubSequenceBackgroundSelected = new Color(0.0726923f, 0.252f, 0.252f, 1.0f); + + [SerializeField] + public Color colorSubSequenceOverlay = new Color(0.02f, 0.025f, 0.025f, 0.30f); + + [SerializeField] + public Color colorSubSequenceDurationLine = new Color(0.0f, 1.0f, 0.88f, 0.46f); + + [SerializeField] + public Color clipBckg = new Color(0.5f, 0.5f, 0.5f, 1.0f); + + [SerializeField] + public Color clipSelectedBckg = new Color(0.7f, 0.7f, 0.7f, 1.0f); + + [SerializeField] + public Color clipBorderColor = new Color(0.4f, 0.4f, 0.4f, 1.0f); + + [SerializeField] + public Color clipEaseBckgColor = new Color(0.4f, 0.4f, 0.4f, 1.0f); + + [SerializeField] + public Color clipBlendIn; + + [SerializeField] + public Color clipBlendInSelected; + + [SerializeField] + public Color clipBlendOut; + + [SerializeField] + public Color clipBlendOutSelected; + + public void SetDefault() + { + colorPlayhead = DirectorStyles.Instance.timeCursor.normal.textColor; + colorSelection = DirectorStyles.Instance.selectedStyle.normal.textColor; + colorEndmarker = DirectorStyles.Instance.endmarker.normal.textColor; + + colorGroup = new Color(0.094f, 0.357f, 0.384f, 0.310f); + colorGroupTrackBackground = new Color(0f, 0f, 0f, 1f); + colorAnimation = new Color(0.3f, 0.39f, 0.46f, 1.0f); + colorAnimationRecorded = new Color(colorAnimation.r * 0.75f, colorAnimation.g * 0.75f, colorAnimation.b * 0.75f, 1.0f); + colorAudio = new Color(1f, 0.635f, 0f); + colorAudioWaveform = new Color(0.129f, 0.164f, 0.254f); + colorActivation = Color.green; + + colorDropTarget = new Color(0.514f, 0.627f, 0.827f); + colorClipFont = DirectorStyles.Instance.fontClip.normal.textColor; + colorTrackBackground = new Color(0.2f, 0.2f, 0.2f, 1.0f); + colorTrackBackgroundSelected = new Color(1f, 1f, 1f, 0.33f); + + colorInlineCurvesBackground = new Color(0.25f, 0.25f, 0.25f, 0.6f); + + colorTrackFont = DirectorStyles.Instance.trackHeaderFont.normal.textColor; + + colorClipUnion = new Color(0.72f, 0.72f, 0.72f, 0.8f); + colorTopOutline3 = new Color(0.274f, 0.274f, 0.274f, 1.0f); + + colorDurationLine = new Color(33.0f / 255.0f, 109.0f / 255.0f, 120.0f / 255.0f); + + colorRange = new Color(0.733f, 0.733f, 0.733f, 0.70f); + + colorSequenceBackground = new Color(0.16f, 0.16f, 0.16f, 1.0f); + + colorTooltipBackground = new Color(29.0f / 255.0f, 32.0f / 255.0f, 33.0f / 255.0f); + + colorInfiniteClipLine = new Color(72.0f / 255.0f, 78.0f / 255.0f, 82.0f / 255.0f); + + colorTrackBackgroundRecording = new Color(1, 0, 0, 0.1f); + + colorTrackDarken = new Color(0.0f, 0.0f, 0.0f, 0.4f); + + colorTrackHeaderBackground = new Color(51.0f / 255.0f, 51.0f / 255.0f, 51.0f / 255.0f, 1.0f); + + colorDefaultTrackDrawer = new Color(218.0f / 255.0f, 220.0f / 255.0f, 222.0f / 255.0f); + + colorRecordingClipOutline = new Color(1, 0, 0, 0.9f); + colorInlineCurveVerticalLines = new Color(1.0f, 1.0f, 1.0f, 0.2f); + colorInlineCurveOutOfRangeOverlay = new Color(0.0f, 0.0f, 0.0f, 0.5f); + } + + public void ToText(string path) + { + StringBuilder builder = new StringBuilder(); + + var fields = GetType().GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly); + foreach (var f in fields) + { + if (f.FieldType != typeof(Color)) + continue; + + Color c = (Color)f.GetValue(this); + builder.Append(f.Name + "," + c); + builder.Append("\n"); + } + File.WriteAllText(path, builder.ToString()); + } + + public void FromText(string text) + { + // parse to a map + string[] lines = text.Split(new[] { '\n', '\r' }, StringSplitOptions.RemoveEmptyEntries); + var map = new Dictionary(); + foreach (var line in lines) + { + var pieces = line.Replace("RGBA(", "").Replace(")", "").Split(','); + if (pieces.Length == 5) + { + string name = pieces[0].Trim(); + Color c = Color.black; + bool b = ParseFloat(pieces[1], out c.r) && + ParseFloat(pieces[2], out c.g) && + ParseFloat(pieces[3], out c.b) && + ParseFloat(pieces[4], out c.a); + + if (b) + { + map[name] = c; + } + } + } + + var fields = typeof(DirectorNamedColor).GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly); + foreach (var f in fields) + { + if (f.FieldType != typeof(Color)) + continue; + + Color c = Color.black; + if (map.TryGetValue(f.Name, out c)) + { + f.SetValue(this, c); + } + } + } + + // Case 938534 - Timeline window has white background when running on .NET 4.6 depending on the set system language + // Make sure we're using an invariant culture so "0.35" is parsed as 0.35 and not 35 + static bool ParseFloat(string str, out float f) + { + return float.TryParse(str, NumberStyles.Any, CultureInfo.InvariantCulture, out f); + } + + public static DirectorNamedColor CreateAndLoadFromText(string text) + { + DirectorNamedColor instance = CreateInstance(); + instance.FromText(text); + return instance; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorNamedColor.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorNamedColor.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..4ea6bafe9ffb65239a492c95a220b9f7e90b0311 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorNamedColor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7116e04a377b195458798657c617e324 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorStyles.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorStyles.cs new file mode 100644 index 0000000000000000000000000000000000000000..9770ff30d5e1088f8c34b083422a10a2fc256db5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorStyles.cs @@ -0,0 +1,372 @@ +using UnityEditor.Experimental; +using UnityEditor.StyleSheets; +using UnityEngine; +using UnityEngine.Timeline; + +namespace UnityEditor.Timeline +{ + class DirectorStyles + { + const string k_Elipsis = "…"; + const string k_ImagePath = "Packages/com.unity.timeline/Editor/StyleSheets/Images/Icons/{0}.png"; + public const string resourcesPath = "Packages/com.unity.timeline/Editor/StyleSheets/res/"; + + //Timeline resources + public const string newTimelineDefaultNameSuffix = "Timeline"; + + public static readonly GUIContent referenceTrackLabel = TrTextContent("R", "This track references an external asset"); + public static readonly GUIContent recordingLabel = TrTextContent("Recording..."); + public static readonly GUIContent noTimelineAssetSelected = TrTextContent("To start creating a timeline, select a GameObject"); + public static readonly GUIContent createTimelineOnSelection = TrTextContent("To begin a new timeline with {0}, create {1}"); + public static readonly GUIContent noTimelinesInScene = TrTextContent("No timeline found in the scene"); + public static readonly GUIContent createNewTimelineText = TrTextContent("Create a new Timeline and Director Component for Game Object"); + public static readonly GUIContent previewContent = TrTextContent("Preview", "Enable/disable scene preview mode"); + public static readonly GUIContent previewDisabledContent = EditorGUIUtility.TrTextContentWithIcon("Preview", "Scene preview is disabled for this TimelineAsset", MessageType.Info); + public static readonly GUIContent mixOff = TrIconContent("TimelineEditModeMixOFF", "Mix Mode (1)"); + public static readonly GUIContent mixOn = TrIconContent("TimelineEditModeMixON", "Mix Mode (1)"); + public static readonly GUIContent rippleOff = TrIconContent("TimelineEditModeRippleOFF", "Ripple Mode (2)"); + public static readonly GUIContent rippleOn = TrIconContent("TimelineEditModeRippleON", "Ripple Mode (2)"); + public static readonly GUIContent replaceOff = TrIconContent("TimelineEditModeReplaceOFF", "Replace Mode (3)"); + public static readonly GUIContent replaceOn = TrIconContent("TimelineEditModeReplaceON", "Replace Mode (3)"); + public static readonly GUIContent showMarkersOn = TrIconContent("TimelineCollapseMarkerButtonEnabled", "Show / Hide Timeline Markers"); + public static readonly GUIContent showMarkersOff = TrIconContent("TimelineCollapseMarkerButtonDisabled", "Show / Hide Timeline Markers"); + public static readonly GUIContent showMarkersOnTimeline = TrTextContent("Show markers"); + public static readonly GUIContent timelineMarkerTrackHeader = TrTextContentWithIcon("Markers", string.Empty, "TimelineHeaderMarkerIcon"); + public static readonly GUIContent signalTrackIcon = IconContent("TimelineSignal"); + + //Unity Default Resources + public static readonly GUIContent playContent = EditorGUIUtility.TrIconContent("Animation.Play", "Play the timeline (Space)"); + public static readonly GUIContent gotoBeginingContent = EditorGUIUtility.TrIconContent("Animation.FirstKey", "Go to the beginning of the timeline (Shift+<)"); + public static readonly GUIContent gotoEndContent = EditorGUIUtility.TrIconContent("Animation.LastKey", "Go to the end of the timeline (Shift+>)"); + public static readonly GUIContent nextFrameContent = EditorGUIUtility.TrIconContent("Animation.NextKey", "Go to the next frame"); + public static readonly GUIContent previousFrameContent = EditorGUIUtility.TrIconContent("Animation.PrevKey", "Go to the previous frame"); + public static readonly GUIContent newContent = EditorGUIUtility.IconContent("CreateAddNew", "Add new tracks."); + public static readonly GUIContent optionsCogIcon = EditorGUIUtility.TrIconContent("_Popup", "Options"); + public static readonly GUIContent animationTrackIcon = EditorGUIUtility.IconContent("AnimationClip Icon"); + public static readonly GUIContent audioTrackIcon = EditorGUIUtility.IconContent("AudioSource Icon"); + public static readonly GUIContent playableTrackIcon = EditorGUIUtility.IconContent("cs Script Icon"); + public static readonly GUIContent timelineSelectorArrow = EditorGUIUtility.TrIconContent("icon dropdown", "Timeline Selector"); + + public GUIContent playrangeContent; + + public static readonly float kBaseIndent = 15.0f; + public static readonly float kDurationGuiThickness = 5.0f; + + // matches dark skin warning color. + public static readonly Color kClipErrorColor = new Color(0.957f, 0.737f, 0.008f, 1f); + + // TODO: Make skinnable? If we do, we should probably also make the associated cursors skinnable... + public static readonly Color kMixToolColor = Color.white; + public static readonly Color kRippleToolColor = new Color(255f / 255f, 210f / 255f, 51f / 255f); + public static readonly Color kReplaceToolColor = new Color(165f / 255f, 30f / 255f, 30f / 255f); + + public const string markerDefaultStyle = "MarkerItem"; + + public GUIStyle groupBackground; + public GUIStyle displayBackground; + public GUIStyle fontClip; + public GUIStyle fontClipLoop; + public GUIStyle trackHeaderFont; + public GUIStyle trackGroupAddButton; + public GUIStyle groupFont; + public GUIStyle timeCursor; + public GUIStyle endmarker; + public GUIStyle tinyFont; + public GUIStyle foldout; + public GUIStyle trackMuteButton; + public GUIStyle trackLockButton; + public GUIStyle trackRecordButton; + public GUIStyle playTimeRangeStart; + public GUIStyle playTimeRangeEnd; + public GUIStyle selectedStyle; + public GUIStyle trackSwatchStyle; + public GUIStyle connector; + public GUIStyle keyframe; + public GUIStyle warning; + public GUIStyle extrapolationHold; + public GUIStyle extrapolationLoop; + public GUIStyle extrapolationPingPong; + public GUIStyle extrapolationContinue; + public GUIStyle trackMarkerButton; + public GUIStyle markerMultiOverlay; + public GUIStyle bottomShadow; + public GUIStyle trackOptions; + public GUIStyle infiniteTrack; + public GUIStyle clipOut; + public GUIStyle clipIn; + public GUIStyle trackCurvesButton; + public GUIStyle trackLockOverlay; + public GUIStyle activation; + public GUIStyle playrange; + public GUIStyle timelineLockButton; + public GUIStyle trackAvatarMaskButton; + public GUIStyle markerWarning; + public GUIStyle editModeBtn; + public GUIStyle showMarkersBtn; + public GUIStyle sequenceSwitcher; + public GUIStyle inlineCurveHandle; + public GUIStyle timeReferenceButton; + public GUIStyle trackButtonSuite; + public GUIStyle previewButtonDisabled; + public GUIStyle markerHeaderMuteButton; + + static internal DirectorStyles s_Instance; + + DirectorNamedColor m_DarkSkinColors; + DirectorNamedColor m_LightSkinColors; + DirectorNamedColor m_DefaultSkinColors; + + const string k_DarkSkinPath = resourcesPath + "Timeline_DarkSkin.txt"; + const string k_LightSkinPath = resourcesPath + "Timeline_LightSkin.txt"; + + static readonly GUIContent s_TempContent = new GUIContent(); + + public static bool IsInitialized + { + get { return s_Instance != null; } + } + + public static DirectorStyles Instance + { + get + { + if (s_Instance == null) + { + s_Instance = new DirectorStyles(); + s_Instance.Initialize(); + } + + return s_Instance; + } + } + + public static void ReloadStylesIfNeeded() + { + if (Instance.ShouldLoadStyles()) + { + Instance.LoadStyles(); + if (!Instance.ShouldLoadStyles()) + Instance.Initialize(); + } + } + + public DirectorNamedColor customSkin + { + get { return EditorGUIUtility.isProSkin ? m_DarkSkinColors : m_LightSkinColors; } + internal set + { + if (EditorGUIUtility.isProSkin) + m_DarkSkinColors = value; + else + m_LightSkinColors = value; + } + } + + DirectorNamedColor LoadColorSkin(string path) + { + var asset = EditorGUIUtility.LoadRequired(path) as TextAsset; + + if (asset != null && !string.IsNullOrEmpty(asset.text)) + { + return DirectorNamedColor.CreateAndLoadFromText(asset.text); + } + + return m_DefaultSkinColors; + } + + static DirectorNamedColor CreateDefaultSkin() + { + var nc = ScriptableObject.CreateInstance(); + nc.SetDefault(); + return nc; + } + + public void ExportSkinToFile() + { + if (customSkin == m_DarkSkinColors) + customSkin.ToText(k_DarkSkinPath); + + if (customSkin == m_LightSkinColors) + customSkin.ToText(k_LightSkinPath); + } + + public void ReloadSkin() + { + if (customSkin == m_DarkSkinColors) + { + m_DarkSkinColors = LoadColorSkin(k_DarkSkinPath); + } + else if (customSkin == m_LightSkinColors) + { + m_LightSkinColors = LoadColorSkin(k_LightSkinPath); + } + } + + public void Initialize() + { + m_DefaultSkinColors = CreateDefaultSkin(); + m_DarkSkinColors = LoadColorSkin(k_DarkSkinPath); + m_LightSkinColors = LoadColorSkin(k_LightSkinPath); + + // add the built in colors (control track uses attribute) + TrackResourceCache.ClearTrackColorCache(); + TrackResourceCache.SetTrackColor(customSkin.colorAnimation); + TrackResourceCache.SetTrackColor(Color.white); + TrackResourceCache.SetTrackColor(customSkin.colorAudio); + TrackResourceCache.SetTrackColor(customSkin.colorActivation); + TrackResourceCache.SetTrackColor(customSkin.colorGroup); + TrackResourceCache.SetTrackColor(customSkin.colorControl); + + // add default icons + TrackResourceCache.ClearTrackIconCache(); + TrackResourceCache.SetTrackIcon(animationTrackIcon); + TrackResourceCache.SetTrackIcon(audioTrackIcon); + TrackResourceCache.SetTrackIcon(playableTrackIcon); + TrackResourceCache.SetTrackIcon(new GUIContent(GetBackgroundImage(activation))); + TrackResourceCache.SetTrackIcon(signalTrackIcon); + } + + DirectorStyles() + { + LoadStyles(); + } + + bool ShouldLoadStyles() + { + return endmarker == null || + endmarker.name == GUISkin.error.name; + } + + void LoadStyles() + { + endmarker = GetGUIStyle("Icon-Endmarker"); + groupBackground = GetGUIStyle("groupBackground"); + displayBackground = GetGUIStyle("sequenceClip"); + fontClip = GetGUIStyle("Font-Clip"); + trackHeaderFont = GetGUIStyle("sequenceTrackHeaderFont"); + trackGroupAddButton = GetGUIStyle("sequenceTrackGroupAddButton"); + groupFont = GetGUIStyle("sequenceGroupFont"); + timeCursor = GetGUIStyle("Icon-TimeCursor"); + tinyFont = GetGUIStyle("tinyFont"); + foldout = GetGUIStyle("Icon-Foldout"); + trackMuteButton = GetGUIStyle("trackMuteButton"); + trackLockButton = GetGUIStyle("trackLockButton"); + trackRecordButton = GetGUIStyle("trackRecordButton"); + playTimeRangeStart = GetGUIStyle("Icon-PlayAreaStart"); + playTimeRangeEnd = GetGUIStyle("Icon-PlayAreaEnd"); + selectedStyle = GetGUIStyle("Color-Selected"); + trackSwatchStyle = GetGUIStyle("Icon-TrackHeaderSwatch"); + connector = GetGUIStyle("Icon-Connector"); + keyframe = GetGUIStyle("Icon-Keyframe"); + warning = GetGUIStyle("Icon-Warning"); + extrapolationHold = GetGUIStyle("Icon-ExtrapolationHold"); + extrapolationLoop = GetGUIStyle("Icon-ExtrapolationLoop"); + extrapolationPingPong = GetGUIStyle("Icon-ExtrapolationPingPong"); + extrapolationContinue = GetGUIStyle("Icon-ExtrapolationContinue"); + bottomShadow = GetGUIStyle("Icon-Shadow"); + trackOptions = GetGUIStyle("Icon-TrackOptions"); + infiniteTrack = GetGUIStyle("Icon-InfiniteTrack"); + clipOut = GetGUIStyle("Icon-ClipOut"); + clipIn = GetGUIStyle("Icon-ClipIn"); + trackCurvesButton = GetGUIStyle("trackCurvesButton"); + trackLockOverlay = GetGUIStyle("trackLockOverlay"); + activation = GetGUIStyle("Icon-Activation"); + playrange = GetGUIStyle("Icon-Playrange"); + timelineLockButton = GetGUIStyle("IN LockButton"); + trackAvatarMaskButton = GetGUIStyle("trackAvatarMaskButton"); + trackMarkerButton = GetGUIStyle("trackCollapseMarkerButton"); + markerMultiOverlay = GetGUIStyle("MarkerMultiOverlay"); + editModeBtn = GetGUIStyle("editModeBtn"); + showMarkersBtn = GetGUIStyle("showMarkerBtn"); + markerWarning = GetGUIStyle("markerWarningOverlay"); + sequenceSwitcher = GetGUIStyle("sequenceSwitcher"); + inlineCurveHandle = GetGUIStyle("RL DragHandle"); + timeReferenceButton = GetGUIStyle("timeReferenceButton"); + trackButtonSuite = GetGUIStyle("trackButtonSuite"); + previewButtonDisabled = GetGUIStyle("previewButtonDisabled"); + markerHeaderMuteButton = GetGUIStyle("markerHeaderMuteButton"); + + playrangeContent = new GUIContent(GetBackgroundImage(playrange)) { tooltip = "Toggle play range markers." }; + + fontClipLoop = new GUIStyle(fontClip) { fontStyle = FontStyle.Bold }; + } + + public static GUIStyle GetGUIStyle(string s) + { + return EditorStyles.FromUSS(s); + } + + public static GUIContent TrIconContent(string iconName, string tooltip = null) + { + return EditorGUIUtility.TrIconContent(iconName == null ? null : ResolveIcon(iconName), tooltip); + } + + public static GUIContent IconContent(string iconName) + { + return EditorGUIUtility.IconContent(iconName == null ? null : ResolveIcon(iconName)); + } + + public static GUIContent TrTextContentWithIcon(string text, string tooltip, string iconName) + { + return EditorGUIUtility.TrTextContentWithIcon(text, tooltip, iconName == null ? null : ResolveIcon(iconName)); + } + + public static GUIContent TrTextContent(string text, string tooltip = null) + { + return EditorGUIUtility.TrTextContent(text, tooltip); + } + + public static Texture2D LoadIcon(string iconName) + { + return EditorGUIUtility.LoadIconRequired(iconName == null ? null : ResolveIcon(iconName)); + } + + static string ResolveIcon(string icon) + { + return string.Format(k_ImagePath, icon); + } + + public static string Elipsify(string label, Rect rect, GUIStyle style) + { + var ret = label; + + if (label.Length == 0) + return ret; + + s_TempContent.text = label; + float neededWidth = style.CalcSize(s_TempContent).x; + + return Elipsify(label, rect.width, neededWidth); + } + + public static string Elipsify(string label, float destinationWidth, float neededWidth) + { + var ret = label; + + if (label.Length == 0) + return ret; + + if (destinationWidth < neededWidth) + { + float averageWidthOfOneChar = neededWidth / label.Length; + int floor = Mathf.Max((int)Mathf.Floor(destinationWidth / averageWidthOfOneChar), 0); + + if (floor < k_Elipsis.Length) + ret = string.Empty; + else if (floor == k_Elipsis.Length) + ret = k_Elipsis; + else if (floor < label.Length) + ret = label.Substring(0, floor - k_Elipsis.Length) + k_Elipsis; + } + + return ret; + } + + public static Texture2D GetBackgroundImage(GUIStyle style, StyleState state = StyleState.normal) + { + var blockName = GUIStyleExtensions.StyleNameToBlockName(style.name, false); + var styleBlock = EditorResources.GetStyle(blockName, state); + return styleBlock.GetTexture(StyleCatalogKeyword.backgroundImage); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorStyles.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorStyles.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..22f86b107b81c1fa7eff93462bf828ba63c53841 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/DirectorStyles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d7b5b883d3aae8d479647d5ae6182974 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Extensions.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Extensions.meta new file mode 100644 index 0000000000000000000000000000000000000000..6018dab9962c8a7faa5127f05aa311541d877c86 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Extensions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f601c0d674119f74db9c15166b3a58c4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Items.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Items.meta new file mode 100644 index 0000000000000000000000000000000000000000..65e8d92d02b1069657b826cd5ba3a60d73e5a3c3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Items.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3a5038547af7c7f46bd90a015862e0b3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Manipulators.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Manipulators.meta new file mode 100644 index 0000000000000000000000000000000000000000..c5ec4d2c803f7d41560dce2aa457b63edad3fd6b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Manipulators.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cae60a41b37427b48a00027b3e0fc1e6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/MenuPriority.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/MenuPriority.cs new file mode 100644 index 0000000000000000000000000000000000000000..fe21184793baaab7bcf6d166198f495301f0108a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/MenuPriority.cs @@ -0,0 +1,310 @@ +using System; +using UnityEngine; + +namespace UnityEditor.Timeline.Actions +{ + /// + /// Priorities for menu item ordering. See . + /// + public static class MenuPriority + { + /// + /// Default priority for a menu. It will add at the end of the context menu before the 'add' menus. + /// + public const int defaultPriority = 9000; + /// + /// This value is the separator difference that will be needed to create a separator between menu item. + /// + public const int separatorAt = 1000; + + /// + /// Priorities for Timeline Action menu items. + /// + public static class TimelineActionSection + { + /// + /// First Timeline action menu item priority. + /// + public const int start = 1000; + /// + /// Copy menu item priority. + /// + public const int copy = start + 100; + /// + /// Paste menu item priority. + /// + public const int paste = start + 200; + /// + /// Duplicate menu item priority. + /// + public const int duplicate = start + 300; + /// + /// Delete menu item priority. + /// + public const int delete = start + 400; + /// + /// Match Content menu item priority. + /// + public const int matchContent = start + 500; + } + + /// + /// Priorities for Track action menu items. + /// + public static class TrackActionSection + { + /// + /// First Track action menu item priority. + /// + public const int start = TimelineActionSection.start + separatorAt; + /// + /// Lock track menu item priority. + /// + public const int lockTrack = start + 100; + /// + /// Lock selected track menu item priority. + /// + public const int lockSelected = start + 150; + /// + /// Mute track menu item priority. + /// + public const int mute = start + 200; + /// + /// Mute selected track menu item priority. + /// + public const int muteSelected = start + 250; + /// + /// Show hide marker menu item priority. + /// + public const int showHideMarkers = start + 300; + /// + /// Remove Invalid Markers menu item priority. + /// + public const int removeInvalidMarkers = start + 400; + /// + /// Edit Track In Animation Window menu item priority. + /// + public const int editInAnimationWindow = start + 800; + } + + /// + /// Priorities for Add Tracks menu items. + /// + public static class AddTrackMenu + { + /// + /// First Add Track menu item priority. + /// + public const int start = TrackActionSection.start + separatorAt; + /// + /// Add Layer Track menu item priority. + /// + public const int addLayerTrack = start; + } + + /// + /// Priorities for Clip edition menu items. + /// + public static class ClipEditActionSection + { + /// + /// First Edit Clip menu item priority. + /// + public const int start = AddTrackMenu.start + separatorAt; + /// + /// Edit Clip In Animation Window menu item priority. + /// + public const int editInAnimationWindow = start + 100; + /// + /// Edit Clip Sub Timeline menu item priority. + /// + public const int editSubTimeline = start + 200; + } + + /// + /// Priorities for Clip action menu items. + /// + public static class ClipActionSection + { + /// + /// First Clip action menu item priority. + /// + public const int start = ClipEditActionSection.start + separatorAt; + /// + /// Trim start menu item priority. + /// + public const int trimStart = start + 100; + /// + /// Trim end menu item priority. + /// + public const int trimEnd = start + 110; + /// + /// Split menu item priority. + /// + public const int split = start + 120; + /// + /// Complete Last Loop menu item priority. + /// + public const int completeLastLoop = start + separatorAt; + /// + /// Trim Last Loop menu item priority. + /// + public const int trimLastLoop = start + separatorAt + 110; + /// + /// Match duration menu item priority. + /// + public const int matchDuration = start + separatorAt + 120; + /// + /// Double Speed menu item priority. + /// + public const int doubleSpeed = start + 2 * separatorAt; + /// + /// Half Speed menu item priority. + /// + public const int halfSpeed = start + 2 * separatorAt + 110; + /// + /// Reset Duration menu item priority. + /// + public const int resetDuration = start + 3 * separatorAt; + /// + /// Reset Speed menu item priority. + /// + public const int resetSpeed = start + 3 * separatorAt + 110; + /// + /// Reset All menu item priority. + /// + public const int resetAll = start + 3 * separatorAt + 120; + /// + /// Tile menu item priority. + /// + public const int tile = start + 300; + /// + /// Find source asset menu item priority. + /// + public const int findSourceAsset = start + 400; + } + + /// + /// Priorities for Marker action menu items. + /// + public static class MarkerActionSection + { + /// + /// First Marker action menu item priority. + /// + public const int start = ClipActionSection.start + separatorAt; + } + + /// + /// Priorities for custom Timeline action menu items. + /// + public static class CustomTimelineActionSection + { + /// + /// First custom Timeline action menu item priority. + /// + public const int start = MarkerActionSection.start + separatorAt; + } + + /// + /// Priorities for Custom Track action menu items. + /// + public static class CustomTrackActionSection + { + /// + /// First custom track action menu item priority. + /// + public const int start = CustomTimelineActionSection.start + separatorAt; + /// + /// Convert Animation to clip menu item priority. + /// + public const int convertToClipMode = start + 100; + /// + /// Convert Clip to animation menu item priority. + /// + public const int convertFromClipMode = start + 200; + /// + /// Apply Track offset menu item priority. + /// + public const int applyTrackOffset = start + 300; + /// + /// Apply Scene offset menu item priority. + /// + public const int applySceneOffset = start + 310; + /// + /// Apply Auto offset menu item priority. + /// + public const int applyAutoOffset = start + 320; + /// + /// Add override track menu item priority. + /// + public const int addOverrideTrack = start + 500; + /// + /// User custom track action menu item priority. + /// + public const int customTrackAction = start + 900; + } + + /// + /// Custom clip action menu item priority. + /// + public static class CustomClipActionSection + { + /// + /// First custom clip action menu item priority. + /// + public const int start = CustomTrackActionSection.start + separatorAt; + /// + /// Match previous menu item priority. + /// + public const int matchPrevious = start + 100; + /// + /// Match next menu item priority. + /// + public const int matchNext = start + 110; + /// + /// Reset offset menu item priority. + /// + public const int resetOffset = start + 120; + /// + /// User custom clip action menu item priority. + /// + public const int customClipAction = start + 900; + } + + /// + /// Priorities for menu entries to create Timeline items. + /// + public static class AddItem + { + /// + /// Add group menu item priority. + /// + public const int addGroup = defaultPriority + separatorAt; + /// + /// Add track menu item priority. + /// + public const int addTrack = addGroup + separatorAt; + /// + /// Add custom track menu item priority. + /// + public const int addCustomTrack = addTrack + separatorAt; + /// + /// Add clip menu item priority. + /// + public const int addClip = addCustomTrack + separatorAt; + /// + /// Add custom clip menu item priority. + /// + public const int addCustomClip = addClip + separatorAt; + /// + /// Add marker menu item priority. + /// + public const int addMarker = addCustomClip + separatorAt; + /// + /// Add custom marker menu item priority. + /// + public const int addCustomMarker = addMarker + separatorAt; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/MenuPriority.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/MenuPriority.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5045520f20bda561bcaf70965f957271cfc74b24 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/MenuPriority.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78fd02709d00d8441bd53a889e83a8f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Playables.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Playables.meta new file mode 100644 index 0000000000000000000000000000000000000000..c4523e173b049a8b059de07ed52acd7dec187ff0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Playables.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9a6069768ff3d8043a79348813f86cba +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Properties.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Properties.meta new file mode 100644 index 0000000000000000000000000000000000000000..aeb1d28d23c544721af6a9722b0d21059d8688ad --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Properties.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0f71aeefaa877ae4787e8356f25ad1e5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Recording.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Recording.meta new file mode 100644 index 0000000000000000000000000000000000000000..59cb660db7bfac6cd28b91f1b3ddb3b0e8c614a9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Recording.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4584db2acba045742a16942983e7fb96 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Shortcuts.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Shortcuts.cs new file mode 100644 index 0000000000000000000000000000000000000000..0a07087a5029df6a21ec7e4ba0f241f6207974d4 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Shortcuts.cs @@ -0,0 +1,266 @@ +using System; +using JetBrains.Annotations; +using UnityEditor.ShortcutManagement; +using UnityEngine; + +namespace UnityEditor.Timeline +{ + static class Shortcuts + { + public static class Clip + { + public const string split = "Timeline/Editing/Split"; + public const string trimStart = "Timeline/Editing/TrimStart"; + public const string trimEnd = "Timeline/Editing/TrimEnd"; + + [UsedImplicitly, ShortcutManagement.Shortcut(split, typeof(TimelineWindow), KeyCode.S)] + static void Split(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(split, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(trimStart, typeof(TimelineWindow), KeyCode.I)] + static void TrimStart(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(trimStart, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(trimEnd, typeof(TimelineWindow), KeyCode.O)] + static void TrimEnd(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(trimEnd, args.context); + } + } + + public static class Timeline + { + public const string play = "Timeline/Play"; + public const string previousFrame = "Timeline/PrevFrame"; + public const string nextFrame = "Timeline/NextFrame"; + public const string frameAll = "Timeline/FrameAll"; + public const string previousKey = "Timeline/PrevKey"; + public const string nextKey = "Timeline/NextKey"; + public const string goToStart = "Timeline/GotoStart"; + public const string goToEnd = "Timeline/GotoEnd"; + public const string zoomIn = "Timeline/ZoomIn"; + public const string zoomOut = "Timeline/ZoomOut"; + public const string collapseGroup = "Timeline/CollapseGroup"; + public const string unCollapseGroup = "Timeline/UnCollapseGroup"; + public const string selectLeftItem = "Timeline/SelectLeftItem"; + public const string selectRightItem = "Timeline/SelectRightItem"; + public const string selectUpItem = "Timeline/SelectUpItem"; + public const string selectUpTrack = "Timeline/SelectUpTrack"; + public const string selectDownItem = "Timeline/SelectDownItem"; + public const string selectDownTrack = "Timeline/SelectDownTrack"; + public const string multiSelectLeft = "Timeline/SelectLeft"; + public const string multiSelectRight = "Timeline/SelectRight"; + public const string multiSelectUp = "Timeline/SelectUp"; + public const string multiSelectDown = "Timeline/SelectDown"; + public const string toggleClipTrackArea = "Timeline/ToggleClipTrackArea"; + public const string matchContent = "Timeline/MatchContent"; + public const string toggleLock = "Timeline/ToggleLock"; + public const string toggleMute = "Timeline/ToggleMute"; + + public const string moveLeft = "Timeline/MoveLeft"; + public const string moveRight = "Timeline/MoveRight"; + public const string moveUp = "Timeline/MoveUp"; + public const string moveDown = "Timeline/MoveDown"; + + [UsedImplicitly, ShortcutManagement.Shortcut(play, typeof(TimelineWindow), KeyCode.Space)] + static void Play(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(play, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(previousFrame, typeof(TimelineWindow), KeyCode.Comma)] + static void PreviousFrame(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(previousFrame, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(nextFrame, typeof(TimelineWindow), KeyCode.Period)] + static void NextFrame(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(nextFrame, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(frameAll, typeof(TimelineWindow), KeyCode.A)] + static void FrameAll(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(frameAll, args.context); + } + + #if UNITY_EDITOR_OSX + [UsedImplicitly, ShortcutManagement.Shortcut(previousKey, typeof(TimelineWindow), KeyCode.Comma, ShortcutModifiers.Action | ShortcutModifiers.Shift)] + #else + [UsedImplicitly, ShortcutManagement.Shortcut(previousKey, typeof(TimelineWindow), KeyCode.Comma, ShortcutModifiers.Action)] + #endif + static void PrevKey(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(previousKey, args.context); + } + + #if UNITY_EDITOR_OSX + [UsedImplicitly, ShortcutManagement.Shortcut(nextKey, typeof(TimelineWindow), KeyCode.Period, ShortcutModifiers.Action | ShortcutModifiers.Shift)] + #else + [UsedImplicitly, ShortcutManagement.Shortcut(nextKey, typeof(TimelineWindow), KeyCode.Period, ShortcutModifiers.Action)] + #endif + static void NextKey(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(nextKey, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(goToStart, typeof(TimelineWindow), KeyCode.Comma, ShortcutModifiers.Shift)] + static void GoToStart(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(goToStart, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(goToEnd, typeof(TimelineWindow), KeyCode.Period, ShortcutModifiers.Shift)] + static void GoToEnd(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(goToEnd, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(zoomIn, typeof(TimelineWindow), KeyCode.Equals)] + static void ZoomIn(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(zoomIn, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(zoomOut, typeof(TimelineWindow), KeyCode.Minus)] + static void ZoomOut(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(zoomOut, args.context); + } + + [UsedImplicitly] + [ShortcutManagement.Shortcut(moveLeft, typeof(TimelineWindow), KeyCode.LeftArrow)] + static void SelectLeft(ShortcutManagement.ShortcutArguments args) + { + if (KeyboardNavigation.ClipAreaActive()) + { + SendEventToInvokeShortcut(selectLeftItem, args.context); + } + else if (KeyboardNavigation.TrackHeadActive()) + { + SendEventToInvokeShortcut(collapseGroup, args.context); + } + } + + [UsedImplicitly] + [ShortcutManagement.Shortcut(moveRight, typeof(TimelineWindow), KeyCode.RightArrow)] + static void SelectRight(ShortcutManagement.ShortcutArguments args) + { + if (KeyboardNavigation.ClipAreaActive()) + { + SendEventToInvokeShortcut(selectRightItem, args.context); + } + else if (KeyboardNavigation.TrackHeadActive()) + { + SendEventToInvokeShortcut(unCollapseGroup, args.context); + } + } + + [UsedImplicitly] + [ShortcutManagement.Shortcut(moveUp, typeof(TimelineWindow), KeyCode.UpArrow)] + static void SelectUp(ShortcutManagement.ShortcutArguments args) + { + if (KeyboardNavigation.ClipAreaActive()) + { + SendEventToInvokeShortcut(selectUpItem, args.context); + } + else if (KeyboardNavigation.TrackHeadActive()) + { + SendEventToInvokeShortcut(selectUpTrack, args.context); + } + else + { + KeyboardNavigation.FocusFirstVisibleItem(); + } + } + + [UsedImplicitly] + [ShortcutManagement.Shortcut(moveDown, typeof(TimelineWindow), KeyCode.DownArrow)] + static void SelectDown(ShortcutManagement.ShortcutArguments args) + { + if (KeyboardNavigation.ClipAreaActive()) + { + SendEventToInvokeShortcut(selectDownItem, args.context); + } + else if (KeyboardNavigation.TrackHeadActive()) + { + SendEventToInvokeShortcut(selectDownTrack, args.context); + } + else + { + KeyboardNavigation.FocusFirstVisibleItem(); + } + } + + [UsedImplicitly, ShortcutManagement.Shortcut(multiSelectLeft, typeof(TimelineWindow), KeyCode.LeftArrow, ShortcutModifiers.Shift)] + static void MultiSelectLeft(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(multiSelectLeft, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(multiSelectRight, typeof(TimelineWindow), KeyCode.RightArrow, ShortcutModifiers.Shift)] + static void MultiSelectRight(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(multiSelectRight, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(multiSelectUp , typeof(TimelineWindow), KeyCode.UpArrow, ShortcutModifiers.Shift)] + static void MultiSelectUp(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(multiSelectUp, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(multiSelectDown, typeof(TimelineWindow), KeyCode.DownArrow, ShortcutModifiers.Shift)] + static void MultiSelectDown(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(multiSelectDown, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(toggleClipTrackArea, typeof(TimelineWindow), KeyCode.Tab)] + static void ToggleClipTrackArea(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(toggleClipTrackArea, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(matchContent, typeof(TimelineWindow), KeyCode.C)] + static void Shortcut(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(matchContent, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(toggleLock, typeof(TimelineWindow), KeyCode.L)] + static void Lock(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(toggleLock, args.context); + } + + [UsedImplicitly, ShortcutManagement.Shortcut(toggleMute, typeof(TimelineWindow), KeyCode.M)] + static void Mute(ShortcutManagement.ShortcutArguments args) + { + SendEventToInvokeShortcut(toggleMute, args.context); + } + } + + static WindowState GetState(ShortcutManagement.ShortcutArguments args) + { + return ((TimelineWindow)args.context).state; + } + + static void SendEventToInvokeShortcut(string timelineShortcutId, object context) + { + var e = new Event + { + type = EventType.ExecuteCommand, + commandName = timelineShortcutId + }; + + (context as EditorWindow).SendEvent(e); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Shortcuts.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Shortcuts.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..d9932c14dd4b6f28c2769386242e46d4df2a73f8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Shortcuts.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c35a186b967e6a24d9d844d412fe08a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Signals.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Signals.meta new file mode 100644 index 0000000000000000000000000000000000000000..5820d306b0dce3429a3dd6b0f475ce0ca2814e8a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Signals.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cce613d1538e76a4785658931c7db093 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/State.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/State.meta new file mode 100644 index 0000000000000000000000000000000000000000..fd28faae29779395787988c7a7b089bc02a25c6c --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/State.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5673d7b11cb9ad04eb2368068b720c17 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/StyleSheets.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/StyleSheets.meta new file mode 100644 index 0000000000000000000000000000000000000000..17fb152ff487f159d27f2896d5ab3d4a204e2bee --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/StyleSheets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ece36bb2bc4128d42911bbc757a56860 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineEditor.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineEditor.cs new file mode 100644 index 0000000000000000000000000000000000000000..4655c8bf5fdfb2e276094793fc1ab0919089abac --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineEditor.cs @@ -0,0 +1,241 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.Timeline.Actions; +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Timeline; + +namespace UnityEditor.Timeline +{ + /// + /// Information currently being edited in the Timeline Editor Window. + /// + public static class TimelineEditor + { + /// + /// The PlayableDirector associated with the timeline currently being shown in the Timeline window. + /// + public static PlayableDirector inspectedDirector => state?.editSequence.director; + + /// + /// The PlayableDirector responsible for the playback of the timeline currently being shown in the Timeline window. + /// + public static PlayableDirector masterDirector => state?.masterSequence.director; + + /// + /// The TimelineAsset currently being shown in the Timeline window. + /// + public static TimelineAsset inspectedAsset => state?.editSequence.asset; + + /// + /// The TimelineAsset at the root of the hierarchy currently being shown in the Timeline window. + /// + public static TimelineAsset masterAsset => state?.masterSequence.asset; + + /// + /// The PlayableDirector currently being shown in the Timeline Editor Window. + /// + [Obsolete("playableDirector is ambiguous. Please select either inspectedDirector or masterDirector instead.", false)] + public static PlayableDirector playableDirector + { + get { return inspectedDirector; } + } + + /// + /// The TimelineAsset currently being shown in the Timeline Editor Window. + /// + [Obsolete("timelineAsset is ambiguous. Please select either inspectedAsset or masterAsset instead.", false)] + public static TimelineAsset timelineAsset + { + get { return inspectedAsset; } + } + + + /// + /// + /// Refreshes the different components affected by the currently inspected + /// , based on the provided. + /// + /// + /// For better performance, it is recommended that you invoke this method once, after you modify the + /// . You should also combine reasons using the | operator. + /// + /// + /// + /// Note: This operation is not synchronous. It is performed during the next GUI loop. + /// + /// The reason why a refresh should be performed. + public static void Refresh(RefreshReason reason) + { + if (state == null) + return; + + if ((reason & RefreshReason.ContentsAddedOrRemoved) != 0) + { + state.Refresh(); + } + else if ((reason & RefreshReason.ContentsModified) != 0) + { + state.rebuildGraph = true; + } + else if ((reason & RefreshReason.SceneNeedsUpdate) != 0) + { + state.Evaluate(); + } + + window.Repaint(); + } + + internal static TimelineWindow window => TimelineWindow.instance; + internal static WindowState state => window == null ? null : window.state; + + internal static readonly Clipboard clipboard = new Clipboard(); + + /// + /// The list of clips selected in the TimelineEditor. + /// + public static TimelineClip[] selectedClips + { + get { return Selection.GetFiltered(SelectionMode.Unfiltered).Select(e => e.clip).Where(x => x != null).ToArray(); } + set + { + if (value == null || value.Length == 0) + { + Selection.objects = null; + } + else + { + var objects = new List(); + foreach (var clip in value) + { + if (clip == null) + continue; + + var editorClip = EditorClipFactory.GetEditorClip(clip); + if (editorClip != null) + objects.Add(editorClip); + } + + Selection.objects = objects.ToArray(); + } + } + } + + /// + /// The clip selected in the TimelineEditor. + /// + /// + /// If there are multiple clips selected, this property returns the first clip. + /// + public static TimelineClip selectedClip + { + get + { + var editorClip = Selection.activeObject as EditorClip; + if (editorClip != null) + return editorClip.clip; + return null; + } + set + { + var editorClip = (value != null) ? EditorClipFactory.GetEditorClip(value) : null; + Selection.activeObject = editorClip; + } + } + + /// + /// Local time (in seconds) of the inspected sequence. + /// + /// Thrown if timeline window is not available. + internal static double inspectedSequenceTime + { + get => state?.editSequence.time ?? 0; + set + { + if (state == null) + throw new InvalidOperationException("Cannot set time. Timeline Window may not be available."); + state.editSequence.time = value; + } + } + + /// + /// Global time (in seconds) of the master timeline. + /// Same as local time if not inspected a subtimeline. + /// + /// Thrown if timeline window is not available. + internal static double masterSequenceTime + { + get => state?.editSequence.ToGlobalTime(state.editSequence.time) ?? 0; + set + { + if (state == null) + throw new InvalidOperationException("Cannot set time. Timeline Window may not be available."); + state.masterSequence.time = value; + } + } + + /// + /// Visible time range (in seconds) in Editor. + /// x : min time + /// y : max time + /// + /// Thrown if timeline window is not available. + internal static Vector2 visibleTimeRange + { + get => state?.timeAreaShownRange ?? TimelineAssetViewModel.TimeAreaDefaultRange; + set + { + if (state == null) + throw new InvalidOperationException("Cannot set visible time range. Timeline Window may not be available."); + state.timeAreaShownRange = value; + } + } + + internal static ActionContext CurrentContext(Vector2? mousePos = null) + { + return new ActionContext + { + invocationTime = mousePos != null ? TimelineHelpers.GetCandidateTime(mousePos) : (double?)null, + clips = SelectionManager.SelectedClips(), + tracks = SelectionManager.SelectedTracks(), + markers = SelectionManager.SelectedMarkers(), + timeline = inspectedAsset, + director = inspectedDirector + }; + } + } + + /// + /// uses these flags to determine what needs to be refreshed or updated. + /// + /// + /// Use the | operator to combine flags. + /// + /// + /// + /// + [Flags] + public enum RefreshReason + { + /// + /// Use this flag when a change to the Timeline requires that the Timeline window be redrawn. + /// + WindowNeedsRedraw = 1 << 0, + + /// + /// Use this flag when a change to the Timeline requires that the Scene be updated. + /// + SceneNeedsUpdate = 1 << 1, + + /// + /// Use this flag when a Timeline element was modified. + /// + ContentsModified = 1 << 2, + + /// + /// Use this flag when an element was added to or removed from the Timeline. + /// + ContentsAddedOrRemoved = 1 << 3 + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineEditor.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineEditor.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..eeac1a33419de7e815bf9e5f35b45b698e2481b8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c072e5b741a87974385c270827879cbf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineHelpers.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineHelpers.cs new file mode 100644 index 0000000000000000000000000000000000000000..ac6d0394ece6d7349bb218ba74592c4e3097acca --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineHelpers.cs @@ -0,0 +1,941 @@ +using System; +using System.Collections.Generic; +using System.ComponentModel; +using System.Linq; +using System.Reflection; +using UnityEditor.MemoryProfiler; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Timeline; +using Component = UnityEngine.Component; +using Object = UnityEngine.Object; + +namespace UnityEditor.Timeline +{ + static class TimelineHelpers + { + static List s_SubClassesOfTrackDrawer; + + // check whether the exposed reference is explicitly named + static bool IsExposedReferenceExplicitlyNamed(string name) + { + if (string.IsNullOrEmpty(name)) + return false; + + GUID guid; + return !GUID.TryParse(name, out guid); + } + + static string GenerateExposedReferenceName() + { + return UnityEditor.GUID.Generate().ToString(); + } + + public static void CloneExposedReferences(ScriptableObject clone, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable) + { + var cloneObject = new SerializedObject(clone); + SerializedProperty prop = cloneObject.GetIterator(); + while (prop.Next(true)) + { + if (prop.propertyType == SerializedPropertyType.ExposedReference) + { + var exposedNameProp = prop.FindPropertyRelative("exposedName"); + var sourceKey = exposedNameProp.stringValue; + var destKey = sourceKey; + + if (!IsExposedReferenceExplicitlyNamed(sourceKey)) + destKey = GenerateExposedReferenceName(); + + exposedNameProp.stringValue = destKey; + + var requiresCopy = sourceTable != destTable || sourceKey != destKey; + if (requiresCopy && sourceTable != null && destTable != null) + { + var valid = false; + var target = sourceTable.GetReferenceValue(sourceKey, out valid); + if (valid && target != null) + { + var existing = destTable.GetReferenceValue(destKey, out valid); + if (!valid || existing != target) + { + var destTableObj = destTable as UnityEngine.Object; + if (destTableObj != null) + TimelineUndo.PushUndo(destTableObj, "Create Clip"); + destTable.SetReferenceValue(destKey, target); + } + } + } + } + } + cloneObject.ApplyModifiedPropertiesWithoutUndo(); + } + + public static ScriptableObject CloneReferencedPlayableAsset(ScriptableObject original, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, Object newOwner) + { + var clone = Object.Instantiate(original); + SaveCloneToAsset(clone, newOwner); + if (clone == null || (clone as IPlayableAsset) == null) + { + throw new InvalidCastException("could not cast instantiated object into IPlayableAsset"); + } + CloneExposedReferences(clone, sourceTable, destTable); + TimelineUndo.RegisterCreatedObjectUndo(clone, "Create clip"); + + return clone; + } + + static void SaveCloneToAsset(Object clone, Object newOwner) + { + if (newOwner == null) + return; + + var containerPath = AssetDatabase.GetAssetPath(newOwner); + var containerAsset = AssetDatabase.LoadAssetAtPath(containerPath); + if (containerAsset != null) + { + TimelineCreateUtilities.SaveAssetIntoObject(clone, containerAsset); + EditorUtility.SetDirty(containerAsset); + } + } + + static AnimationClip CloneAnimationClip(AnimationClip clip, Object owner) + { + if (clip == null) + return null; + + var newClip = Object.Instantiate(clip); + newClip.name = AnimationTrackRecorder.GetUniqueRecordedClipName(owner, clip.name); + + SaveAnimClipIntoObject(newClip, owner); + TimelineUndo.RegisterCreatedObjectUndo(newClip, "Create clip"); + + return newClip; + } + + public static TimelineClip Clone(TimelineClip clip, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, double time, PlayableAsset newOwner = null) + { + if (newOwner == null) + newOwner = clip.parentTrack; + + TimelineClip newClip = DuplicateClip(clip, sourceTable, destTable, newOwner); + newClip.start = time; + var track = newClip.parentTrack; + track.SortClips(); + return newClip; + } + + // Creates a complete clone of a track and returns it. + // Does not parent, or add the track to the sequence + public static TrackAsset Clone(PlayableAsset parent, TrackAsset trackAsset, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, PlayableAsset assetOwner = null) + { + if (trackAsset == null) + return null; + + var timelineAsset = trackAsset.timelineAsset; + if (timelineAsset == null) + return null; + + if (assetOwner == null) + assetOwner = parent; + + // create a duplicate, then clear the clips and subtracks + var newTrack = Object.Instantiate(trackAsset); + newTrack.name = trackAsset.name; + newTrack.ClearClipsInternal(); + newTrack.parent = parent; + newTrack.ClearSubTracksInternal(); + + if (trackAsset.hasCurves) + newTrack.curves = CloneAnimationClip(trackAsset.curves, assetOwner); + + var animTrack = trackAsset as AnimationTrack; + if (animTrack != null && animTrack.infiniteClip != null) + ((AnimationTrack)newTrack).infiniteClip = CloneAnimationClip(animTrack.infiniteClip, assetOwner); + + foreach (var clip in trackAsset.clips) + { + var newClip = DuplicateClip(clip, sourceTable, destTable, assetOwner); + newClip.parentTrack = newTrack; + } + + newTrack.ClearMarkers(); + foreach (var e in trackAsset.GetMarkersRaw()) + { + var newMarker = Object.Instantiate(e); + newTrack.AddMarker(newMarker); + SaveCloneToAsset(newMarker, assetOwner); + if (newMarker is IMarker) + { + (newMarker as IMarker).Initialize(newTrack); + } + } + + newTrack.SetCollapsed(trackAsset.GetCollapsed()); + + // calling code is responsible for adding to asset, adding to sequence, and parenting, + // and duplicating subtracks + return newTrack; + } + + public static IEnumerable DuplicateItemsUsingCurrentEditMode(IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, ItemsPerTrack items, TrackAsset targetParent, double candidateTime, string undoOperation) + { + if (targetParent != null) + { + var aTrack = targetParent as AnimationTrack; + if (aTrack != null) + aTrack.ConvertToClipMode(); + + var duplicatedItems = DuplicateItems(items, targetParent, sourceTable, destTable, undoOperation); + FinalizeInsertItemsUsingCurrentEditMode(new[] {duplicatedItems}, candidateTime); + return duplicatedItems.items; + } + + return Enumerable.Empty(); + } + + public static IEnumerable DuplicateItemsUsingCurrentEditMode(IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, IEnumerable items, double candidateTime, string undoOperation) + { + var duplicatedItemsGroups = new List(); + foreach (var i in items) + duplicatedItemsGroups.Add(DuplicateItems(i, i.targetTrack, sourceTable, destTable, undoOperation)); + + FinalizeInsertItemsUsingCurrentEditMode(duplicatedItemsGroups, candidateTime); + return duplicatedItemsGroups.SelectMany(i => i.items); + } + + internal static ItemsPerTrack DuplicateItems(ItemsPerTrack items, TrackAsset target, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, string undoOperation) + { + var duplicatedItems = new List(); + var clips = items.clips.ToList(); + if (clips.Any()) + { + TimelineUndo.PushUndo(target, undoOperation); + duplicatedItems.AddRange(DuplicateClips(clips, sourceTable, destTable, target).ToItems()); + TimelineUndo.PushUndo(target, undoOperation); // second undo causes reference fixups on redo (case 1063868) + } + + var markers = items.markers.ToList(); + if (markers.Any()) + { + duplicatedItems.AddRange(MarkerModifier.CloneMarkersToParent(markers, target).ToItems()); + } + + return new ItemsPerTrack(target, duplicatedItems.ToArray()); + } + + static void FinalizeInsertItemsUsingCurrentEditMode(IList itemsGroups, double candidateTime) + { + EditMode.FinalizeInsertItemsAtTime(itemsGroups, candidateTime); + + SelectionManager.Clear(); + foreach (var itemsGroup in itemsGroups) + { + var track = itemsGroup.targetTrack; + var items = itemsGroup.items; + + EditModeUtils.SetParentTrack(items, track); + + track.SortClips(); + + TrackExtensions.ComputeBlendsFromOverlaps(track.clips); + track.CalculateExtrapolationTimes(); + + foreach (var item in items) + if (item.gui != null) item.gui.Select(); + } + + var allItems = itemsGroups.SelectMany(x => x.items).ToList(); + foreach (var item in allItems) + { + SelectionManager.Add(item); + } + + FrameItems(allItems); + } + + internal static TimelineClip Clone(TimelineClip clip, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, PlayableAsset newOwner) + { + var editorClip = EditorClipFactory.GetEditorClip(clip); + // Workaround for Clips not being unity object, assign it to a editor clip wrapper, clone it, and pull the clip back out + var newClip = Object.Instantiate(editorClip).clip; + + // perform fix ups for what Instantiate cannot properly detect + SelectionManager.Remove(newClip); + newClip.parentTrack = null; + newClip.curves = null; // instantiate might copy the reference, we need to clear it + + // curves are explicitly owned by the clip + if (clip.curves != null) + { + newClip.CreateCurves(AnimationTrackRecorder.GetUniqueRecordedClipName(newOwner, clip.curves.name)); + EditorUtility.CopySerialized(clip.curves, newClip.curves); + TimelineCreateUtilities.SaveAssetIntoObject(newClip.curves, newOwner); + } + + ScriptableObject playableAsset = newClip.asset as ScriptableObject; + if (playableAsset != null && newClip.asset is IPlayableAsset) + { + var clone = CloneReferencedPlayableAsset(playableAsset, sourceTable, destTable, newOwner); + newClip.asset = clone; + + // special case to make the name match the recordable clips, but only if they match on the original clip + var originalRecordedAsset = clip.asset as AnimationPlayableAsset; + if (clip.recordable && originalRecordedAsset != null && originalRecordedAsset.clip != null) + { + AnimationPlayableAsset clonedAnimationAsset = clone as AnimationPlayableAsset; + if (clonedAnimationAsset != null && clonedAnimationAsset.clip != null) + { + clonedAnimationAsset.clip = CloneAnimationClip(originalRecordedAsset.clip, newOwner); + if (clip.displayName == originalRecordedAsset.clip.name && newClip.recordable) + { + clonedAnimationAsset.name = clonedAnimationAsset.clip.name; + newClip.displayName = clonedAnimationAsset.name; + } + } + } + } + + return newClip; + } + + static TimelineClip[] DuplicateClips(IEnumerable clips, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, PlayableAsset newOwner) + { + var newClips = new TimelineClip[clips.Count()]; + + int i = 0; + + foreach (var clip in clips) + { + var newParent = newOwner == null ? clip.parentTrack : newOwner; + var newClip = DuplicateClip(clip, sourceTable, destTable, newParent); + newClip.parentTrack = null; + newClips[i++] = newClip; + } + + return newClips; + } + + static TimelineClip DuplicateClip(TimelineClip clip, IExposedPropertyTable sourceTable, IExposedPropertyTable destTable, PlayableAsset newOwner) + { + var newClip = Clone(clip, sourceTable, destTable, newOwner); + + var track = clip.parentTrack; + if (track != null) + { + newClip.parentTrack = track; + track.AddClip(newClip); + } + + var editor = CustomTimelineEditorCache.GetClipEditor(clip); + try + { + editor.OnCreate(newClip, track, clip); + } + catch (Exception e) + { + Debug.LogException(e); + } + + return newClip; + } + + // Given a track type, return all the playable asset types that should be + // visible to the user via menus + + // Given a track type, return all the playable asset types + + + public static Type GetCustomDrawer(Type trackType) + { + if (s_SubClassesOfTrackDrawer == null) + { + s_SubClassesOfTrackDrawer = TypeCache.GetTypesDerivedFrom().ToList(); + } + + foreach (var drawer in s_SubClassesOfTrackDrawer) + { + var attr = Attribute.GetCustomAttribute(drawer, typeof(CustomTrackDrawerAttribute), false) as CustomTrackDrawerAttribute; + if (attr != null && attr.assetType.IsAssignableFrom(trackType)) + return drawer; + } + + return typeof(TrackDrawer); + } + + public static bool HaveSameContainerAsset(Object assetA, Object assetB) + { + if (assetA == null || assetB == null) + return false; + + if ((assetA.hideFlags & HideFlags.DontSave) != 0 && (assetB.hideFlags & HideFlags.DontSave) != 0) + return true; + + return AssetDatabase.GetAssetPath(assetA) == AssetDatabase.GetAssetPath(assetB); + } + + public static void SaveAnimClipIntoObject(AnimationClip clip, Object asset) + { + if (asset != null) + { + clip.hideFlags = asset.hideFlags & ~HideFlags.HideInHierarchy; // show animation clips, even if the parent track isn't + if ((clip.hideFlags & HideFlags.DontSave) == 0) + { + AssetDatabase.AddObjectToAsset(clip, asset); + } + } + } + + // Make sure a gameobject has all the required component for the given TrackAsset + public static Component AddRequiredComponent(GameObject go, TrackAsset asset) + { + if (go == null || asset == null) + return null; + + var bindings = asset.outputs; + if (!bindings.Any()) + return null; + + var binding = bindings.First(); + if (binding.outputTargetType == null || !typeof(Component).IsAssignableFrom(binding.outputTargetType)) + return null; + + var component = go.GetComponent(binding.outputTargetType); + if (component == null) + { + component = Undo.AddComponent(go, binding.outputTargetType); + } + return component; + } + + public static string GetTrackCategoryName(System.Type trackType) + { + if (trackType == null) + return string.Empty; + + string s = GetItemCategoryName(trackType); + if (!String.IsNullOrEmpty(s)) + return s; + + // if as display name with a path is specified use that + var attr = Attribute.GetCustomAttribute(trackType, typeof(DisplayNameAttribute)) as DisplayNameAttribute; + if (attr != null && attr.DisplayName.Contains('/')) + return string.Empty; + + if (trackType.Namespace == null || trackType.Namespace.Contains("UnityEngine")) + return string.Empty; + + return trackType.Namespace + "/"; + } + + public static string GetItemCategoryName(System.Type itemType) + { + if (itemType == null) + return string.Empty; + + var attribute = itemType.GetCustomAttribute(typeof(MenuCategoryAttribute)) as MenuCategoryAttribute; + if (attribute != null) + { + var s = attribute.category; + if (!s.EndsWith("/")) + s += "/"; + return s; + } + + return string.Empty; + } + + public static string GetTrackMenuName(System.Type trackType) + { + return TypeUtility.GetDisplayName(trackType); + } + + // retrieve the duration of a single loop, taking into account speed + public static double GetLoopDuration(TimelineClip clip) + { + double length = clip.clipAssetDuration; + if (double.IsNegativeInfinity(length) || double.IsNaN(length)) + return TimelineClip.kMinDuration; + + if (length == double.MaxValue || double.IsInfinity(length)) + { + return double.MaxValue; + } + + return Math.Max(TimelineClip.kMinDuration, length / clip.timeScale); + } + + public static double GetClipAssetEndTime(TimelineClip clip) + { + var d = GetLoopDuration(clip); + if (d < double.MaxValue) + d = clip.FromLocalTimeUnbound(d); + + return d; + } + + // Checks if the underlying asset duration is usable. This means the clip + // can loop or hold + public static bool HasUsableAssetDuration(TimelineClip clip) + { + double length = clip.clipAssetDuration; + return (length < TimelineClip.kMaxTimeValue) && !double.IsInfinity(length) && !double.IsNaN(length); + } + + // Retrieves the starting point of each loop of a clip, relative to the start of the clip + // Note that if clip-in is bigger than the loopDuration, negative times will be added + public static double[] GetLoopTimes(TimelineClip clip) + { + if (!HasUsableAssetDuration(clip)) + return new[] {-clip.clipIn / clip.timeScale}; + + var times = new List(); + double loopDuration = GetLoopDuration(clip); + + if (loopDuration <= TimeUtility.kTimeEpsilon) + return new double[] {}; + + + double start = -clip.clipIn / clip.timeScale; + double end = start + loopDuration; + + times.Add(start); + while (end < clip.duration - WindowState.kTimeEpsilon) + { + times.Add(end); + end += loopDuration; + } + + return times.ToArray(); + } + + public static double GetCandidateTime(Vector2? mousePosition, params TrackAsset[] trackAssets) + { + // Right-Click + if (mousePosition != null) + { + return TimeReferenceUtility.GetSnappedTimeAtMousePosition(mousePosition.Value); + } + + // Playhead + if (TimelineEditor.inspectedDirector != null) + { + return TimeReferenceUtility.SnapToFrameIfRequired(TimelineEditor.inspectedSequenceTime); + } + + // Specific tracks end + if (trackAssets != null && trackAssets.Any()) + { + var items = trackAssets.SelectMany(t => t.GetItems()).ToList(); + return items.Any() ? items.Max(i => i.end) : 0; + } + + // Timeline tracks end + if (TimelineEditor.inspectedAsset != null) + return TimelineEditor.inspectedAsset.flattenedTracks.Any() ? TimelineEditor.inspectedAsset.flattenedTracks.Max(t => t.end) : 0; + + return 0.0; + } + + public static TimelineClip CreateClipOnTrack(Object asset, TrackAsset parentTrack, WindowState state) + { + return CreateClipOnTrack(asset, parentTrack, GetCandidateTime(null, parentTrack), state); + } + + public static TimelineClip CreateClipOnTrack(Object asset, TrackAsset parentTrack, double candidateTime) + { + WindowState state = null; + if (TimelineWindow.instance != null) + state = TimelineWindow.instance.state; + + return CreateClipOnTrack(asset, parentTrack, candidateTime, state); + } + + public static TimelineClip CreateClipOnTrack(Type playableAssetType, TrackAsset parentTrack, WindowState state) + { + return CreateClipOnTrack(playableAssetType, null, parentTrack, GetCandidateTime(null, parentTrack), state); + } + + public static TimelineClip CreateClipOnTrack(Type playableAssetType, TrackAsset parentTrack, double candidateTime) + { + return CreateClipOnTrack(playableAssetType, null, parentTrack, candidateTime); + } + + public static TimelineClip CreateClipOnTrack(Object asset, TrackAsset parentTrack, double candidateTime, WindowState state) + { + if (parentTrack == null) + return null; + + // pick the first clip type available, unless there is one that matches the asset + var clipType = TypeUtility.GetPlayableAssetsHandledByTrack(parentTrack.GetType()).FirstOrDefault(); + if (asset != null) + clipType = TypeUtility.GetAssetTypesForObject(parentTrack.GetType(), asset).FirstOrDefault(); + + if (clipType == null) + return null; + + return CreateClipOnTrack(clipType, asset, parentTrack, candidateTime, state); + } + + public static TimelineClip CreateClipOnTrack(Type playableAssetType, Object assignableObject, TrackAsset parentTrack, double candidateTime) + { + WindowState state = null; + if (TimelineWindow.instance != null) + state = TimelineWindow.instance.state; + + return CreateClipOnTrack(playableAssetType, assignableObject, parentTrack, candidateTime, state); + } + + public static TimelineClip CreateClipOnTrack(Type playableAssetType, Object assignableObject, TrackAsset parentTrack, double candidateTime, WindowState state) + { + if (parentTrack == null) + return null; + + bool revertClipMode = false; + + // Ideally this is done automatically by the animation track, + // but it's editor only because it does animation clip manipulation + var animTrack = parentTrack as AnimationTrack; + if (animTrack != null && animTrack.CanConvertToClipMode()) + { + animTrack.ConvertToClipMode(); + revertClipMode = true; + } + + TimelineClip newClip = null; + if (TypeUtility.IsConcretePlayableAsset(playableAssetType)) + { + try + { + newClip = parentTrack.CreateClipOfType(playableAssetType); + } + catch (InvalidOperationException) {} // expected on a mismatch + } + + if (newClip == null) + { + if (revertClipMode) + animTrack.ConvertFromClipMode(animTrack.timelineAsset); + + Debug.LogWarningFormat("Cannot create a clip of type {0} on a track of type {1}", playableAssetType.Name, parentTrack.GetType().Name); + return null; + } + + AddClipOnTrack(newClip, parentTrack, candidateTime, assignableObject, state); + + return newClip; + } + + /// + /// Create a clip on track from an existing PlayableAsset + /// + public static TimelineClip CreateClipOnTrackFromPlayableAsset(IPlayableAsset asset, TrackAsset parentTrack, double candidateTime) + { + if (parentTrack == null || asset == null || !TypeUtility.IsConcretePlayableAsset(asset.GetType())) + return null; + + TimelineClip newClip = null; + try + { + newClip = parentTrack.CreateClipFromPlayableAsset(asset); + } + catch + { + return null; + } + + WindowState state = null; + if (TimelineWindow.instance != null) + state = TimelineWindow.instance.state; + + AddClipOnTrack(newClip, parentTrack, candidateTime, null, state); + + return newClip; + } + + public static void CreateClipsFromObjects(Type assetType, TrackAsset targetTrack, double candidateTime, IEnumerable objects) + { + foreach (var obj in objects) + { + if (ObjectReferenceField.FindObjectReferences(assetType).Any(f => f.IsAssignable(obj))) + { + var clip = CreateClipOnTrack(assetType, obj, targetTrack, candidateTime); + candidateTime += clip.duration; + } + } + } + + public static void CreateMarkersFromObjects(Type assetType, TrackAsset targetTrack, double candidateTime, IEnumerable objects) + { + var mList = new List(); + foreach (var obj in objects) + { + if (ObjectReferenceField.FindObjectReferences(assetType).Any(f => f.IsAssignable(obj))) + { + var marker = CreateMarkerOnTrack(assetType, obj, targetTrack, candidateTime); + mList.Add(marker.ToItem()); + } + } + + var state = TimelineWindow.instance.state; + for (var i = 1; i < mList.Count; ++i) + { + var delta = ItemsUtils.TimeGapBetweenItems(mList[i - 1], mList[i]); + mList[i].start += delta; + } + + FinalizeInsertItemsUsingCurrentEditMode(new[] {new ItemsPerTrack(targetTrack, mList)}, candidateTime); + state.Refresh(); + } + + public static IMarker CreateMarkerOnTrack(Type markerType, Object assignableObject, TrackAsset parentTrack, double candidateTime) + { + WindowState state = null; + if (TimelineWindow.instance != null) + state = TimelineWindow.instance.state; + + var newMarker = parentTrack.CreateMarker(markerType, candidateTime); //Throws if marker is not an object + var obj = newMarker as ScriptableObject; + if (obj != null) + obj.name = TypeUtility.GetDisplayName(markerType); + + if (assignableObject != null) + { + var director = state != null ? state.editSequence.director : null; + foreach (var field in ObjectReferenceField.FindObjectReferences(markerType)) + { + if (field.IsAssignable(assignableObject)) + { + field.Assign(newMarker as ScriptableObject, assignableObject, director); + break; + } + } + } + + try + { + CustomTimelineEditorCache.GetMarkerEditor(newMarker).OnCreate(newMarker, null); + } + catch (Exception e) + { + Debug.LogException(e); + } + + return newMarker; + } + + public static void CreateClipsFromTypes(IEnumerable assetTypes, TrackAsset targetTrack, double candidateTime) + { + foreach (var assetType in assetTypes) + { + var clip = CreateClipOnTrack(assetType, targetTrack, candidateTime); + candidateTime += clip.duration; + } + } + + public static void FrameItems(IEnumerable items) + { + if (items == null || !items.Any()) + return; + + // if this is called before a repaint, the timeArea can be null + if (TimelineEditor.window.timeArea == null) + return; + + var start = (float)items.Min(x => x.start); + var end = (float)items.Max(x => x.end); + var timeRange = TimelineEditor.visibleTimeRange; + + // nothing to do + if (timeRange.x <= start && timeRange.y >= end) + return; + + timeRange.x = Mathf.Max(0, timeRange.x); + timeRange.y = Mathf.Max(0, timeRange.y); + + var ds = start - timeRange.x; + var de = end - timeRange.y; + + var padding = TimeReferenceUtility.PixelToTime(15) - TimeReferenceUtility.PixelToTime(0); + var d = Math.Abs(ds) < Math.Abs(de) ? ds - padding : de + padding; + + TimelineEditor.visibleTimeRange = new Vector2(timeRange.x + d, timeRange.y + d); + } + + public static void Frame(WindowState state, double start, double end) + { + var timeRange = state.timeAreaShownRange; + + // nothing to do + if (timeRange.x <= start && timeRange.y >= end) + return; + + var ds = (float)start - timeRange.x; + var de = (float)end - timeRange.y; + + var padding = state.PixelDeltaToDeltaTime(15); + var d = Math.Abs(ds) < Math.Abs(de) ? ds - padding : de + padding; + + state.SetTimeAreaShownRange(timeRange.x + d, timeRange.y + d); + } + + public static void RangeSelect(IList totalCollection, IList currentSelection, T clickedItem, Action selector, Action remover) where T : class + { + var firstSelect = currentSelection.FirstOrDefault(); + if (firstSelect == null) + { + selector(clickedItem); + return; + } + + var idxFirstSelect = totalCollection.IndexOf(firstSelect); + var idxLastSelect = totalCollection.IndexOf(currentSelection.Last()); + var idxClicked = totalCollection.IndexOf(clickedItem); + + //case 927807: selection is invalid + if (idxFirstSelect < 0) + { + SelectionManager.Clear(); + selector(clickedItem); + return; + } + + // Expand the selection between the first selected clip and clicked clip (insertion order is important) + if (idxFirstSelect < idxClicked) + for (var i = idxFirstSelect; i <= idxClicked; ++i) + selector(totalCollection[i]); + else + for (var i = idxFirstSelect; i >= idxClicked; --i) + selector(totalCollection[i]); + + // If clicked inside the selected range, shrink the selection between the the click and last selected clip + if (Math.Min(idxFirstSelect, idxLastSelect) < idxClicked && idxClicked < Math.Max(idxFirstSelect, idxLastSelect)) + for (var i = Math.Min(idxLastSelect, idxClicked); i <= Math.Max(idxLastSelect, idxClicked); ++i) + remover(totalCollection[i]); + + // Ensure clicked clip is selected + selector(clickedItem); + } + + public static void Bind(TrackAsset track, Object obj, PlayableDirector director) + { + if (director != null && track != null) + { + var bindType = TypeUtility.GetTrackBindingAttribute(track.GetType()); + if (bindType == null || bindType.type == null) + return; + + if (obj == null || bindType.type.IsInstanceOfType(obj)) + { + TimelineUndo.PushUndo(director, "Bind Track"); + director.SetGenericBinding(track, obj); + } + else if (obj is GameObject && typeof(Component).IsAssignableFrom(bindType.type)) + { + var component = (obj as GameObject).GetComponent(bindType.type); + if (component == null) + component = Undo.AddComponent(obj as GameObject, bindType.type); + + TimelineUndo.PushUndo(director, "Bind Track"); + director.SetGenericBinding(track, component); + } + } + } + + /// + /// Shared code for adding a clip to a track + /// + static void AddClipOnTrack(TimelineClip newClip, TrackAsset parentTrack, double candidateTime, Object assignableObject, WindowState state) + { + var playableAsset = newClip.asset as IPlayableAsset; + + newClip.parentTrack = null; + newClip.timeScale = 1.0; + newClip.mixInCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); + newClip.mixOutCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); + + var playableDirector = state != null ? state.editSequence.director : null; + + if (assignableObject != null) + { + foreach (var field in ObjectReferenceField.FindObjectReferences(playableAsset.GetType())) + { + if (field.IsAssignable(assignableObject)) + { + newClip.displayName = assignableObject.name; + field.Assign(newClip.asset as PlayableAsset, assignableObject, playableDirector); + break; + } + } + } + + // get the clip editor + try + { + CustomTimelineEditorCache.GetClipEditor(newClip).OnCreate(newClip, parentTrack, null); + } + catch (Exception e) + { + Debug.LogException(e); + } + + + // reset the duration as the newly assigned values may have changed the default + if (playableAsset != null) + { + var candidateDuration = playableAsset.duration; + + if (!double.IsInfinity(candidateDuration) && candidateDuration > 0) + newClip.duration = Math.Min(Math.Max(candidateDuration, TimelineClip.kMinDuration), TimelineClip.kMaxTimeValue); + } + + var newClipsByTracks = new[] { new ItemsPerTrack(parentTrack, new[] {newClip.ToItem()}) }; + + FinalizeInsertItemsUsingCurrentEditMode(newClipsByTracks, candidateTime); + + if (state != null) + state.Refresh(); + } + + public static TrackAsset CreateTrack(TimelineAsset asset, Type type, TrackAsset parent = null, string name = null) + { + if (asset == null) + return null; + + var track = asset.CreateTrack(type, parent, name); + if (track != null) + { + if (parent != null) + parent.SetCollapsed(false); + + var editor = CustomTimelineEditorCache.GetTrackEditor(track); + try + { + editor.OnCreate(track, null); + } + catch (Exception e) + { + Debug.LogException(e); + } + TimelineEditor.Refresh(RefreshReason.ContentsAddedOrRemoved); + } + + return track; + } + + public static TrackAsset CreateTrack(Type type, TrackAsset parent = null, string name = null) + { + return CreateTrack(TimelineEditor.inspectedAsset, type, parent, name); + } + + public static T CreateTrack(TimelineAsset asset, TrackAsset parent = null, string name = null) where T : TrackAsset + { + return (T)CreateTrack(asset, typeof(T), parent, name); + } + + public static T CreateTrack(TrackAsset parent = null, string name = null) where T : TrackAsset + { + return (T)CreateTrack(TimelineEditor.inspectedAsset, typeof(T), parent, name); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineHelpers.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineHelpers.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..cd3030965da3b4bbb5dae689ee8e4a02064bf5d1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5a7f0d89a47f18c41b6ddf60dfae1bde +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineSelection.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineSelection.cs new file mode 100644 index 0000000000000000000000000000000000000000..0cfc7ffda0de6968894303f87c8e98ac846e4309 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineSelection.cs @@ -0,0 +1,309 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Timeline; + +namespace UnityEditor.Timeline +{ + static class SelectionManager + { + static IClipCurveEditorOwner currentInlineEditorCurve; + + public static void AddObject(Object obj) + { + if (obj == null) + return; + + currentInlineEditorCurve = null; + if (Selection.Contains(obj)) + return; + + Selection.Add(obj); + } + + public static void Add(TrackAsset obj) + { + // this can indicate a deleted track (Unity 'null') + if (obj == null) + return; + + currentInlineEditorCurve = null; + if (!Selection.Contains(obj)) + { + WindowState state = null; + if (TimelineWindow.instance != null) + state = TimelineWindow.instance.state; + + if (!Selection.instanceIDs.Any() && state != null && state.editSequence.director != null) + Selection.SetActiveObjectWithContext(obj, TimelineWindow.instance.state.editSequence.director); + else + Selection.Add(obj); + } + } + + public static void Add(TimelineClip item) + { + AddObject(EditorClipFactory.GetEditorClip(item)); + } + + public static void Add(IMarker marker) + { + var markerAsObject = marker as Object; + if (markerAsObject != null) + { + if (!Selection.Contains(markerAsObject)) + { + currentInlineEditorCurve = null; + WindowState state = null; + if (TimelineWindow.instance != null) + state = TimelineWindow.instance.state; + + if (!Selection.instanceIDs.Any() && state != null && state.editSequence.director != null) + Selection.SetActiveObjectWithContext(markerAsObject, TimelineWindow.instance.state.editSequence.director); + else + Selection.Add(markerAsObject); + } + } + } + + public static void Add(ITimelineItem item) + { + var clipItem = item as ClipItem; + if (clipItem != null) + { + Add(clipItem.clip); + } + else + { + var markerItem = item as MarkerItem; + if (markerItem != null) + { + Add(markerItem.marker); + } + } + } + + public static void SelectOnly(TrackAsset track) + { + RemoveTimelineSelection(); + Add(track); + } + + public static void SelectOnly(TimelineClip clip) + { + RemoveTimelineSelection(); + Add(clip); + } + + public static void SelectOnly(IMarker item) + { + RemoveTimelineSelection(); + Add(item); + } + + public static void SelectOnly(ITimelineItem item) + { + var clipItem = item as ClipItem; + if (clipItem != null) + { + SelectOnly(clipItem.clip); + } + else + { + var markerItem = item as MarkerItem; + if (markerItem != null) + { + SelectOnly(markerItem.marker); + } + } + } + + public static void SelectInlineCurveEditor(IClipCurveEditorOwner selection) + { + currentInlineEditorCurve = selection; + } + + public static IClipCurveEditorOwner GetCurrentInlineEditorCurve() + { + return currentInlineEditorCurve; + } + + public static bool IsCurveEditorFocused(IClipCurveEditorOwner selection) + { + return selection == currentInlineEditorCurve; + } + + public static bool Contains(TrackAsset item) + { + if (item == null) + return false; + + return Selection.Contains(item); + } + + public static bool Contains(TimelineClip item) + { + if (item == null) + return false; + return Selection.Contains(EditorClipFactory.GetEditorClip(item)); + } + + public static bool Contains(Object obj) + { + return Selection.Contains(obj); + } + + public static bool Contains(IMarker marker) + { + var markerAsObject = marker as Object; + return Selection.Contains(markerAsObject); + } + + public static bool Contains(ITimelineItem item) + { + var clipItem = item as ClipItem; + if (clipItem != null) + { + return Contains(clipItem.clip); + } + + var markerItem = item as MarkerItem; + return markerItem != null && Contains(markerItem.marker); + } + + public static void Clear() + { + currentInlineEditorCurve = null; + Selection.activeObject = null; + } + + public static void UnSelectTracks() + { + var newSelection = Selection.objects.Where(x => !(x is TrackAsset)); + Selection.objects = newSelection.ToArray(); + } + + public static void Remove(TimelineClip item) + { + Remove(EditorClipFactory.GetEditorClip(item)); + } + + public static void Remove(IMarker marker) + { + var o = marker as Object; + if (o != null) + { + Remove(o); + } + } + + static void Remove(Object item) + { + Selection.Remove(item); + } + + public static void Remove(TrackAsset item) + { + Selection.Remove(item); + } + + public static void Remove(ITimelineItem item) + { + var clipItem = item as ClipItem; + if (clipItem != null) + { + Remove(clipItem.clip); + } + else + { + var markerItem = item as MarkerItem; + if (markerItem != null) + { + Remove(markerItem.marker); + } + } + } + + public static void RemoveTimelineSelection() + { + Selection.objects = Selection.objects.Where(s => !IsTimelineType(s)).ToArray(); + } + + public static void RemoveAllClips() + { + Selection.objects = Selection.objects.Where(s => !(s is EditorClip)).ToArray(); + } + + public static int Count() + { + return Selection.objects.Count(IsTimelineType); + } + + public static IEnumerable SelectedClipGUI() + { + foreach (var clip in SelectedClips()) + { + var gui = ItemToItemGui.GetGuiForClip(clip); + if (gui != null) + yield return gui; + } + } + + public static IEnumerable SelectedClips() + { + return Selection.objects.OfType().Select(x => x.clip).Where(x => x != null); + } + + public static IEnumerable SelectedMarkers() + { + return Selection.objects.OfType(); + } + + public static IEnumerable SelectedTracks() + { + return Selection.objects.OfType(); + } + + public static IEnumerable SelectedItemOfType() + { + if (typeof(T) == typeof(TimelineClip)) + return SelectedClips().Cast(); + if (typeof(T).IsAssignableFrom(typeof(IMarker))) + return SelectedMarkers().Cast(); + return Enumerable.Empty(); + } + + public static IEnumerable SelectedTrackGUI() + { + var tracks = SelectedTracks(); + return TimelineWindow.instance.allTracks.Where(x => tracks.Contains(x.track)); + } + + static bool IsTimelineType(Object o) + { + return o is TrackAsset || o is EditorClip || o is IMarker; + } + + public static IEnumerable SelectedItems() + { + var list = new List(); + foreach (var obj in Selection.objects) + { + var editorClip = obj as EditorClip; + if (editorClip != null) + { + list.Add(new ClipItem(editorClip.clip)); + continue; + } + + var marker = obj as IMarker; + if (marker != null) + { + list.Add(new MarkerItem(marker)); + } + } + + return list; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineSelection.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineSelection.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..2a420987e266846cb20982615febf42fb721568f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 65b045927b3948f43afb31234936c6aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineUtility.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineUtility.cs new file mode 100644 index 0000000000000000000000000000000000000000..13234f020b86a4a59df70c8cefea01b0bf5ea57a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineUtility.cs @@ -0,0 +1,324 @@ +using System; +using System.Globalization; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Timeline; +using UnityEngine.Playables; +using Object = UnityEngine.Object; +using UnityEditor.Experimental.SceneManagement; + +namespace UnityEditor.Timeline +{ + static class TimelineUtility + { + public static void ReorderTracks(List allTracks, List tracks, ScriptableObject insertAfterAsset, bool up) + { + foreach (var i in tracks) + allTracks.Remove(i); + + int index = allTracks.IndexOf(insertAfterAsset); + + index = up ? Math.Max(index, 0) : index + 1; + + allTracks.InsertRange(index, tracks.OfType()); + } + + // Gets the track that holds the game object reference for this track. + public static TrackAsset GetSceneReferenceTrack(TrackAsset asset) + { + if (asset == null) + return null; + if (asset.isSubTrack) + return GetSceneReferenceTrack(asset.parent as TrackAsset); + return asset; + } + + public static bool TrackHasAnimationCurves(TrackAsset track) + { + if (track.hasCurves) + return true; + + var animTrack = track as AnimationTrack; + if (animTrack != null && animTrack.infiniteClip != null && !animTrack.infiniteClip.empty) + return true; + + for (int i = 0; i < track.clips.Length; i++) + { + var curveClip = track.clips[i].curves; + var animationClip = track.clips[i].animationClip; + + // prune out clip with zero curves + if (curveClip != null && curveClip.empty) + curveClip = null; + + if (animationClip != null && animationClip.empty) + animationClip = null; + + // prune out clips coming from FBX + if (animationClip != null && ((animationClip.hideFlags & HideFlags.NotEditable) != 0)) + animationClip = null; + + if (!track.clips[i].recordable) + animationClip = null; + + if ((curveClip != null) || (animationClip != null)) + return true; + } + + return false; + } + + // get the game object reference associated with this + public static GameObject GetSceneGameObject(PlayableDirector director, TrackAsset asset) + { + if (director == null || asset == null) + return null; + + asset = GetSceneReferenceTrack(asset); + + var gameObject = director.GetGenericBinding(asset) as GameObject; + var component = director.GetGenericBinding(asset) as Component; + if (component != null) + gameObject = component.gameObject; + return gameObject; + } + + public static void SetSceneGameObject(PlayableDirector director, TrackAsset asset, GameObject go) + { + if (director == null || asset == null) + return; + + asset = GetSceneReferenceTrack(asset); + var bindings = asset.outputs; + if (bindings.Count() == 0) + return; + + var binding = bindings.First(); + if (binding.outputTargetType == typeof(GameObject)) + { + BindingUtility.Bind(director, asset, go); + } + else + { + BindingUtility.Bind(director, asset, TimelineHelpers.AddRequiredComponent(go, asset)); + } + } + + public static PlayableDirector[] GetDirectorsInSceneUsingAsset(PlayableAsset asset) + { + const HideFlags hideFlags = + HideFlags.HideInHierarchy | HideFlags.HideInInspector | + HideFlags.DontSaveInEditor | HideFlags.NotEditable; + + var prefabMode = PrefabStageUtility.GetCurrentPrefabStage(); + + var inScene = new List(); + var allDirectors = Resources.FindObjectsOfTypeAll(typeof(PlayableDirector)) as PlayableDirector[]; + foreach (var director in allDirectors) + { + if ((director.hideFlags & hideFlags) != 0) + continue; + + string assetPath = AssetDatabase.GetAssetPath(director.transform.root.gameObject); + if (!String.IsNullOrEmpty(assetPath)) + continue; + + if (prefabMode != null && !prefabMode.IsPartOfPrefabContents(director.gameObject)) + continue; + + if (asset == null || (asset != null && director.playableAsset == asset)) + { + inScene.Add(director); + } + } + return inScene.ToArray(); + } + + public static PlayableDirector GetDirectorComponentForGameObject(GameObject gameObject) + { + return gameObject != null ? gameObject.GetComponent() : null; + } + + public static TimelineAsset GetTimelineAssetForDirectorComponent(PlayableDirector director) + { + return director != null ? director.playableAsset as TimelineAsset : null; + } + + public static bool IsPrefabOrAsset(Object obj) + { + return EditorUtility.IsPersistent(obj) || (obj.hideFlags & HideFlags.NotEditable) != 0; + } + + // TODO -- Need to add this to SerializedProperty so we can get replicate the accuracy that exists + // in the undo system + internal static string PropertyToString(SerializedProperty property) + { + switch (property.propertyType) + { + case SerializedPropertyType.Integer: + return property.intValue.ToString(CultureInfo.InvariantCulture); + case SerializedPropertyType.Float: + return property.floatValue.ToString(CultureInfo.InvariantCulture); + case SerializedPropertyType.String: + return property.stringValue; + case SerializedPropertyType.Boolean: + return property.boolValue ? "1" : "0"; + case SerializedPropertyType.Color: + return property.colorValue.ToString(); + case SerializedPropertyType.ArraySize: + return property.intValue.ToString(CultureInfo.InvariantCulture); + case SerializedPropertyType.Enum: + return property.intValue.ToString(CultureInfo.InvariantCulture); + case SerializedPropertyType.ObjectReference: + return string.Empty; + case SerializedPropertyType.LayerMask: + return property.intValue.ToString(CultureInfo.InvariantCulture); + case SerializedPropertyType.Character: + return property.intValue.ToString(CultureInfo.InvariantCulture); + case SerializedPropertyType.AnimationCurve: + return property.animationCurveValue.ToString(); + case SerializedPropertyType.Gradient: + return property.gradientValue.ToString(); + case SerializedPropertyType.Vector3: + return property.vector3Value.ToString(); + case SerializedPropertyType.Vector4: + return property.vector4Value.ToString(); + case SerializedPropertyType.Vector2: + return property.vector2Value.ToString(); + case SerializedPropertyType.Rect: + return property.rectValue.ToString(); + case SerializedPropertyType.Bounds: + return property.boundsValue.ToString(); + case SerializedPropertyType.Quaternion: + return property.quaternionValue.ToString(); + case SerializedPropertyType.Generic: + return string.Empty; + default: + Debug.LogWarning("Unknown Property Type: " + property.propertyType); + return string.Empty; + } + } + + // Is this a recordable clip on an animation track. + internal static bool IsRecordableAnimationClip(TimelineClip clip) + { + if (!clip.recordable) + return false; + + AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset; + if (asset == null) + return false; + + return true; + } + + public static IList GetSubTimelines(TimelineClip clip, IExposedPropertyTable director) + { + var editor = CustomTimelineEditorCache.GetClipEditor(clip); + List directors = new List(); + try + { + editor.GetSubTimelines(clip, director as PlayableDirector, directors); + } + catch (Exception e) + { + Debug.LogException(e); + } + + return directors; + } + + public static bool IsAllSubTrackMuted(TrackAsset asset) + { + if (asset is GroupTrack) + return asset.mutedInHierarchy; + + foreach (TrackAsset t in asset.GetChildTracks()) + { + if (!t.muted) + return false; + + var childMuted = IsAllSubTrackMuted(t); + + if (!childMuted) + return false; + } + return true; + } + + public static bool IsParentMuted(TrackAsset asset) + { + TrackAsset p = asset.parent as TrackAsset; + if (p == null) return false; + return p is GroupTrack ? p.mutedInHierarchy : IsParentMuted(p); + } + + public static IEnumerable GetAllDirectorsInHierarchy(PlayableDirector mainDirector) + { + var directors = new HashSet { mainDirector }; + GetAllDirectorsInHierarchy(mainDirector, directors); + return directors; + } + + static void GetAllDirectorsInHierarchy(PlayableDirector director, ISet directors) + { + var timelineAsset = director.playableAsset as TimelineAsset; + if (timelineAsset == null) + return; + + foreach (var track in timelineAsset.GetOutputTracks()) + { + foreach (var clip in track.clips) + { + foreach (var subDirector in GetSubTimelines(clip, director)) + { + if (!directors.Contains(subDirector)) + { + directors.Add(subDirector); + GetAllDirectorsInHierarchy(subDirector, directors); + } + } + } + } + } + + public static IEnumerable GetBindingsFromDirectors(IEnumerable directors) where T : Object + { + var bindings = new HashSet(); + foreach (var director in directors) + { + if (director.playableAsset == null) continue; + foreach (var output in director.playableAsset.outputs) + { + var binding = director.GetGenericBinding(output.sourceObject) as T; + if (binding != null) + bindings.Add(binding); + } + } + return bindings; + } + + public static bool IsLockedFromGroup(TrackAsset asset) + { + TrackAsset p = asset.parent as TrackAsset; + if (p == null) return false; + return p is GroupTrack ? p.lockedInHierarchy : IsLockedFromGroup(p); + } + + internal static bool IsCurrentSequenceValid() + { + return TimelineWindow.instance != null + && TimelineWindow.instance.state != null + && TimelineWindow.instance.state.editSequence != null; + } + + public static TimelineAsset CreateAndSaveTimelineAsset(string path) + { + var newAsset = ScriptableObject.CreateInstance(); + newAsset.editorSettings.fps = TimelineProjectSettings.instance.assetDefaultFramerate; + AssetDatabase.CreateAsset(newAsset, path); + return newAsset; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineUtility.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineUtility.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..b8544535b3102eed9f1b7bbeeeacec61fc6dab95 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/TimelineUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3949cc8bd731bb47bedf6589367d0c9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Tooltip.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Tooltip.cs new file mode 100644 index 0000000000000000000000000000000000000000..d88567c4dd43a63cd8ef54f8924aaf71fac06bec --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Tooltip.cs @@ -0,0 +1,110 @@ +using UnityEngine; + +namespace UnityEditor.Timeline +{ + class Tooltip + { + public GUIStyle style { get; set; } + + public string text { get; set; } + + GUIStyle m_Font; + + public GUIStyle font + { + get + { + if (m_Font != null) + return m_Font; + + if (style != null) + return style; + + // Default Font. + m_Font = new GUIStyle(); + m_Font.font = EditorStyles.label.font; + + return m_Font; + } + set { m_Font = value; } + } + + float m_Pad = 4.0f; + + public float pad + { + get { return m_Pad; } + set { m_Pad = value; } + } + + GUIContent m_TextContent; + + GUIContent textContent + { + get + { + if (m_TextContent == null) + m_TextContent = new GUIContent(); + + m_TextContent.text = text; + + return m_TextContent; + } + } + + Color m_ForeColor = Color.white; + + public Color foreColor + { + get { return m_ForeColor; } + set { m_ForeColor = value; } + } + + Rect m_Bounds; + + public Rect bounds + { + get + { + var size = font.CalcSize(textContent); + m_Bounds.width = size.x + (2.0f * pad); + m_Bounds.height = size.y + 2.0f; + + return m_Bounds; + } + + set { m_Bounds = value; } + } + + public Tooltip(GUIStyle theStyle, GUIStyle font) + { + style = theStyle; + m_Font = font; + } + + public Tooltip() + { + style = null; + m_Font = null; + } + + public void Draw() + { + if (string.IsNullOrEmpty(text)) + return; + + if (style != null) + { + using (new GUIColorOverride(DirectorStyles.Instance.customSkin.colorTooltipBackground)) + GUI.Label(bounds, GUIContent.none, style); + } + + var textBounds = bounds; + textBounds.x += pad; + textBounds.width -= pad; + + using (new GUIColorOverride(foreColor)) + GUI.Label(textBounds, textContent, font); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Tooltip.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Tooltip.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..36407942fb372154c291810bf3c058a0b1b37537 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Tooltip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 55a8539917657b14baf6c6a051a7df22 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Trackhead.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Trackhead.cs new file mode 100644 index 0000000000000000000000000000000000000000..2811743d006a850bbc01a69caa0375c6dfd011df --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Trackhead.cs @@ -0,0 +1,406 @@ +using System; +using System.Linq; +using UnityEditor.Timeline.Actions; +using UnityEngine; +using UnityEngine.Timeline; + +namespace UnityEditor.Timeline +{ + static class Gaps + { + static readonly string kInsertTime = "Insert Time"; + + public static void Insert(TimelineAsset asset, double at, double amount, double tolerance) + { + var tracks = asset.flattenedTracks.Where(x => x.lockedInHierarchy == false).ToList(); + // gather all clips + var clips = tracks.SelectMany(x => x.clips).Where(x => (x.start - at) >= -tolerance).ToList(); + var markers = tracks.SelectMany(x => x.GetMarkers()).Where(x => (x.time - at) >= -tolerance).ToList(); + + // push undo on the tracks for the clips that are being modified + UndoExtensions.RegisterClips(clips, kInsertTime); + + // push the clips + foreach (var clip in clips) + { + clip.start += amount; + } + + // push undos and move the markers + UndoExtensions.RegisterMarkers(markers, kInsertTime); + foreach (var marker in markers) + { + marker.time += amount; + } + + TimelineEditor.Refresh(RefreshReason.ContentsModified); + } + } + + class PlayheadContextMenu : Manipulator + { + readonly TimeAreaItem m_TimeAreaItem; + static readonly int[] kFrameInsertionValues = {5, 10, 25, 100}; + static readonly GUIContent[] kFrameInsertionValuesGuiContents = + { + EditorGUIUtility.TrTextContent("Insert/Frame/5 Frames"), + EditorGUIUtility.TrTextContent("Insert/Frame/10 Frames"), + EditorGUIUtility.TrTextContent("Insert/Frame/25 Frames"), + EditorGUIUtility.TrTextContent("Insert/Frame/100 Frames") + }; + + static readonly GUIContent kSingleFrameGuiContents = EditorGUIUtility.TrTextContent("Insert/Frame/Single"); + static readonly GUIContent kSelectedTimeGuiContents = EditorGUIUtility.TrTextContent("Insert/Selected Time"); + + public PlayheadContextMenu(TimeAreaItem timeAreaItem) + { + m_TimeAreaItem = timeAreaItem; + } + + protected override bool ContextClick(Event evt, WindowState state) + { + if (!m_TimeAreaItem.bounds.Contains(evt.mousePosition)) + return false; + + var tolerance = TimeUtility.GetEpsilon(state.editSequence.time, state.referenceSequence.frameRate); + var menu = new GenericMenu(); + + if (!TimelineWindow.instance.state.editSequence.isReadOnly) + { + menu.AddItem(kSingleFrameGuiContents, false, () => + Gaps.Insert(state.editSequence.asset, state.editSequence.time, + 1.0 / state.referenceSequence.frameRate, tolerance) + ); + + for (var i = 0; i != kFrameInsertionValues.Length; ++i) + { + double f = kFrameInsertionValues[i]; + menu.AddItem( + kFrameInsertionValuesGuiContents[i], + false, () => + Gaps.Insert(state.editSequence.asset, state.editSequence.time, + f / state.referenceSequence.frameRate, tolerance) + ); + } + + var playRangeTime = state.playRange; + if (playRangeTime.y > playRangeTime.x) + { + menu.AddItem(kSelectedTimeGuiContents, false, () => + Gaps.Insert(state.editSequence.asset, playRangeTime.x, playRangeTime.y - playRangeTime.x, + TimeUtility.GetEpsilon(playRangeTime.x, state.referenceSequence.frameRate)) + ); + } + } + + menu.AddItem(EditorGUIUtility.TrTextContent("Select/Clips Ending Before"), false, () => SelectClipsEndingBefore(state)); + menu.AddItem(EditorGUIUtility.TrTextContent("Select/Clips Starting Before"), false, () => SelectClipsStartingBefore(state)); + menu.AddItem(EditorGUIUtility.TrTextContent("Select/Clips Ending After"), false, () => SelectClipsEndingAfter(state)); + menu.AddItem(EditorGUIUtility.TrTextContent("Select/Clips Starting After"), false, () => SelectClipsStartingAfter(state)); + menu.AddItem(EditorGUIUtility.TrTextContent("Select/Clips Intersecting"), false, () => SelectClipsIntersecting(state)); + menu.AddItem(EditorGUIUtility.TrTextContent("Select/Blends Intersecting"), false, () => SelectBlendsIntersecting(state)); + menu.ShowAsContext(); + + return true; + } + + internal static void SelectClipsEndingBefore(WindowState state) + { + var tolerance = TimeUtility.GetEpsilon(state.editSequence.time, state.referenceSequence.frameRate); + SelectMenuCallback(x => x.end < state.editSequence.time + tolerance, state); + } + + internal static void SelectClipsStartingBefore(WindowState state) + { + var tolerance = TimeUtility.GetEpsilon(state.editSequence.time, state.referenceSequence.frameRate); + SelectMenuCallback(x => x.start < state.editSequence.time + tolerance, state); + } + + internal static void SelectClipsEndingAfter(WindowState state) + { + var tolerance = TimeUtility.GetEpsilon(state.editSequence.time, state.referenceSequence.frameRate); + SelectMenuCallback(x => x.end - state.editSequence.time >= -tolerance, state); + } + + internal static void SelectClipsStartingAfter(WindowState state) + { + var tolerance = TimeUtility.GetEpsilon(state.editSequence.time, state.referenceSequence.frameRate); + SelectMenuCallback(x => x.start - state.editSequence.time >= -tolerance, state); + } + + internal static void SelectClipsIntersecting(WindowState state) + { + SelectMenuCallback(x => x.start <= state.editSequence.time && state.editSequence.time <= x.end, state); + } + + internal static void SelectBlendsIntersecting(WindowState state) + { + SelectMenuCallback(x => SelectBlendingIntersecting(x, state.editSequence.time), state); + } + + static bool SelectBlendingIntersecting(TimelineClip clip, double time) + { + return clip.start <= time && time <= clip.end && ( + (time <= clip.start + clip.blendInDuration) || + (time >= clip.end - clip.blendOutDuration) + ); + } + + static void SelectMenuCallback(Func selector, WindowState state) + { + var allClips = state.GetWindow().treeView.allClipGuis; + if (allClips == null) + return; + + SelectionManager.Clear(); + for (var i = 0; i != allClips.Count; ++i) + { + var c = allClips[i]; + + if (c != null && c.clip != null && c.clip.parentTrack.lockedInHierarchy == false && selector(c.clip)) + { + SelectionManager.Add(c.clip); + } + } + } + } + + class TimeAreaContextMenu : Manipulator + { + protected override bool ContextClick(Event evt, WindowState state) + { + if (state.timeAreaRect.Contains(Event.current.mousePosition)) + { + var menu = new GenericMenu(); + AddTimeAreaMenuItems(menu, state); + menu.ShowAsContext(); + return true; + } + return false; + } + + internal static void AddTimeAreaMenuItems(GenericMenu menu, WindowState state) + { + foreach (var value in Enum.GetValues(typeof(TimelineAsset.DurationMode))) + { + var mode = (TimelineAsset.DurationMode)value; + var item = EditorGUIUtility.TextContent(string.Format(TimelineWindow.Styles.DurationModeText, L10n.Tr(ObjectNames.NicifyVariableName(mode.ToString())))); + + if (state.recording || state.IsEditingASubTimeline() || state.editSequence.asset == null + || state.editSequence.isReadOnly) + menu.AddDisabledItem(item); + else + menu.AddItem(item, state.editSequence.asset.durationMode == mode, () => SelectDurationCallback(state, mode)); + + menu.AddItem(DirectorStyles.showMarkersOnTimeline, state.showMarkerHeader, () => Invoker.InvokeWithSelected()); + } + } + + static void SelectDurationCallback(WindowState state, TimelineAsset.DurationMode mode) + { + if (mode == state.editSequence.asset.durationMode) + return; + + UndoExtensions.RegisterTimeline(state.editSequence.asset, "Duration Mode"); + + + // if we switched from Auto to Fixed, use the auto duration as the new fixed duration so the end marker stay in the same position. + if (state.editSequence.asset.durationMode == TimelineAsset.DurationMode.BasedOnClips && mode == TimelineAsset.DurationMode.FixedLength) + { + state.editSequence.asset.UpdateFixedDurationWithItemsDuration(); + } + + state.editSequence.asset.durationMode = mode; + state.UpdateRootPlayableDuration(state.editSequence.duration); + } + } + + class Scrub : Manipulator + { + readonly Func m_OnMouseDown; + readonly Action m_OnMouseDrag; + readonly System.Action m_OnMouseUp; + + bool m_IsCaptured; + + public Scrub(Func onMouseDown, Action onMouseDrag, System.Action onMouseUp) + { + m_OnMouseDown = onMouseDown; + m_OnMouseDrag = onMouseDrag; + m_OnMouseUp = onMouseUp; + } + + protected override bool MouseDown(Event evt, WindowState state) + { + if (evt.button != 0) + return false; + + if (!m_OnMouseDown(evt, state)) + return false; + + state.AddCaptured(this); + m_IsCaptured = true; + + return true; + } + + protected override bool MouseUp(Event evt, WindowState state) + { + if (!m_IsCaptured) + return false; + + m_IsCaptured = false; + state.RemoveCaptured(this); + + m_OnMouseUp(); + + return true; + } + + protected override bool MouseDrag(Event evt, WindowState state) + { + if (!m_IsCaptured) + return false; + + m_OnMouseDrag(state.GetSnappedTimeAtMousePosition(evt.mousePosition)); + + return true; + } + } + + class TimeAreaItem : Control + { + public Color headColor { get; set; } + public Color lineColor { get; set; } + public bool drawLine { get; set; } + public bool drawHead { get; set; } + public bool canMoveHead { get; set; } + public string tooltip { get; set; } + public Vector2 boundOffset { get; set; } + + readonly GUIContent m_HeaderContent = new GUIContent(); + readonly GUIStyle m_Style; + readonly Tooltip m_Tooltip; + + Rect m_BoundingRect; + + float widgetHeight { get { return m_Style.fixedHeight; } } + float widgetWidth { get { return m_Style.fixedWidth; } } + + public Rect bounds + { + get + { + Rect r = m_BoundingRect; + r.y = TimelineWindow.instance.state.timeAreaRect.yMax - widgetHeight; + r.position += boundOffset; + + return r; + } + } + + public GUIStyle style + { + get { return m_Style; } + } + + + public bool showTooltip { get; set; } + + // is this the first frame the drag callback is being invoked + public bool firstDrag { get; private set; } + + public TimeAreaItem(GUIStyle style, Action onDrag) + { + m_Style = style; + headColor = Color.white; + var scrub = new Scrub( + (evt, state) => + { + firstDrag = true; + return state.timeAreaRect.Contains(evt.mousePosition) && bounds.Contains(evt.mousePosition); + }, + (d) => + { + if (onDrag != null) + onDrag(d); + firstDrag = false; + }, + () => + { + showTooltip = false; + firstDrag = false; + } + ); + AddManipulator(scrub); + lineColor = m_Style.normal.textColor; + drawLine = true; + drawHead = true; + canMoveHead = false; + tooltip = string.Empty; + boundOffset = Vector2.zero; + m_Tooltip = new Tooltip(DirectorStyles.Instance.displayBackground, DirectorStyles.Instance.tinyFont); + } + + public void Draw(Rect rect, WindowState state, double time) + { + var clipRect = new Rect(0.0f, 0.0f, TimelineWindow.instance.position.width, TimelineWindow.instance.position.height); + clipRect.xMin += state.sequencerHeaderWidth; + + using (new GUIViewportScope(clipRect)) + { + Vector2 windowCoordinate = rect.min; + windowCoordinate.y += 4.0f; + + windowCoordinate.x = state.TimeToPixel(time); + + m_BoundingRect = new Rect((windowCoordinate.x - widgetWidth / 2.0f), windowCoordinate.y, widgetWidth, widgetHeight); + + // Do not paint if the time cursor goes outside the timeline bounds... + if (Event.current.type == EventType.Repaint) + { + if (m_BoundingRect.xMax < state.timeAreaRect.xMin) + return; + if (m_BoundingRect.xMin > state.timeAreaRect.xMax) + return; + } + + var top = new Vector3(windowCoordinate.x, rect.y - DirectorStyles.kDurationGuiThickness); + var bottom = new Vector3(windowCoordinate.x, rect.yMax); + + if (drawLine) + { + Rect lineRect = Rect.MinMaxRect(top.x - 0.5f, top.y, bottom.x + 0.5f, bottom.y); + EditorGUI.DrawRect(lineRect, lineColor); + } + + if (drawHead && Event.current.type == EventType.Repaint) + { + Color c = GUI.color; + GUI.color = headColor; + GUI.Box(bounds, m_HeaderContent, m_Style); + GUI.color = c; + + if (canMoveHead) + EditorGUIUtility.AddCursorRect(bounds, MouseCursor.MoveArrow); + } + + if (showTooltip) + { + m_Tooltip.text = TimeReferenceUtility.ToTimeString(time); + + Vector2 position = bounds.position; + position.y = state.timeAreaRect.y; + position.y -= m_Tooltip.bounds.height; + position.x -= Mathf.Abs(m_Tooltip.bounds.width - bounds.width) / 2.0f; + + Rect tooltipBounds = bounds; + tooltipBounds.position = position; + m_Tooltip.bounds = tooltipBounds; + + m_Tooltip.Draw(); + } + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Trackhead.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Trackhead.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..310a4ff6942a40b95169ece9e26cf7fd5c426519 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/Trackhead.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22899211c24eeb248b22704499dd108f +MonoImporter: + externalObjects: {} 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0000000000000000000000000000000000000000..90ca72222d4ed5e0f985e1aa950ddefb1fbb317d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/UnityEditorInternals.cs @@ -0,0 +1,19 @@ +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace UnityEditor.Timeline +{ + static class UnityEditorInternals + { + public static Object DoObjectField(Rect position, Object obj, Type type, int controlId, bool allowScene) + { +#if UNITY_2020_1_OR_NEWER + var newObject = EditorGUI.DoObjectField(position, position, controlId, obj, null, type, null, allowScene, EditorStyles.objectField); +#else + var newObject = EditorGUI.DoObjectField(position, position, controlId, obj, type, null, null, allowScene, EditorStyles.objectField); +#endif + return newObject; + } + } +} diff --git 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+DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/treeview.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/treeview.meta new file mode 100644 index 0000000000000000000000000000000000000000..dfb1caeb0d6c904835673d8aa7aba551fb7f5822 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Editor/treeview.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ffcbe86028d681144b703991885c535a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/LICENSE.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/LICENSE.md new file mode 100644 index 0000000000000000000000000000000000000000..595fc34baa7f136731fa9abbb0560e2089c16e59 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/LICENSE.md @@ -0,0 +1,5 @@ +Timeline copyright © 2021 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/LICENSE.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/LICENSE.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..5123f394c0a2f743da3ecec5bd1e0bb56ad06bd8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6ecb9e17e44feb84cb80451fa27b09fe +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/README.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/README.md new file mode 100644 index 0000000000000000000000000000000000000000..68dbb895539ee7cd8bb92710b434c7c366cd3ad8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/README.md @@ -0,0 +1,21 @@ +![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.timeline/release-badge.svg) +![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.timeline/candidates-badge.svg) + +# About Timeline + +Use Unity’s Timeline to create cinematic content, game-play sequences, audio sequences, and complex particle effects. + +# Installing Timeline + +To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest/index.html). + +# Using Timeline + +The Timeline Manual can be found [here](http://docs.hq.unity3d.com/2018.1/Documentation/Manual/TimelineSection.html) + +# Technical details +## Requirements + +This version of Timeline is compatible with the following versions of the Unity Editor: + +* 2019.3 and later (recommended) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/README.md.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/README.md.meta new file mode 100644 index 0000000000000000000000000000000000000000..32d6a2e7c3f59d215a5d0bc7b12c3f207cb39880 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f66454863bc106549a6b53849ee63b41 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation.meta new file mode 100644 index 0000000000000000000000000000000000000000..ed3ac63954f8fba5841c8121de5da653a8d29604 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d0cd29fb1ad218b48b814bc3e6d8ac0e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationMixerPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationMixerPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..61054f7ae572637d11b73f864ee56fbcc438f778 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationMixerPlayable.cs @@ -0,0 +1,71 @@ +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + class ActivationMixerPlayable : PlayableBehaviour + { + ActivationTrack.PostPlaybackState m_PostPlaybackState; + bool m_BoundGameObjectInitialStateIsActive; + + private GameObject m_BoundGameObject; + + + public static ScriptPlayable Create(PlayableGraph graph, int inputCount) + { + return ScriptPlayable.Create(graph, inputCount); + } + + public ActivationTrack.PostPlaybackState postPlaybackState + { + get { return m_PostPlaybackState; } + set { m_PostPlaybackState = value; } + } + + public override void OnPlayableDestroy(Playable playable) + { + if (m_BoundGameObject == null) + return; + + switch (m_PostPlaybackState) + { + case ActivationTrack.PostPlaybackState.Active: + m_BoundGameObject.SetActive(true); + break; + case ActivationTrack.PostPlaybackState.Inactive: + m_BoundGameObject.SetActive(false); + break; + case ActivationTrack.PostPlaybackState.Revert: + m_BoundGameObject.SetActive(m_BoundGameObjectInitialStateIsActive); + break; + case ActivationTrack.PostPlaybackState.LeaveAsIs: + default: + break; + } + } + + public override void ProcessFrame(Playable playable, FrameData info, object playerData) + { + if (m_BoundGameObject == null) + { + m_BoundGameObject = playerData as GameObject; + m_BoundGameObjectInitialStateIsActive = m_BoundGameObject != null && m_BoundGameObject.activeSelf; + } + + if (m_BoundGameObject == null) + return; + + int inputCount = playable.GetInputCount(); + bool hasInput = false; + for (int i = 0; i < inputCount; i++) + { + if (playable.GetInputWeight(i) > 0) + { + hasInput = true; + break; + } + } + + m_BoundGameObject.SetActive(hasInput); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationMixerPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationMixerPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..7ce2073e6402465c2776231ebecd44f1d5898f75 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationMixerPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e165a99d845c10e4ea0f546e542e8684 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationPlayableAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationPlayableAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..7304741384bddf3728ee9ab959f18e4bc72c98ba --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationPlayableAsset.cs @@ -0,0 +1,29 @@ +#if UNITY_EDITOR +using System.ComponentModel; +#endif +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Playable Asset class for Activation Tracks + /// +#if UNITY_EDITOR + [DisplayName("Activation Clip")] +#endif + class ActivationPlayableAsset : PlayableAsset, ITimelineClipAsset + { + /// + /// Returns a description of the features supported by activation clips + /// + public ClipCaps clipCaps { get { return ClipCaps.None; } } + + /// + /// Overrides PlayableAsset.CreatePlayable() to inject needed Playables for an activation asset + /// + public override Playable CreatePlayable(PlayableGraph graph, GameObject go) + { + return Playable.Create(graph); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationPlayableAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationPlayableAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..e22155a1ff6f907d95571940278c68ae06a1f626 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationPlayableAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fde0d25a170598d46a0b9dc16b4527a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..8e06ddbf2e23548b6936f4703936f316c4e1a811 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationTrack.cs @@ -0,0 +1,93 @@ +using System; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Track that can be used to control the active state of a GameObject. + /// + [Serializable] + [TrackClipType(typeof(ActivationPlayableAsset))] + [TrackBindingType(typeof(GameObject))] + [ExcludeFromPreset] + public class ActivationTrack : TrackAsset + { + [SerializeField] + PostPlaybackState m_PostPlaybackState = PostPlaybackState.LeaveAsIs; + ActivationMixerPlayable m_ActivationMixer; + + /// + /// Specify what state to leave the GameObject in after the Timeline has finished playing. + /// + public enum PostPlaybackState + { + /// + /// Set the GameObject to active. + /// + Active, + + /// + /// Set the GameObject to Inactive. + /// + Inactive, + + /// + /// Revert the GameObject to the state in was in before the Timeline was playing. + /// + Revert, + + /// + /// Leave the GameObject in the state it was when the Timeline was stopped. + /// + LeaveAsIs + } + + internal override bool CanCompileClips() + { + return !hasClips || base.CanCompileClips(); + } + + /// + /// Specifies what state to leave the GameObject in after the Timeline has finished playing. + /// + public PostPlaybackState postPlaybackState + { + get { return m_PostPlaybackState; } + set { m_PostPlaybackState = value; UpdateTrackMode(); } + } + + /// + public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) + { + var mixer = ActivationMixerPlayable.Create(graph, inputCount); + m_ActivationMixer = mixer.GetBehaviour(); + + UpdateTrackMode(); + + return mixer; + } + + internal void UpdateTrackMode() + { + if (m_ActivationMixer != null) + m_ActivationMixer.postPlaybackState = m_PostPlaybackState; + } + + /// + public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { + var gameObject = GetGameObjectBinding(director); + if (gameObject != null) + { + driver.AddFromName(gameObject, "m_IsActive"); + } + } + + /// + protected override void OnCreateClip(TimelineClip clip) + { + clip.displayName = "Active"; + base.OnCreateClip(clip); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..82ab2181eb787ab4efaa77cf858701de5a7435c8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Activation/ActivationTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21bf7f712d84d26478ebe6a299f21738 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation.meta new file mode 100644 index 0000000000000000000000000000000000000000..7fa19e2875695624cc6cb32826a710aed84d7beb --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: de9eb5e2046ffc9448f07e495c436506 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationOutputWeightProcessor.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationOutputWeightProcessor.cs new file mode 100644 index 0000000000000000000000000000000000000000..ae190e380ed6e8c213077e883f70d45441df9a23 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationOutputWeightProcessor.cs @@ -0,0 +1,93 @@ +using System.Collections.Generic; +using UnityEngine.Animations; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + // Does a post processing of the weights on an animation track to properly normalize + // the mixer weights so that blending does not bring default poses and subtracks, layers and + // layer graphs blend correctly + class AnimationOutputWeightProcessor : ITimelineEvaluateCallback + { + struct WeightInfo + { + public Playable mixer; + public Playable parentMixer; + public int port; + } + + AnimationPlayableOutput m_Output; + AnimationMotionXToDeltaPlayable m_MotionXPlayable; + readonly List m_Mixers = new List(); + + public AnimationOutputWeightProcessor(AnimationPlayableOutput output) + { + m_Output = output; + output.SetWeight(0); + FindMixers(); + } + + void FindMixers() + { + var playable = m_Output.GetSourcePlayable(); + var outputPort = m_Output.GetSourceOutputPort(); + + m_Mixers.Clear(); + // only write the final output in playmode. it should always be 1 in editor because we blend to the defaults + FindMixers(playable, outputPort, playable.GetInput(outputPort)); + } + + // Recursively accumulates mixers. + void FindMixers(Playable parent, int port, Playable node) + { + if (!node.IsValid()) + return; + + var type = node.GetPlayableType(); + if (type == typeof(AnimationMixerPlayable) || type == typeof(AnimationLayerMixerPlayable)) + { + // use post fix traversal so children come before parents + int subCount = node.GetInputCount(); + for (int j = 0; j < subCount; j++) + { + FindMixers(node, j, node.GetInput(j)); + } + + // if we encounter a layer mixer, we assume there is nesting occuring + // and we modulate the weight instead of overwriting it. + var weightInfo = new WeightInfo + { + parentMixer = parent, + mixer = node, + port = port, + }; + m_Mixers.Add(weightInfo); + } + else + { + var count = node.GetInputCount(); + for (var i = 0; i < count; i++) + { + FindMixers(parent, port, node.GetInput(i)); + } + } + } + + public void Evaluate() + { + float weight = 1; + m_Output.SetWeight(1); + for (int i = 0; i < m_Mixers.Count; i++) + { + var mixInfo = m_Mixers[i]; + weight = WeightUtility.NormalizeMixer(mixInfo.mixer); + mixInfo.parentMixer.SetInputWeight(mixInfo.port, weight); + } + + // only write the final weight in player/playmode. In editor, we are blending to the appropriate defaults + // the last mixer in the list is the final blend, since the list is composed post-order. + if (Application.isPlaying) + m_Output.SetWeight(weight); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationOutputWeightProcessor.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationOutputWeightProcessor.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c487e3980373b2b3898c7c48452153c48e90b1aa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationOutputWeightProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a429b38ee9d48c7408c8870baf406034 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPlayableAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPlayableAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..743e6d44ac758501f54bd84b6acbea5607d3415f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPlayableAsset.cs @@ -0,0 +1,325 @@ +using System.Collections.Generic; +using UnityEngine.Animations; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A Playable Asset that represents a single AnimationClip clip. + /// + [System.Serializable, NotKeyable] + public partial class AnimationPlayableAsset : PlayableAsset, ITimelineClipAsset, IPropertyPreview + { + /// + /// Whether the source AnimationClip loops during playback. + /// + public enum LoopMode + { + /// + /// Use the loop time setting from the source AnimationClip. + /// + [Tooltip("Use the loop time setting from the source AnimationClip.")] + UseSourceAsset = 0, + + /// + /// The source AnimationClip loops during playback. + /// + [Tooltip("The source AnimationClip loops during playback.")] + On = 1, + + /// + /// The source AnimationClip does not loop during playback. + /// + [Tooltip("The source AnimationClip does not loop during playback.")] + Off = 2 + } + + + [SerializeField] private AnimationClip m_Clip; + [SerializeField] private Vector3 m_Position = Vector3.zero; + [SerializeField] private Vector3 m_EulerAngles = Vector3.zero; + [SerializeField] private bool m_UseTrackMatchFields = true; + [SerializeField] private MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All; + [SerializeField] private bool m_RemoveStartOffset = true; // set by animation track prior to compilation + [SerializeField] private bool m_ApplyFootIK = true; + [SerializeField] private LoopMode m_Loop = LoopMode.UseSourceAsset; + + +#if UNITY_EDITOR + private AnimationOffsetPlayable m_AnimationOffsetPlayable; +#endif + + /// + /// The translational offset of the clip + /// + public Vector3 position + { + get + { + return m_Position; + } + set + { + m_Position = value; +#if UNITY_EDITOR + if (m_AnimationOffsetPlayable.IsValid()) + m_AnimationOffsetPlayable.SetPosition(position); +#endif + } + } + + /// + /// The rotational offset of the clip, expressed as a Quaternion + /// + public Quaternion rotation + { + get + { + return Quaternion.Euler(m_EulerAngles); + } + + set + { + m_EulerAngles = value.eulerAngles; +#if UNITY_EDITOR + if (m_AnimationOffsetPlayable.IsValid()) + m_AnimationOffsetPlayable.SetRotation(value); +#endif + } + } + + /// + /// The rotational offset of the clip, expressed in Euler angles + /// + public Vector3 eulerAngles + { + get { return m_EulerAngles; } + set + { + m_EulerAngles = value; +#if UNITY_EDITOR + if (m_AnimationOffsetPlayable.IsValid()) + m_AnimationOffsetPlayable.SetRotation(rotation); +#endif + } + } + + /// + /// Specifies whether to use offset matching options as defined by the track. + /// + public bool useTrackMatchFields + { + get { return m_UseTrackMatchFields; } + set { m_UseTrackMatchFields = value; } + } + + /// + /// Specifies which fields should be matched when aligning offsets. + /// + public MatchTargetFields matchTargetFields + { + get { return m_MatchTargetFields; } + set { m_MatchTargetFields = value; } + } + + /// + /// Whether to make the animation clip play relative to its first keyframe. + /// + /// + /// This option only applies to animation clips that animate Transform components. + /// + public bool removeStartOffset + { + get { return m_RemoveStartOffset; } + set { m_RemoveStartOffset = value; } + } + + + /// + /// Enable to apply foot IK to the AnimationClip when the target is humanoid. + /// + public bool applyFootIK + { + get { return m_ApplyFootIK; } + set { m_ApplyFootIK = value; } + } + + /// + /// Whether the source AnimationClip loops during playback + /// + public LoopMode loop + { + get { return m_Loop; } + set { m_Loop = value; } + } + + + internal bool hasRootTransforms + { + get { return m_Clip != null && HasRootTransforms(m_Clip); } + } + + // used for legacy 'scene' mode. + internal AppliedOffsetMode appliedOffsetMode { get; set; } + + + /// + /// The source animation clip + /// + public AnimationClip clip + { + get { return m_Clip; } + set + { + if (value != null) + name = "AnimationPlayableAsset of " + value.name; + m_Clip = value; + } + } + + /// + /// Returns the duration required to play the animation clip exactly once + /// + public override double duration + { + get + { + double length = TimeUtility.GetAnimationClipLength(clip); + if (length < float.Epsilon) + return base.duration; + return length; + } + } + + /// + /// Returns a description of the PlayableOutputs that may be created for this asset. + /// + public override IEnumerable outputs + { + get { yield return AnimationPlayableBinding.Create(name, this); } + } + + /// + /// Creates the root of a Playable subgraph to play the animation clip. + /// + /// PlayableGraph that will own the playable + /// The gameobject that triggered the graph build + /// The root playable of the subgraph + public override Playable CreatePlayable(PlayableGraph graph, GameObject go) + { + Playable root = CreatePlayable(graph, m_Clip, position, eulerAngles, removeStartOffset, appliedOffsetMode, applyFootIK, m_Loop); + +#if UNITY_EDITOR + m_AnimationOffsetPlayable = AnimationOffsetPlayable.Null; + if (root.IsValid() && root.IsPlayableOfType()) + { + m_AnimationOffsetPlayable = (AnimationOffsetPlayable)root; + } + + LiveLink(); +#endif + + return root; + } + + internal static Playable CreatePlayable(PlayableGraph graph, AnimationClip clip, Vector3 positionOffset, Vector3 eulerOffset, bool removeStartOffset, AppliedOffsetMode mode, bool applyFootIK, LoopMode loop) + { + if (clip == null || clip.legacy) + return Playable.Null; + + + var clipPlayable = AnimationClipPlayable.Create(graph, clip); + clipPlayable.SetRemoveStartOffset(removeStartOffset); + clipPlayable.SetApplyFootIK(applyFootIK); + clipPlayable.SetOverrideLoopTime(loop != LoopMode.UseSourceAsset); + clipPlayable.SetLoopTime(loop == LoopMode.On); + + Playable root = clipPlayable; + + if (ShouldApplyScaleRemove(mode)) + { + var removeScale = AnimationRemoveScalePlayable.Create(graph, 1); + graph.Connect(root, 0, removeScale, 0); + removeScale.SetInputWeight(0, 1.0f); + root = removeScale; + } + + if (ShouldApplyOffset(mode, clip)) + { + var offsetPlayable = AnimationOffsetPlayable.Create(graph, positionOffset, Quaternion.Euler(eulerOffset), 1); + graph.Connect(root, 0, offsetPlayable, 0); + offsetPlayable.SetInputWeight(0, 1.0F); + root = offsetPlayable; + } + + return root; + } + + private static bool ShouldApplyOffset(AppliedOffsetMode mode, AnimationClip clip) + { + if (mode == AppliedOffsetMode.NoRootTransform || mode == AppliedOffsetMode.SceneOffsetLegacy) + return false; + + return HasRootTransforms(clip); + } + + private static bool ShouldApplyScaleRemove(AppliedOffsetMode mode) + { + return mode == AppliedOffsetMode.SceneOffsetLegacyEditor || mode == AppliedOffsetMode.SceneOffsetLegacy || mode == AppliedOffsetMode.TransformOffsetLegacy; + } + +#if UNITY_EDITOR + public void LiveLink() + { + if (m_AnimationOffsetPlayable.IsValid()) + { + m_AnimationOffsetPlayable.SetPosition(position); + m_AnimationOffsetPlayable.SetRotation(rotation); + } + } + +#endif + + /// + /// Returns the capabilities of TimelineClips that contain a AnimationPlayableAsset + /// + public ClipCaps clipCaps + { + get + { + var caps = ClipCaps.Extrapolation | ClipCaps.SpeedMultiplier | ClipCaps.Blending; + if (m_Clip != null && (m_Loop != LoopMode.Off) && (m_Loop != LoopMode.UseSourceAsset || m_Clip.isLooping)) + caps |= ClipCaps.Looping; + + // empty clips don't support clip in. This allows trim operations to simply become move operations + if (m_Clip != null && !m_Clip.empty) + caps |= ClipCaps.ClipIn; + + return caps; + } + } + + /// + /// Resets the offsets to default values + /// + public void ResetOffsets() + { + position = Vector3.zero; + eulerAngles = Vector3.zero; + } + + /// + public void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { + driver.AddFromClip(m_Clip); + } + + internal static bool HasRootTransforms(AnimationClip clip) + { + if (clip == null || clip.empty) + return false; + + return clip.hasRootMotion || clip.hasGenericRootTransform || clip.hasMotionCurves || clip.hasRootCurves; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPlayableAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPlayableAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..698bcd57545c53ec3e853b4640416035dcc77061 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPlayableAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 030f85c3f73729f4f976f66ffb23b875 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPreviewUpdateCallback.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPreviewUpdateCallback.cs new file mode 100644 index 0000000000000000000000000000000000000000..560f9007d4fd978384788244c5571e5dec04a35d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPreviewUpdateCallback.cs @@ -0,0 +1,54 @@ +using System.Collections.Generic; +using UnityEngine.Animations; +using UnityEngine.Experimental.Animations; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + class AnimationPreviewUpdateCallback : ITimelineEvaluateCallback + { + AnimationPlayableOutput m_Output; + PlayableGraph m_Graph; + List m_PreviewComponents; + + public AnimationPreviewUpdateCallback(AnimationPlayableOutput output) + { + m_Output = output; + + Playable playable = m_Output.GetSourcePlayable(); + if (playable.IsValid()) + { + m_Graph = playable.GetGraph(); + } + } + + public void Evaluate() + { + if (!m_Graph.IsValid()) + return; + + if (m_PreviewComponents == null) + FetchPreviewComponents(); + + foreach (var component in m_PreviewComponents) + { + if (component != null) + { + component.UpdatePreviewGraph(m_Graph); + } + } + } + + private void FetchPreviewComponents() + { + m_PreviewComponents = new List(); + + var animator = m_Output.GetTarget(); + if (animator == null) + return; + + var gameObject = animator.gameObject; + m_PreviewComponents.AddRange(gameObject.GetComponents()); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPreviewUpdateCallback.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPreviewUpdateCallback.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..9d6167b66ec6395f37a0de41fdaf18997934033f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationPreviewUpdateCallback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 755e3e942f7784d458bddba421c0bb72 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..b65515924bc0a3717e816c376e492c9741a78677 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationTrack.cs @@ -0,0 +1,1070 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Animations; +using UnityEngine.Experimental.Animations; +using UnityEngine.Playables; +using UnityEngine.Serialization; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Timeline +{ + /// + /// Flags specifying which offset fields to match + /// + [Flags] + public enum MatchTargetFields + { + /// + /// Translation X value + /// + PositionX = 1 << 0, + /// + /// Translation Y value + /// + PositionY = 1 << 1, + /// + /// Translation Z value + /// + PositionZ = 1 << 2, + /// + /// Rotation Euler Angle X value + /// + RotationX = 1 << 3, + /// + /// Rotation Euler Angle Y value + /// + RotationY = 1 << 4, + /// + /// Rotation Euler Angle Z value + /// + RotationZ = 1 << 5 + } + + /// + /// Describes what is used to set the starting position and orientation of each Animation Track. + /// + /// + /// By default, each Animation Track uses ApplyTransformOffsets to start from a set position and orientation. + /// To offset each Animation Track based on the current position and orientation in the scene, use ApplySceneOffsets. + /// + public enum TrackOffset + { + /// + /// Use this setting to offset each Animation Track based on a set position and orientation. + /// + ApplyTransformOffsets, + /// + /// Use this setting to offset each Animation Track based on the current position and orientation in the scene. + /// + ApplySceneOffsets, + /// + /// Use this setting to offset root transforms based on the state of the animator. + /// + /// + /// Only use this setting to support legacy Animation Tracks. This mode may be deprecated in a future release. + /// + /// In Auto mode, when the animator bound to the animation track contains an AnimatorController, it offsets all animations similar to ApplySceneOffsets. + /// If no controller is assigned, then all offsets are set to start from a fixed position and orientation, similar to ApplyTransformOffsets. + /// In Auto mode, in most cases, root transforms are not affected by local scale or Animator.humanScale, unless the animator has an AnimatorController and Animator.applyRootMotion is set to true. + /// + Auto + } + + + // offset mode + enum AppliedOffsetMode + { + NoRootTransform, + TransformOffset, + SceneOffset, + TransformOffsetLegacy, + SceneOffsetLegacy, + SceneOffsetEditor, // scene offset mode in editor + SceneOffsetLegacyEditor, + } + + + // separate from the enum to hide them from UI elements + static class MatchTargetFieldConstants + { + public static MatchTargetFields All = MatchTargetFields.PositionX | MatchTargetFields.PositionY | + MatchTargetFields.PositionZ | MatchTargetFields.RotationX | + MatchTargetFields.RotationY | MatchTargetFields.RotationZ; + + public static MatchTargetFields None = 0; + + public static MatchTargetFields Position = MatchTargetFields.PositionX | MatchTargetFields.PositionY | + MatchTargetFields.PositionZ; + + public static MatchTargetFields Rotation = MatchTargetFields.RotationX | MatchTargetFields.RotationY | + MatchTargetFields.RotationZ; + + public static bool HasAny(this MatchTargetFields me, MatchTargetFields fields) + { + return (me & fields) != None; + } + + public static MatchTargetFields Toggle(this MatchTargetFields me, MatchTargetFields flag) + { + return me ^ flag; + } + } + + + /// + /// A Timeline track used for playing back animations on an Animator. + /// + [Serializable] + [TrackClipType(typeof(AnimationPlayableAsset), false)] + [TrackBindingType(typeof(Animator))] + [ExcludeFromPreset] + public partial class AnimationTrack : TrackAsset, ILayerable + { + const string k_DefaultInfiniteClipName = "Recorded"; + const string k_DefaultRecordableClipName = "Recorded"; + + [SerializeField, FormerlySerializedAs("m_OpenClipPreExtrapolation")] + TimelineClip.ClipExtrapolation m_InfiniteClipPreExtrapolation = TimelineClip.ClipExtrapolation.None; + + [SerializeField, FormerlySerializedAs("m_OpenClipPostExtrapolation")] + TimelineClip.ClipExtrapolation m_InfiniteClipPostExtrapolation = TimelineClip.ClipExtrapolation.None; + + [SerializeField, FormerlySerializedAs("m_OpenClipOffsetPosition")] + Vector3 m_InfiniteClipOffsetPosition = Vector3.zero; + + [SerializeField, FormerlySerializedAs("m_OpenClipOffsetEulerAngles")] + Vector3 m_InfiniteClipOffsetEulerAngles = Vector3.zero; + + [SerializeField, FormerlySerializedAs("m_OpenClipTimeOffset")] + double m_InfiniteClipTimeOffset; + + [SerializeField, FormerlySerializedAs("m_OpenClipRemoveOffset")] + bool m_InfiniteClipRemoveOffset; // cached value for remove offset + + [SerializeField] + bool m_InfiniteClipApplyFootIK = true; + + [SerializeField, HideInInspector] + AnimationPlayableAsset.LoopMode mInfiniteClipLoop = AnimationPlayableAsset.LoopMode.UseSourceAsset; + + [SerializeField] + MatchTargetFields m_MatchTargetFields = MatchTargetFieldConstants.All; + [SerializeField] + Vector3 m_Position = Vector3.zero; + [SerializeField] + Vector3 m_EulerAngles = Vector3.zero; + + + [SerializeField] AvatarMask m_AvatarMask; + [SerializeField] bool m_ApplyAvatarMask = true; + + [SerializeField] TrackOffset m_TrackOffset = TrackOffset.ApplyTransformOffsets; + + [SerializeField, HideInInspector] AnimationClip m_InfiniteClip; + + +#if UNITY_EDITOR + private AnimationClip m_DefaultPoseClip; + private AnimationClip m_CachedPropertiesClip; + private int m_CachedHash; + private EditorCurveBinding[] m_CachedBindings; + + AnimationOffsetPlayable m_ClipOffset; + + private Vector3 m_SceneOffsetPosition = Vector3.zero; + private Vector3 m_SceneOffsetRotation = Vector3.zero; + + private bool m_HasPreviewComponents = false; +#endif + + /// + /// The translation offset of the entire track. + /// + public Vector3 position + { + get { return m_Position; } + set { m_Position = value; } + } + + /// + /// The rotation offset of the entire track, expressed as a quaternion. + /// + public Quaternion rotation + { + get { return Quaternion.Euler(m_EulerAngles); } + set { m_EulerAngles = value.eulerAngles; } + } + + /// + /// The euler angle representation of the rotation offset of the entire track. + /// + public Vector3 eulerAngles + { + get { return m_EulerAngles; } + set { m_EulerAngles = value; } + } + + /// + /// Specifies whether to apply track offsets to all clips on the track. + /// + /// + /// This can be used to offset all clips on a track, in addition to the clips individual offsets. + /// + [Obsolete("applyOffset is deprecated. Use trackOffset instead", true)] + public bool applyOffsets + { + get { return false; } + set {} + } + + /// + /// Specifies what is used to set the starting position and orientation of an Animation Track. + /// + /// + /// Track Offset is only applied when the Animation Track contains animation that modifies the root Transform. + /// + public TrackOffset trackOffset + { + get { return m_TrackOffset; } + set { m_TrackOffset = value; } + } + + /// + /// Specifies which fields to match when aligning offsets of clips. + /// + public MatchTargetFields matchTargetFields + { + get { return m_MatchTargetFields; } + set { m_MatchTargetFields = value & MatchTargetFieldConstants.All; } + } + + /// + /// An AnimationClip storing the data for an infinite track. + /// + /// + /// The value of this property is null when the AnimationTrack is in Clip Mode. + /// + public AnimationClip infiniteClip + { + get { return m_InfiniteClip; } + internal set { m_InfiniteClip = value; } + } + + // saved value for converting to/from infinite mode + internal bool infiniteClipRemoveOffset + { + get { return m_InfiniteClipRemoveOffset; } + set { m_InfiniteClipRemoveOffset = value; } + } + + /// + /// Specifies the AvatarMask to be applied to all clips on the track. + /// + /// + /// Applying an AvatarMask to an animation track will allow discarding portions of the animation being applied on the track. + /// + public AvatarMask avatarMask + { + get { return m_AvatarMask; } + set { m_AvatarMask = value; } + } + + /// + /// Specifies whether to apply the AvatarMask to the track. + /// + public bool applyAvatarMask + { + get { return m_ApplyAvatarMask; } + set { m_ApplyAvatarMask = value; } + } + + // is this track compilable + + internal override bool CanCompileClips() + { + return !muted && (m_Clips.Count > 0 || (m_InfiniteClip != null && !m_InfiniteClip.empty)); + } + + /// + public override IEnumerable outputs + { + get { yield return AnimationPlayableBinding.Create(name, this); } + } + + + /// + /// Specifies whether the Animation Track has clips, or is in infinite mode. + /// + public bool inClipMode + { + get { return clips != null && clips.Length != 0; } + } + + /// + /// The translation offset of a track in infinite mode. + /// + public Vector3 infiniteClipOffsetPosition + { + get { return m_InfiniteClipOffsetPosition; } + set { m_InfiniteClipOffsetPosition = value; } + } + + /// + /// The rotation offset of a track in infinite mode. + /// + public Quaternion infiniteClipOffsetRotation + { + get { return Quaternion.Euler(m_InfiniteClipOffsetEulerAngles); } + set { m_InfiniteClipOffsetEulerAngles = value.eulerAngles; } + } + + /// + /// The euler angle representation of the rotation offset of the track when in infinite mode. + /// + public Vector3 infiniteClipOffsetEulerAngles + { + get { return m_InfiniteClipOffsetEulerAngles; } + set { m_InfiniteClipOffsetEulerAngles = value; } + } + + internal bool infiniteClipApplyFootIK + { + get { return m_InfiniteClipApplyFootIK; } + set { m_InfiniteClipApplyFootIK = value; } + } + + internal double infiniteClipTimeOffset + { + get { return m_InfiniteClipTimeOffset; } + set { m_InfiniteClipTimeOffset = value; } + } + + /// + /// The saved state of pre-extrapolation for clips converted to infinite mode. + /// + public TimelineClip.ClipExtrapolation infiniteClipPreExtrapolation + { + get { return m_InfiniteClipPreExtrapolation; } + set { m_InfiniteClipPreExtrapolation = value; } + } + + /// + /// The saved state of post-extrapolation for clips when converted to infinite mode. + /// + public TimelineClip.ClipExtrapolation infiniteClipPostExtrapolation + { + get { return m_InfiniteClipPostExtrapolation; } + set { m_InfiniteClipPostExtrapolation = value; } + } + + /// + /// The saved state of animation clip loop state when converted to infinite mode + /// + internal AnimationPlayableAsset.LoopMode infiniteClipLoop + { + get { return mInfiniteClipLoop; } + set { mInfiniteClipLoop = value; } + } + + [ContextMenu("Reset Offsets")] + void ResetOffsets() + { + m_Position = Vector3.zero; + m_EulerAngles = Vector3.zero; + UpdateClipOffsets(); + } + + /// + /// Creates a TimelineClip on this track that uses an AnimationClip. + /// + /// Source animation clip of the resulting TimelineClip. + /// A new TimelineClip which has an AnimationPlayableAsset asset attached. + public TimelineClip CreateClip(AnimationClip clip) + { + if (clip == null) + return null; + + var newClip = CreateClip(); + AssignAnimationClip(newClip, clip); + return newClip; + } + + /// + /// Creates an AnimationClip that stores the data for an infinite track. + /// + /// + /// If an infiniteClip already exists, this method produces no result, even if you provide a different value + /// for infiniteClipName. + /// + /// + /// This method can't create an infinite clip for an AnimationTrack that contains one or more Timeline clips. + /// Use AnimationTrack.inClipMode to determine whether it is possible to create an infinite clip on an AnimationTrack. + /// + /// + /// When used from the editor, this method attempts to save the created infinite clip to the TimelineAsset. + /// The TimelineAsset must already exist in the AssetDatabase to save the infinite clip. If the TimelineAsset + /// does not exist, the infinite clip is still created but it is not saved. + /// + /// + /// The name of the AnimationClip to create. + /// This method does not ensure unique names. If you want a unique clip name, you must provide one. + /// See ObjectNames.GetUniqueName for information on a method that creates unique names. + /// + public void CreateInfiniteClip(string infiniteClipName) + { + if (inClipMode) + { + Debug.LogWarning("CreateInfiniteClip cannot create an infinite clip for an AnimationTrack that contains one or more Timeline Clips."); + return; + } + + if (m_InfiniteClip != null) + return; + + m_InfiniteClip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(infiniteClipName) ? k_DefaultInfiniteClipName : infiniteClipName, this, false); + } + + /// + /// Creates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline. + /// + /// + /// When used from the editor, this method attempts to save the created recordable clip to the TimelineAsset. + /// The TimelineAsset must already exist in the AssetDatabase to save the recordable clip. If the TimelineAsset + /// does not exist, the recordable clip is still created but it is not saved. + /// + /// + /// The name of the AnimationClip to create. + /// This method does not ensure unique names. If you want a unique clip name, you must provide one. + /// See ObjectNames.GetUniqueName for information on a method that creates unique names. + /// + /// + /// Returns a new TimelineClip with an AnimationPlayableAsset asset attached. + /// + public TimelineClip CreateRecordableClip(string animClipName) + { + var clip = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(animClipName) ? k_DefaultRecordableClipName : animClipName, this, false); + + var timelineClip = CreateClip(clip); + timelineClip.displayName = animClipName; + timelineClip.recordable = true; + timelineClip.start = 0; + timelineClip.duration = 1; + + var apa = timelineClip.asset as AnimationPlayableAsset; + if (apa != null) + apa.removeStartOffset = false; + + return timelineClip; + } + +#if UNITY_EDITOR + internal Vector3 sceneOffsetPosition + { + get { return m_SceneOffsetPosition; } + set { m_SceneOffsetPosition = value; } + } + + internal Vector3 sceneOffsetRotation + { + get { return m_SceneOffsetRotation; } + set { m_SceneOffsetRotation = value; } + } + + internal bool hasPreviewComponents + { + get + { + if (m_HasPreviewComponents) + return true; + + var parentTrack = parent as AnimationTrack; + if (parentTrack != null) + { + return parentTrack.hasPreviewComponents; + } + + return false; + } + } +#endif + + /// + /// Used to initialize default values on a newly created clip + /// + /// The clip added to the track + protected override void OnCreateClip(TimelineClip clip) + { + var extrapolation = TimelineClip.ClipExtrapolation.None; + if (!isSubTrack) + extrapolation = TimelineClip.ClipExtrapolation.Hold; + clip.preExtrapolationMode = extrapolation; + clip.postExtrapolationMode = extrapolation; + } + + protected internal override int CalculateItemsHash() + { + return GetAnimationClipHash(m_InfiniteClip).CombineHash(base.CalculateItemsHash()); + } + + internal void UpdateClipOffsets() + { +#if UNITY_EDITOR + if (m_ClipOffset.IsValid()) + { + m_ClipOffset.SetPosition(position); + m_ClipOffset.SetRotation(rotation); + } +#endif + } + + Playable CompileTrackPlayable(PlayableGraph graph, AnimationTrack track, GameObject go, IntervalTree tree, AppliedOffsetMode mode) + { + var mixer = AnimationMixerPlayable.Create(graph, track.clips.Length); + for (int i = 0; i < track.clips.Length; i++) + { + var c = track.clips[i]; + var asset = c.asset as PlayableAsset; + if (asset == null) + continue; + + var animationAsset = asset as AnimationPlayableAsset; + if (animationAsset != null) + animationAsset.appliedOffsetMode = mode; + + var source = asset.CreatePlayable(graph, go); + if (source.IsValid()) + { + var clip = new RuntimeClip(c, source, mixer); + tree.Add(clip); + graph.Connect(source, 0, mixer, i); + mixer.SetInputWeight(i, 0.0f); + } + } + + if (!track.AnimatesRootTransform()) + return mixer; + + return ApplyTrackOffset(graph, mixer, go, mode); + } + + /// + /// Returns Playable.Null + Playable ILayerable.CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount) + { + return Playable.Null; + } + + internal override Playable OnCreateClipPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree tree) + { + if (isSubTrack) + throw new InvalidOperationException("Nested animation tracks should never be asked to create a graph directly"); + + List flattenTracks = new List(); + if (CanCompileClips()) + flattenTracks.Add(this); + + var genericRoot = GetGenericRootNode(go); + var animatesRootTransformNoMask = AnimatesRootTransform(); + var animatesRootTransform = animatesRootTransformNoMask && !IsRootTransformDisabledByMask(go, genericRoot); + foreach (var subTrack in GetChildTracks()) + { + var child = subTrack as AnimationTrack; + if (child != null && child.CanCompileClips()) + { + var childAnimatesRoot = child.AnimatesRootTransform(); + animatesRootTransformNoMask |= child.AnimatesRootTransform(); + animatesRootTransform |= (childAnimatesRoot && !child.IsRootTransformDisabledByMask(go, genericRoot)); + flattenTracks.Add(child); + } + } + + // figure out which mode to apply + AppliedOffsetMode mode = GetOffsetMode(go, animatesRootTransform); + int defaultBlendCount = GetDefaultBlendCount(); + var layerMixer = CreateGroupMixer(graph, go, flattenTracks.Count + defaultBlendCount); + for (int c = 0; c < flattenTracks.Count; c++) + { + int blendIndex = c + defaultBlendCount; + // if the child is masking the root transform, compile it as if we are non-root mode + var childMode = mode; + if (mode != AppliedOffsetMode.NoRootTransform && flattenTracks[c].IsRootTransformDisabledByMask(go, genericRoot)) + childMode = AppliedOffsetMode.NoRootTransform; + + var compiledTrackPlayable = flattenTracks[c].inClipMode ? + CompileTrackPlayable(graph, flattenTracks[c], go, tree, childMode) : + flattenTracks[c].CreateInfiniteTrackPlayable(graph, go, tree, childMode); + graph.Connect(compiledTrackPlayable, 0, layerMixer, blendIndex); + layerMixer.SetInputWeight(blendIndex, flattenTracks[c].inClipMode ? 0 : 1); + if (flattenTracks[c].applyAvatarMask && flattenTracks[c].avatarMask != null) + { + layerMixer.SetLayerMaskFromAvatarMask((uint)blendIndex, flattenTracks[c].avatarMask); + } + } + + var requiresMotionXPlayable = RequiresMotionXPlayable(mode, go); + + // In the editor, we may require the motion X playable if we are animating the root transform but it is masked out, because the default poses + // need to properly update root motion + requiresMotionXPlayable |= (defaultBlendCount > 0 && RequiresMotionXPlayable(GetOffsetMode(go, animatesRootTransformNoMask), go)); + + // Attach the default poses + AttachDefaultBlend(graph, layerMixer, requiresMotionXPlayable); + + // motionX playable not required in scene offset mode, or root transform mode + Playable mixer = layerMixer; + if (requiresMotionXPlayable) + { + // If we are animating a root transform, add the motionX to delta playable as the root node + var motionXToDelta = AnimationMotionXToDeltaPlayable.Create(graph); + graph.Connect(mixer, 0, motionXToDelta, 0); + motionXToDelta.SetInputWeight(0, 1.0f); + motionXToDelta.SetAbsoluteMotion(UsesAbsoluteMotion(mode)); + mixer = (Playable)motionXToDelta; + } + + +#if UNITY_EDITOR + if (!Application.isPlaying) + { + var animator = GetBinding(go != null ? go.GetComponent() : null); + if (animator != null) + { + GameObject targetGO = animator.gameObject; + IAnimationWindowPreview[] previewComponents = targetGO.GetComponents(); + + m_HasPreviewComponents = previewComponents.Length > 0; + if (m_HasPreviewComponents) + { + foreach (var component in previewComponents) + { + mixer = component.BuildPreviewGraph(graph, mixer); + } + } + } + } +#endif + + return mixer; + } + + private int GetDefaultBlendCount() + { +#if UNITY_EDITOR + if (Application.isPlaying) + return 0; + + return ((m_CachedPropertiesClip != null) ? 1 : 0) + ((m_DefaultPoseClip != null) ? 1 : 0); +#else + return 0; +#endif + } + + // Attaches the default blends to the layer mixer + // the base layer is a default clip of all driven properties + // the next layer is optionally the desired default pose (in the case of humanoid, the TPose) + private void AttachDefaultBlend(PlayableGraph graph, AnimationLayerMixerPlayable mixer, bool requireOffset) + { +#if UNITY_EDITOR + if (Application.isPlaying) + return; + + int mixerInput = 0; + if (m_CachedPropertiesClip) + { + var cachedPropertiesClip = AnimationClipPlayable.Create(graph, m_CachedPropertiesClip); + cachedPropertiesClip.SetApplyFootIK(false); + var defaults = (Playable)cachedPropertiesClip; + if (requireOffset) + defaults = AttachOffsetPlayable(graph, defaults, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation)); + graph.Connect(defaults, 0, mixer, mixerInput); + mixer.SetInputWeight(mixerInput, 1.0f); + mixerInput++; + } + + if (m_DefaultPoseClip) + { + var defaultPose = AnimationClipPlayable.Create(graph, m_DefaultPoseClip); + defaultPose.SetApplyFootIK(false); + var blendDefault = (Playable)defaultPose; + if (requireOffset) + blendDefault = AttachOffsetPlayable(graph, blendDefault, m_SceneOffsetPosition, Quaternion.Euler(m_SceneOffsetRotation)); + graph.Connect(blendDefault, 0, mixer, mixerInput); + mixer.SetInputWeight(mixerInput, 1.0f); + } +#endif + } + + private Playable AttachOffsetPlayable(PlayableGraph graph, Playable playable, Vector3 pos, Quaternion rot) + { + var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1); + offsetPlayable.SetInputWeight(0, 1.0f); + graph.Connect(playable, 0, offsetPlayable, 0); + return offsetPlayable; + } + +#if UNITY_EDITOR + private static string k_DefaultHumanoidClipPath = "Packages/com.unity.timeline/Editor/StyleSheets/res/HumanoidDefault.anim"; + private static AnimationClip s_DefaultHumanoidClip = null; + + AnimationClip GetDefaultHumanoidClip() + { + if (s_DefaultHumanoidClip == null) + { + s_DefaultHumanoidClip = EditorGUIUtility.LoadRequired(k_DefaultHumanoidClipPath) as AnimationClip; + if (s_DefaultHumanoidClip == null) + Debug.LogError("Could not load default humanoid animation clip for Timeline"); + } + + return s_DefaultHumanoidClip; + } + +#endif + + bool RequiresMotionXPlayable(AppliedOffsetMode mode, GameObject gameObject) + { + if (mode == AppliedOffsetMode.NoRootTransform) + return false; + if (mode == AppliedOffsetMode.SceneOffsetLegacy) + { + var animator = GetBinding(gameObject != null ? gameObject.GetComponent() : null); + return animator != null && animator.hasRootMotion; + } + return true; + } + + static bool UsesAbsoluteMotion(AppliedOffsetMode mode) + { +#if UNITY_EDITOR + // in editor, previewing is always done in absolute motion + if (!Application.isPlaying) + return true; +#endif + return mode != AppliedOffsetMode.SceneOffset && + mode != AppliedOffsetMode.SceneOffsetLegacy; + } + + bool HasController(GameObject gameObject) + { + var animator = GetBinding(gameObject != null ? gameObject.GetComponent() : null); + + return animator != null && animator.runtimeAnimatorController != null; + } + + internal Animator GetBinding(PlayableDirector director) + { + if (director == null) + return null; + + UnityEngine.Object key = this; + if (isSubTrack) + key = parent; + + UnityEngine.Object binding = null; + if (director != null) + binding = director.GetGenericBinding(key); + + Animator animator = null; + if (binding != null) // the binding can be an animator or game object + { + animator = binding as Animator; + var gameObject = binding as GameObject; + if (animator == null && gameObject != null) + animator = gameObject.GetComponent(); + } + + return animator; + } + + static AnimationLayerMixerPlayable CreateGroupMixer(PlayableGraph graph, GameObject go, int inputCount) + { + return AnimationLayerMixerPlayable.Create(graph, inputCount); + } + + Playable CreateInfiniteTrackPlayable(PlayableGraph graph, GameObject go, IntervalTree tree, AppliedOffsetMode mode) + { + if (m_InfiniteClip == null) + return Playable.Null; + + var mixer = AnimationMixerPlayable.Create(graph, 1); + + // In infinite mode, we always force the loop mode of the clip off because the clip keys are offset in infinite mode + // which causes loop to behave different. + // The inline curve editor never shows loops in infinite mode. + var playable = AnimationPlayableAsset.CreatePlayable(graph, m_InfiniteClip, m_InfiniteClipOffsetPosition, m_InfiniteClipOffsetEulerAngles, false, mode, infiniteClipApplyFootIK, AnimationPlayableAsset.LoopMode.Off); + if (playable.IsValid()) + { + tree.Add(new InfiniteRuntimeClip(playable)); + graph.Connect(playable, 0, mixer, 0); + mixer.SetInputWeight(0, 1.0f); + } + + if (!AnimatesRootTransform()) + return mixer; + + var rootTrack = isSubTrack ? (AnimationTrack)parent : this; + return rootTrack.ApplyTrackOffset(graph, mixer, go, mode); + } + + Playable ApplyTrackOffset(PlayableGraph graph, Playable root, GameObject go, AppliedOffsetMode mode) + { +#if UNITY_EDITOR + m_ClipOffset = AnimationOffsetPlayable.Null; +#endif + + // offsets don't apply in scene offset, or if there is no root transform (globally or on this track) + if (mode == AppliedOffsetMode.SceneOffsetLegacy || + mode == AppliedOffsetMode.SceneOffset || + mode == AppliedOffsetMode.NoRootTransform + ) + return root; + + + var pos = position; + var rot = rotation; + +#if UNITY_EDITOR + // in the editor use the preview position to playback from if available + if (mode == AppliedOffsetMode.SceneOffsetEditor) + { + pos = m_SceneOffsetPosition; + rot = Quaternion.Euler(m_SceneOffsetRotation); + } +#endif + + var offsetPlayable = AnimationOffsetPlayable.Create(graph, pos, rot, 1); +#if UNITY_EDITOR + m_ClipOffset = offsetPlayable; +#endif + graph.Connect(root, 0, offsetPlayable, 0); + offsetPlayable.SetInputWeight(0, 1); + + return offsetPlayable; + } + + // the evaluation time is large so that the properties always get evaluated + internal override void GetEvaluationTime(out double outStart, out double outDuration) + { + if (inClipMode) + { + base.GetEvaluationTime(out outStart, out outDuration); + } + else + { + outStart = 0; + outDuration = TimelineClip.kMaxTimeValue; + } + } + + internal override void GetSequenceTime(out double outStart, out double outDuration) + { + if (inClipMode) + { + base.GetSequenceTime(out outStart, out outDuration); + } + else + { + outStart = 0; + outDuration = Math.Max(GetNotificationDuration(), TimeUtility.GetAnimationClipLength(m_InfiniteClip)); + } + } + + void AssignAnimationClip(TimelineClip clip, AnimationClip animClip) + { + if (clip == null || animClip == null) + return; + + if (animClip.legacy) + throw new InvalidOperationException("Legacy Animation Clips are not supported"); + + AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset; + if (asset != null) + { + asset.clip = animClip; + asset.name = animClip.name; + var duration = asset.duration; + if (!double.IsInfinity(duration) && duration >= TimelineClip.kMinDuration && duration < TimelineClip.kMaxTimeValue) + clip.duration = duration; + } + clip.displayName = animClip.name; + } + + /// + /// Called by the Timeline Editor to gather properties requiring preview. + /// + /// The PlayableDirector invoking the preview + /// PropertyCollector used to gather previewable properties + public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { +#if UNITY_EDITOR + m_SceneOffsetPosition = Vector3.zero; + m_SceneOffsetRotation = Vector3.zero; + + var animator = GetBinding(director); + if (animator == null) + return; + + var animClips = new List(this.clips.Length + 2); + GetAnimationClips(animClips); + + var hasHumanMotion = animClips.Exists(clip => clip.humanMotion); + // case 1174752 - recording root transform on humanoid clips clips cause invalid pose. This will apply the default T-Pose, only if it not already driven by another track + if (!hasHumanMotion && animator.isHuman && AnimatesRootTransform() && + !DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalPosition.x") && + !DrivenPropertyManagerInternal.IsDriven(animator.transform, "m_LocalRotation.x")) + hasHumanMotion = true; + + m_SceneOffsetPosition = animator.transform.localPosition; + m_SceneOffsetRotation = animator.transform.localEulerAngles; + + // Create default pose clip from collected properties + if (hasHumanMotion) + animClips.Add(GetDefaultHumanoidClip()); + + m_DefaultPoseClip = hasHumanMotion ? GetDefaultHumanoidClip() : null; + var hash = AnimationPreviewUtilities.GetClipHash(animClips); + if (m_CachedBindings == null || m_CachedHash != hash) + { + m_CachedBindings = AnimationPreviewUtilities.GetBindings(animator.gameObject, animClips); + m_CachedPropertiesClip = AnimationPreviewUtilities.CreateDefaultClip(animator.gameObject, m_CachedBindings); + m_CachedHash = hash; + } + + AnimationPreviewUtilities.PreviewFromCurves(animator.gameObject, m_CachedBindings); // faster to preview from curves then an animation clip +#endif + } + + /// + /// Gather all the animation clips for this track + /// + /// + private void GetAnimationClips(List animClips) + { + foreach (var c in clips) + { + var a = c.asset as AnimationPlayableAsset; + if (a != null && a.clip != null) + animClips.Add(a.clip); + } + + if (m_InfiniteClip != null) + animClips.Add(m_InfiniteClip); + + foreach (var childTrack in GetChildTracks()) + { + var animChildTrack = childTrack as AnimationTrack; + if (animChildTrack != null) + animChildTrack.GetAnimationClips(animClips); + } + } + + // calculate which offset mode to apply + AppliedOffsetMode GetOffsetMode(GameObject go, bool animatesRootTransform) + { + if (!animatesRootTransform) + return AppliedOffsetMode.NoRootTransform; + + if (m_TrackOffset == TrackOffset.ApplyTransformOffsets) + return AppliedOffsetMode.TransformOffset; + + if (m_TrackOffset == TrackOffset.ApplySceneOffsets) + return (Application.isPlaying) ? AppliedOffsetMode.SceneOffset : AppliedOffsetMode.SceneOffsetEditor; + + if (HasController(go)) + { + if (!Application.isPlaying) + return AppliedOffsetMode.SceneOffsetLegacyEditor; + return AppliedOffsetMode.SceneOffsetLegacy; + } + + return AppliedOffsetMode.TransformOffsetLegacy; + } + + private bool IsRootTransformDisabledByMask(GameObject gameObject, Transform genericRootNode) + { + if (avatarMask == null || !applyAvatarMask) + return false; + + var animator = GetBinding(gameObject != null ? gameObject.GetComponent() : null); + if (animator == null) + return false; + + if (animator.isHuman) + return !avatarMask.GetHumanoidBodyPartActive(AvatarMaskBodyPart.Root); + + if (avatarMask.transformCount == 0) + return false; + + // no special root supplied + if (genericRootNode == null) + return string.IsNullOrEmpty(avatarMask.GetTransformPath(0)) && !avatarMask.GetTransformActive(0); + + // walk the avatar list to find the matching transform + for (int i = 0; i < avatarMask.transformCount; i++) + { + if (genericRootNode == animator.transform.Find(avatarMask.GetTransformPath(i))) + return !avatarMask.GetTransformActive(i); + } + + return false; + } + + // Returns the generic root transform node. Returns null if it is the root node, OR if it not a generic node + private Transform GetGenericRootNode(GameObject gameObject) + { + var animator = GetBinding(gameObject != null ? gameObject.GetComponent() : null); + if (animator == null) + return null; + + if (animator.isHuman) + return null; + + if (animator.avatar == null) + return null; + + // this returns the bone name, but not the full path + var rootName = animator.avatar.humanDescription.m_RootMotionBoneName; + if (rootName == animator.name || string.IsNullOrEmpty(rootName)) + return null; + + // walk the hierarchy to find the first bone with this name + return FindInHierarchyBreadthFirst(animator.transform, rootName); + } + + internal bool AnimatesRootTransform() + { + // infinite mode + if (AnimationPlayableAsset.HasRootTransforms(m_InfiniteClip)) + return true; + + // clip mode + foreach (var c in GetClips()) + { + var apa = c.asset as AnimationPlayableAsset; + if (apa != null && apa.hasRootTransforms) + return true; + } + + return false; + } + + private static readonly Queue s_CachedQueue = new Queue(100); + private static Transform FindInHierarchyBreadthFirst(Transform t, string name) + { + s_CachedQueue.Clear(); + s_CachedQueue.Enqueue(t); + while (s_CachedQueue.Count > 0) + { + var r = s_CachedQueue.Dequeue(); + if (r.name == name) + return r; + for (int i = 0; i < r.childCount; i++) + s_CachedQueue.Enqueue(r.GetChild(i)); + } + + return null; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..9ba4e155d394e5dfae8f7a7a8152e2abbffbebbe --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/AnimationTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d21dcc2386d650c4597f3633c75a1f98 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/ICurvesOwner.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/ICurvesOwner.cs new file mode 100644 index 0000000000000000000000000000000000000000..8d61f5707f8c9faa89a8e44a587297f4ca48bc6b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/ICurvesOwner.cs @@ -0,0 +1,15 @@ +namespace UnityEngine.Timeline +{ + interface ICurvesOwner + { + AnimationClip curves { get; } + bool hasCurves { get; } + double duration { get; } + void CreateCurves(string curvesClipName); + + string defaultCurvesName { get; } + Object asset { get; } + Object assetOwner { get; } + TrackAsset targetTrack { get; } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/ICurvesOwner.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/ICurvesOwner.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..d5d95df37a4a33be07141376d104552a130bb6da --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Animation/ICurvesOwner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89b31ff5ca0a5eb4797ac65d43949807 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade.meta new file mode 100644 index 0000000000000000000000000000000000000000..f5aba63cd300595257e29f81ca96849a57ab8fc0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0c04c8cb23b78e04492e0f310cdee93e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationPlayableAssetUpgrade.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationPlayableAssetUpgrade.cs new file mode 100644 index 0000000000000000000000000000000000000000..db1cf425ca593feb20991e8e5e3cfc1dc6a64995 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationPlayableAssetUpgrade.cs @@ -0,0 +1,53 @@ +using System; + +namespace UnityEngine.Timeline +{ + partial class AnimationPlayableAsset : ISerializationCallbackReceiver + { + enum Versions + { + Initial = 0, + RotationAsEuler = 1, + } + static readonly int k_LatestVersion = (int)Versions.RotationAsEuler; + [SerializeField, HideInInspector] int m_Version; + + [SerializeField, Obsolete("Use m_RotationEuler Instead", false), HideInInspector] + private Quaternion m_Rotation = Quaternion.identity; // deprecated. now saves in euler angles + + /// + /// Called before Unity serializes this object. + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + m_Version = k_LatestVersion; + } + + /// + /// Called after Unity deserializes this object. + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + if (m_Version < k_LatestVersion) + { + OnUpgradeFromVersion(m_Version); //upgrade derived classes + } + } + + void OnUpgradeFromVersion(int oldVersion) + { + if (oldVersion < (int)Versions.RotationAsEuler) + AnimationPlayableAssetUpgrade.ConvertRotationToEuler(this); + } + + static class AnimationPlayableAssetUpgrade + { + public static void ConvertRotationToEuler(AnimationPlayableAsset asset) + { +#pragma warning disable 618 + asset.m_EulerAngles = asset.m_Rotation.eulerAngles; +#pragma warning restore 618 + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationPlayableAssetUpgrade.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationPlayableAssetUpgrade.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..867be5e3e8751e4d622bc76c88d263962ac59ba5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationPlayableAssetUpgrade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6773203120b27984d9a8572fa3564f03 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationTrackUpgrade.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationTrackUpgrade.cs new file mode 100644 index 0000000000000000000000000000000000000000..5b859470916f50dc795e5aad014fd82c96a9af57 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationTrackUpgrade.cs @@ -0,0 +1,122 @@ +using System; +using System.ComponentModel; + +namespace UnityEngine.Timeline +{ + partial class AnimationTrack + { + // 649 is value is only assigned to. they can be updated from old files being serialized + #pragma warning disable 649 + //fields that are used for upgrading should be put here, ideally as read-only + [SerializeField, Obsolete("Use m_InfiniteClipOffsetEulerAngles Instead", false), HideInInspector] + Quaternion m_OpenClipOffsetRotation = Quaternion.identity; + + [SerializeField, Obsolete("Use m_RotationEuler Instead", false), HideInInspector] + Quaternion m_Rotation = Quaternion.identity; + + [SerializeField, Obsolete("Use m_RootTransformOffsetMode", false), HideInInspector] + bool m_ApplyOffsets; + #pragma warning restore 649 + + /// + /// Translation offset of a track in infinite mode. + /// This property is obsolete. Use instead. + /// + [EditorBrowsable(EditorBrowsableState.Never)] + [Obsolete("openClipOffsetPosition has been deprecated. Use infiniteClipOffsetPosition instead. (UnityUpgradable) -> infiniteClipOffsetPosition", true)] + public Vector3 openClipOffsetPosition + { + get { return infiniteClipOffsetPosition; } + set { infiniteClipOffsetPosition = value; } + } + + /// + /// Rotation offset of a track in infinite mode. + /// This property is obsolete. Use instead. + /// + [EditorBrowsable(EditorBrowsableState.Never)] + [Obsolete("openClipOffsetRotation has been deprecated. Use infiniteClipOffsetRotation instead. (UnityUpgradable) -> infiniteClipOffsetRotation", true)] + public Quaternion openClipOffsetRotation + { + get { return infiniteClipOffsetRotation; } + set { infiniteClipOffsetRotation = value; } + } + + /// + /// Euler angle representation of the rotation offset of the track when in infinite mode. + /// This property is obsolete. Use instead. + /// + [EditorBrowsable(EditorBrowsableState.Never)] + [Obsolete("openClipOffsetEulerAngles has been deprecated. Use infiniteClipOffsetEulerAngles instead. (UnityUpgradable) -> infiniteClipOffsetEulerAngles", true)] + public Vector3 openClipOffsetEulerAngles + { + get { return infiniteClipOffsetEulerAngles; } + set { infiniteClipOffsetEulerAngles = value; } + } + + /// + /// Saved state of pre-extrapolation for clips converted to infinite mode. + /// This property is obsolete. Use instead. + /// + [EditorBrowsable(EditorBrowsableState.Never)] + [Obsolete("openClipPreExtrapolation has been deprecated. Use infiniteClipPreExtrapolation instead. (UnityUpgradable) -> infiniteClipPreExtrapolation", true)] + public TimelineClip.ClipExtrapolation openClipPreExtrapolation + { + get { return infiniteClipPreExtrapolation; } + set { infiniteClipPreExtrapolation = value; } + } + + /// + /// Saved state of post-extrapolation for clips converted to infinite mode. + /// This property is obsolete. Use instead. + /// + [EditorBrowsable(EditorBrowsableState.Never)] + [Obsolete("openClipPostExtrapolation has been deprecated. Use infiniteClipPostExtrapolation instead. (UnityUpgradable) -> infiniteClipPostExtrapolation", true)] + public TimelineClip.ClipExtrapolation openClipPostExtrapolation + { + get { return infiniteClipPostExtrapolation; } + set { infiniteClipPostExtrapolation = value; } + } + + internal override void OnUpgradeFromVersion(int oldVersion) + { + if (oldVersion < (int)Versions.RotationAsEuler) + AnimationTrackUpgrade.ConvertRotationsToEuler(this); + if (oldVersion < (int)Versions.RootMotionUpgrade) + AnimationTrackUpgrade.ConvertRootMotion(this); + if (oldVersion < (int)Versions.AnimatedTrackProperties) + AnimationTrackUpgrade.ConvertInfiniteTrack(this); + } + +// 612 is Property is Obsolete +// 618 is Field is Obsolete +#pragma warning disable 612, 618 + static class AnimationTrackUpgrade + { + public static void ConvertRotationsToEuler(AnimationTrack track) + { + track.m_EulerAngles = track.m_Rotation.eulerAngles; + track.m_InfiniteClipOffsetEulerAngles = track.m_OpenClipOffsetRotation.eulerAngles; + } + + public static void ConvertRootMotion(AnimationTrack track) + { + track.m_TrackOffset = TrackOffset.Auto; // loaded tracks should use legacy mode + + // reset offsets if not applied + if (!track.m_ApplyOffsets) + { + track.m_Position = Vector3.zero; + track.m_EulerAngles = Vector3.zero; + } + } + + public static void ConvertInfiniteTrack(AnimationTrack track) + { + track.m_InfiniteClip = track.m_AnimClip; + track.m_AnimClip = null; + } + } +#pragma warning restore 612, 618 + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationTrackUpgrade.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationTrackUpgrade.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..01b86a76f05e32bce746bc361b0d9dd1f6016d40 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/AnimationTrackUpgrade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b0c53b13a1539949b3b212e049151d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/ClipUpgrade.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/ClipUpgrade.cs new file mode 100644 index 0000000000000000000000000000000000000000..20f3dfd3a41e84658eedfa9cbdc54a73f6bf5168 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/ClipUpgrade.cs @@ -0,0 +1,34 @@ +namespace UnityEngine.Timeline +{ + partial class TimelineClip + { + enum Versions + { + Initial = 0, + ClipInFromGlobalToLocal = 1 + } + const int k_LatestVersion = (int)Versions.ClipInFromGlobalToLocal; + [SerializeField, HideInInspector] int m_Version; + + //fields that are used for upgrading should be put here, ideally as read-only + + void UpgradeToLatestVersion() + { + if (m_Version < (int)Versions.ClipInFromGlobalToLocal) + { + TimelineClipUpgrade.UpgradeClipInFromGlobalToLocal(this); + } + } + + static class TimelineClipUpgrade + { + // version 0->1, clipIn move from global to local + public static void UpgradeClipInFromGlobalToLocal(TimelineClip clip) + { + // case 936751 -- clipIn was serialized in global, not local offset + if (clip.m_ClipIn > 0 && clip.m_TimeScale > float.Epsilon) + clip.m_ClipIn *= clip.m_TimeScale; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/ClipUpgrade.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/ClipUpgrade.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..0b27935e90a788dcd97dad7b7df330f8fe6aac39 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/ClipUpgrade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6a4f0c91a28ece04198b200dd55145d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TimelineUpgrade.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TimelineUpgrade.cs new file mode 100644 index 0000000000000000000000000000000000000000..86135c6896e83a7c87cecbec59027232eae756e8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TimelineUpgrade.cs @@ -0,0 +1,21 @@ +namespace UnityEngine.Timeline +{ + partial class TimelineAsset + { + enum Versions + { + Initial = 0 + } + const int k_LatestVersion = (int)Versions.Initial; + [SerializeField, HideInInspector] int m_Version; + + //fields that are used for upgrading should be put here, ideally as read-only + + void UpgradeToLatestVersion() + {} + + //upgrade code should go into this class + static class TimelineAssetUpgrade + {} + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TimelineUpgrade.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TimelineUpgrade.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..6075babdc25306bfa8b403a8416a20561754759a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TimelineUpgrade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 95c91abdcc1ea03458c2ea4e9626a5d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TrackUpgrade.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TrackUpgrade.cs new file mode 100644 index 0000000000000000000000000000000000000000..220dbee9699e4397857d439148d5e36f5be3cf82 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TrackUpgrade.cs @@ -0,0 +1,89 @@ +using System; +using UnityEngine.Serialization; + +namespace UnityEngine.Timeline +{ + partial class TrackAsset : ISerializationCallbackReceiver + { + internal enum Versions + { + Initial = 0, + RotationAsEuler = 1, + RootMotionUpgrade = 2, + AnimatedTrackProperties = 3 + } + + const int k_LatestVersion = (int)Versions.AnimatedTrackProperties; + + [SerializeField, HideInInspector] int m_Version; + + [Obsolete("Please use m_InfiniteClip (on AnimationTrack) instead.", false)] + [SerializeField, HideInInspector, FormerlySerializedAs("m_animClip")] + internal AnimationClip m_AnimClip; + + /// + /// Called before a track is serialized. + /// + protected virtual void OnBeforeTrackSerialize() {} + + /// + /// Called after a track has been deserialized. + /// + protected virtual void OnAfterTrackDeserialize() {} + + internal virtual void OnUpgradeFromVersion(int oldVersion) {} + + /// + /// Called before Unity serializes this object. + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + m_Version = k_LatestVersion; + + //make sure children are correctly parented + if (m_Children != null) + { + for (var i = m_Children.Count - 1; i >= 0; i--) + { + var asset = m_Children[i] as TrackAsset; + if (asset != null && asset.parent != this) + asset.parent = this; + } + } + + OnBeforeTrackSerialize(); + } + + /// + /// Called after Unity deserializes this object. + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + // Clear the clip cache when a deserialize is performed, or + // we can get out of sync when performing Undo + m_ClipsCache = null; + Invalidate(); + + if (m_Version < k_LatestVersion) + { + UpgradeToLatestVersion(); //upgrade TrackAsset + OnUpgradeFromVersion(m_Version); //upgrade derived classes + } + + foreach (var marker in GetMarkers()) + { + marker.Initialize(this); + } + + OnAfterTrackDeserialize(); + } + + //fields that are used for upgrading should be put here, ideally as read-only + void UpgradeToLatestVersion() + {} + + //upgrade code should go into this class + static class TrackAssetUpgrade + {} + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TrackUpgrade.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TrackUpgrade.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..bbe22f0a46a1c04200e4ff79c67ce84daa647bda --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/AssetUpgrade/TrackUpgrade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c68f34993bfe85e489158a29c99a20b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes.meta new file mode 100644 index 0000000000000000000000000000000000000000..d77a179f5d4de5ff597dea79a83e0088f4e2a738 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ec817e5e5781e0a4983a1dc8875d1974 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes/TrackColorAttribute.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes/TrackColorAttribute.cs new file mode 100644 index 0000000000000000000000000000000000000000..a6abc20872cf75d4744161b8a3f8f6a9f0a8a12a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes/TrackColorAttribute.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace UnityEngine.Timeline +{ + /// + /// Attribute used to specify the color of the track and its clips inside the Timeline Editor. + /// + [AttributeUsage(AttributeTargets.Class)] + public class TrackColorAttribute : Attribute + { + Color m_Color; + + /// + /// + /// + public Color color + { + get { return m_Color; } + } + + /// + /// Specify the track color using [0-1] R,G,B values. + /// + /// Red value [0-1]. + /// Green value [0-1]. + /// Blue value [0-1]. + public TrackColorAttribute(float r, float g, float b) + { + m_Color = new Color(r, g, b); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes/TrackColorAttribute.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes/TrackColorAttribute.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..80c61ba59d27c4c4440657459885b53bf8c8d96a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Attributes/TrackColorAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c3d52cc5c46d7946a920e21901ff38e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio.meta new file mode 100644 index 0000000000000000000000000000000000000000..b3fd165d544bdc89078168ba207d9051c684b132 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d19b75372f4e44d4fa4b2cffbb54124b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioClipProperties.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioClipProperties.cs new file mode 100644 index 0000000000000000000000000000000000000000..0c5894bac3e4898ef1fc58ca1d7154f5179cb782 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioClipProperties.cs @@ -0,0 +1,13 @@ +using System; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + [Serializable] + [NotKeyable] + class AudioClipProperties : PlayableBehaviour + { + [Range(0.0f, 1.0f)] + public float volume = 1.0f; + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioClipProperties.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioClipProperties.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..a044757b8b47fb1d8ad9e6ca6b7fc7defc8a6973 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioClipProperties.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0d60a406ab64c434e9d731914e11a51e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioMixerProperties.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioMixerProperties.cs new file mode 100644 index 0000000000000000000000000000000000000000..c5bdf8c0885a495a2a955438277b19607e8d1388 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioMixerProperties.cs @@ -0,0 +1,45 @@ +using System; +using UnityEngine.Audio; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + [Serializable] + class AudioMixerProperties : PlayableBehaviour + { + [Range(0.0f, 1.0f)] + public float volume = 1.0f; + + [Range(-1.0f, 1.0f)] + public float stereoPan = 0.0f; + + [Range(0.0f, 1.0f)] + public float spatialBlend = 0.0f; + + public override void PrepareFrame(Playable playable, FrameData info) + { + if (!playable.IsValid() || !playable.IsPlayableOfType()) + return; + + var inputCount = playable.GetInputCount(); + + for (int i = 0; i < inputCount; ++i) + { + if (playable.GetInputWeight(i) > 0.0f) + { + var input = playable.GetInput(i); + + if (input.IsValid() && input.IsPlayableOfType()) + { + var audioClipPlayable = (AudioClipPlayable)input; + var audioClipProperties = input.GetHandle().GetObject(); + + audioClipPlayable.SetVolume(Mathf.Clamp01(volume * audioClipProperties.volume)); + audioClipPlayable.SetStereoPan(Mathf.Clamp(stereoPan, -1.0f, 1.0f)); + audioClipPlayable.SetSpatialBlend(Mathf.Clamp01(spatialBlend)); + } + } + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioMixerProperties.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioMixerProperties.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..fa975ef8c8106e0a2e21a337ebaaf8055605cc9b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioMixerProperties.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8c4a920f001ca64680ed6fdb52d1753 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioPlayableAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioPlayableAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..7ff40fcc8ecfa53f8a4c1ec615ff1097d4e94fa1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioPlayableAsset.cs @@ -0,0 +1,133 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Audio; +#if UNITY_EDITOR +using System.ComponentModel; +#endif +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// PlayableAsset wrapper for an AudioClip in Timeline. + /// + [Serializable] +#if UNITY_EDITOR + [DisplayName("Audio Clip")] +#endif + public class AudioPlayableAsset : PlayableAsset, ITimelineClipAsset + { + [SerializeField] AudioClip m_Clip; +#pragma warning disable 649 //Field is never assigned to and will always have its default value + [SerializeField] bool m_Loop; + [SerializeField, HideInInspector] float m_bufferingTime = 0.1f; + [SerializeField] AudioClipProperties m_ClipProperties = new AudioClipProperties(); + + // the amount of time to give the clip to load prior to it's start time + internal float bufferingTime + { + get { return m_bufferingTime; } + set { m_bufferingTime = value; } + } + +#if UNITY_EDITOR + Playable m_LiveClipPlayable = Playable.Null; + +#endif + + /// + /// The audio clip to be played + /// + public AudioClip clip + { + get { return m_Clip; } + set { m_Clip = value; } + } + + /// + /// Whether the audio clip loops. + /// + /// + /// Use this to loop the audio clip when the duration of the timeline clip exceeds that of the audio clip. + /// + public bool loop + { + get { return m_Loop; } + set { m_Loop = value; } + } + + /// + /// Returns the duration required to play the audio clip exactly once + /// + public override double duration + { + get + { + if (m_Clip == null) + return base.duration; + + // use this instead of length to avoid rounding precision errors, + return (double)m_Clip.samples / m_Clip.frequency; + } + } + + /// + /// Returns a description of the PlayableOutputs that may be created for this asset. + /// + public override IEnumerable outputs + { + get { yield return AudioPlayableBinding.Create(name, this); } + } + + /// + /// Creates the root of a Playable subgraph to play the audio clip. + /// + /// PlayableGraph that will own the playable + /// The GameObject that triggered the graph build + /// The root playable of the subgraph + public override Playable CreatePlayable(PlayableGraph graph, GameObject go) + { + if (m_Clip == null) + return Playable.Null; + + var audioClipPlayable = AudioClipPlayable.Create(graph, m_Clip, m_Loop); + audioClipPlayable.GetHandle().SetScriptInstance(m_ClipProperties.Clone()); + +#if UNITY_EDITOR + m_LiveClipPlayable = audioClipPlayable; +#endif + + return audioClipPlayable; + } + + /// + /// Returns the capabilities of TimelineClips that contain an AudioPlayableAsset + /// + public ClipCaps clipCaps + { + get + { + return ClipCaps.ClipIn | + ClipCaps.SpeedMultiplier | + ClipCaps.Blending | + (m_Loop ? ClipCaps.Looping : ClipCaps.None); + } + } + +#if UNITY_EDITOR + internal void LiveLink() + { + if (!m_LiveClipPlayable.IsValid()) + return; + + var audioMixerProperties = m_LiveClipPlayable.GetHandle().GetObject(); + + if (audioMixerProperties == null) + return; + + audioMixerProperties.volume = m_ClipProperties.volume; + } + +#endif + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioPlayableAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioPlayableAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..1b64816eb0a7450a24460cea0ed24fe435a840dd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioPlayableAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4f10dd60657c6004587f237a7e90f8e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..d35fac6fcb5fbde1ea1c86c2cd663cb2ad80c564 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioTrack.cs @@ -0,0 +1,129 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Audio; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A Timeline track that can play AudioClips. + /// + [Serializable] + [TrackClipType(typeof(AudioPlayableAsset), false)] + [TrackBindingType(typeof(AudioSource))] + [ExcludeFromPreset] + public class AudioTrack : TrackAsset + { + [SerializeField] + AudioMixerProperties m_TrackProperties = new AudioMixerProperties(); + +#if UNITY_EDITOR + Playable m_LiveMixerPlayable = Playable.Null; + +#endif + + /// + /// Create an TimelineClip for playing an AudioClip on this track. + /// + /// The audio clip to play + /// A TimelineClip with an AudioPlayableAsset asset. + public TimelineClip CreateClip(AudioClip clip) + { + if (clip == null) + return null; + + var newClip = CreateDefaultClip(); + + var audioAsset = newClip.asset as AudioPlayableAsset; + if (audioAsset != null) + audioAsset.clip = clip; + + newClip.duration = clip.length; + newClip.displayName = clip.name; + + return newClip; + } + + internal override Playable CompileClips(PlayableGraph graph, GameObject go, IList timelineClips, IntervalTree tree) + { + var clipBlender = AudioMixerPlayable.Create(graph, timelineClips.Count); + +#if UNITY_EDITOR + clipBlender.GetHandle().SetScriptInstance(m_TrackProperties.Clone()); + m_LiveMixerPlayable = clipBlender; +#else + if (hasCurves) + clipBlender.GetHandle().SetScriptInstance(m_TrackProperties.Clone()); +#endif + + for (int i = 0; i < timelineClips.Count; i++) + { + var c = timelineClips[i]; + var asset = c.asset as PlayableAsset; + if (asset == null) + continue; + + var buffer = 0.1f; + var audioAsset = c.asset as AudioPlayableAsset; + if (audioAsset != null) + buffer = audioAsset.bufferingTime; + + var source = asset.CreatePlayable(graph, go); + if (!source.IsValid()) + continue; + + if (source.IsPlayableOfType()) + { + // Enforce initial values on all clips + var audioClipPlayable = (AudioClipPlayable)source; + var audioClipProperties = audioClipPlayable.GetHandle().GetObject(); + + audioClipPlayable.SetVolume(Mathf.Clamp01(m_TrackProperties.volume * audioClipProperties.volume)); + audioClipPlayable.SetStereoPan(Mathf.Clamp(m_TrackProperties.stereoPan, -1.0f, 1.0f)); + audioClipPlayable.SetSpatialBlend(Mathf.Clamp01(m_TrackProperties.spatialBlend)); + } + + tree.Add(new ScheduleRuntimeClip(c, source, clipBlender, buffer)); + graph.Connect(source, 0, clipBlender, i); + source.SetSpeed(c.timeScale); + source.SetDuration(c.extrapolatedDuration); + clipBlender.SetInputWeight(source, 1.0f); + } + + ConfigureTrackAnimation(tree, go, clipBlender); + + return clipBlender; + } + + /// + public override IEnumerable outputs + { + get { yield return AudioPlayableBinding.Create(name, this); } + } + +#if UNITY_EDITOR + internal void LiveLink() + { + if (!m_LiveMixerPlayable.IsValid()) + return; + + var audioMixerProperties = m_LiveMixerPlayable.GetHandle().GetObject(); + + if (audioMixerProperties == null) + return; + + audioMixerProperties.volume = m_TrackProperties.volume; + audioMixerProperties.stereoPan = m_TrackProperties.stereoPan; + audioMixerProperties.spatialBlend = m_TrackProperties.spatialBlend; + } + +#endif + + void OnValidate() + { + m_TrackProperties.volume = Mathf.Clamp01(m_TrackProperties.volume); + m_TrackProperties.stereoPan = Mathf.Clamp(m_TrackProperties.stereoPan, -1.0f, 1.0f); + m_TrackProperties.spatialBlend = Mathf.Clamp01(m_TrackProperties.spatialBlend); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..2a826c930678270c8b8139f1d6a80b55ac3b0d65 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Audio/AudioTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b22792c3b570444eb18cb78c2af3a74 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ClipCaps.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ClipCaps.cs new file mode 100644 index 0000000000000000000000000000000000000000..c06753d44562c1740fe56822120cba410b79c174 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ClipCaps.cs @@ -0,0 +1,90 @@ +using System; + +namespace UnityEngine.Timeline +{ + /// + /// Describes the timeline features supported by a clip + /// + [Flags] + public enum ClipCaps + { + /// + /// No features are supported. + /// + None = 0 , + + /// + /// The clip supports loops. + /// + Looping = 1 << 0, + + /// + /// The clip supports clip extrapolation. + /// + Extrapolation = 1 << 1, + + /// + /// The clip supports initial local times greater than zero. + /// + ClipIn = 1 << 2, + + /// + /// The clip supports time scaling. + /// + SpeedMultiplier = 1 << 3, + + /// + /// The clip supports blending between clips. + /// + Blending = 1 << 4, + + /// + /// The clip supports time scaling, and sets the default trim mode in the editor to scale the clip + /// (speed multiplier) when the start/end of the clip is trimmed. + /// + AutoScale = 1 << 5 | SpeedMultiplier, + + /// + /// All features are supported. + /// + All = ~None + } + + static class TimelineClipCapsExtensions + { + public static bool SupportsLooping(this TimelineClip clip) + { + return clip != null && (clip.clipCaps & ClipCaps.Looping) != ClipCaps.None; + } + + public static bool SupportsExtrapolation(this TimelineClip clip) + { + return clip != null && (clip.clipCaps & ClipCaps.Extrapolation) != ClipCaps.None; + } + + public static bool SupportsClipIn(this TimelineClip clip) + { + return clip != null && (clip.clipCaps & ClipCaps.ClipIn) != ClipCaps.None; + } + + public static bool SupportsSpeedMultiplier(this TimelineClip clip) + { + return clip != null && (clip.clipCaps & ClipCaps.SpeedMultiplier) != ClipCaps.None; + } + + public static bool SupportsBlending(this TimelineClip clip) + { + return clip != null && (clip.clipCaps & ClipCaps.Blending) != ClipCaps.None; + } + + public static bool HasAll(this ClipCaps caps, ClipCaps flags) + { + return (caps & flags) == flags; + } + + public static bool HasAny(this ClipCaps caps, ClipCaps flags) + { + return (caps & flags) != 0; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ClipCaps.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ClipCaps.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ba036481780db21c91c9ef8ba4b67395235038ab --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ClipCaps.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 667a99762bdf5484fbaa02573fd396e2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control.meta new file mode 100644 index 0000000000000000000000000000000000000000..e4a557da3dd5cd54ab59e543dc44c4865da6c18b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ea998292f45ea494d9e100f5f6362f91 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlPlayableAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlPlayableAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..acb9cd54fd4cf3185987f068967416d209cc5361 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlPlayableAsset.cs @@ -0,0 +1,441 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Playable Asset that generates playables for controlling time-related elements on a GameObject. + /// + [Serializable] + [NotKeyable] + public class ControlPlayableAsset : PlayableAsset, IPropertyPreview, ITimelineClipAsset + { + const int k_MaxRandInt = 10000; + static readonly List k_EmptyDirectorsList = new List(0); + static readonly List k_EmptyParticlesList = new List(0); + static readonly HashSet s_SubEmitterCollector = new HashSet(); + + /// + /// GameObject in the scene to control, or the parent of the instantiated prefab. + /// + [SerializeField] public ExposedReference sourceGameObject; + + /// + /// Prefab object that will be instantiated. + /// + [SerializeField] public GameObject prefabGameObject; + + /// + /// Indicates whether Particle Systems will be controlled. + /// + [SerializeField] public bool updateParticle = true; + + /// + /// Random seed to supply particle systems that are set to use autoRandomSeed + /// + /// + /// This is used to maintain determinism when playing back in timeline. Sub emitters will be assigned incrementing random seeds to maintain determinism and distinction. + /// + [SerializeField] public uint particleRandomSeed; + + /// + /// Indicates whether playableDirectors are controlled. + /// + [SerializeField] public bool updateDirector = true; + + /// + /// Indicates whether Monobehaviours implementing ITimeControl will be controlled. + /// + [SerializeField] public bool updateITimeControl = true; + + /// + /// Indicates whether to search the entire hierarchy for controllable components. + /// + [SerializeField] public bool searchHierarchy = false; + + /// + /// Indicate whether GameObject activation is controlled + /// + [SerializeField] public bool active = true; + + /// + /// Indicates the active state of the GameObject when Timeline is stopped. + /// + [SerializeField] public ActivationControlPlayable.PostPlaybackState postPlayback = ActivationControlPlayable.PostPlaybackState.Revert; + + PlayableAsset m_ControlDirectorAsset; + double m_Duration = PlayableBinding.DefaultDuration; + bool m_SupportLoop; + + private static HashSet s_ProcessedDirectors = new HashSet(); + private static HashSet s_CreatedPrefabs = new HashSet(); + + // does the last instance created control directors and/or particles + internal bool controllingDirectors { get; private set; } + internal bool controllingParticles { get; private set; } + + /// + /// This function is called when the object is loaded. + /// + public void OnEnable() + { + // can't be set in a constructor + if (particleRandomSeed == 0) + particleRandomSeed = (uint)Random.Range(1, k_MaxRandInt); + } + + /// + /// Returns the duration in seconds needed to play the underlying director or particle system exactly once. + /// + public override double duration { get { return m_Duration; } } + + /// + /// Returns the capabilities of TimelineClips that contain a ControlPlayableAsset + /// + public ClipCaps clipCaps + { + get { return ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (m_SupportLoop ? ClipCaps.Looping : ClipCaps.None); } + } + + /// + /// Creates the root of a Playable subgraph to control the contents of the game object. + /// + /// PlayableGraph that will own the playable + /// The GameObject that triggered the graph build + /// The root playable of the subgraph + public override Playable CreatePlayable(PlayableGraph graph, GameObject go) + { + // case 989856 + if (prefabGameObject != null) + { + if (s_CreatedPrefabs.Contains(prefabGameObject)) + { + Debug.LogWarningFormat("Control Track Clip ({0}) is causing a prefab to instantiate itself recursively. Aborting further instances.", name); + return Playable.Create(graph); + } + s_CreatedPrefabs.Add(prefabGameObject); + } + + Playable root = Playable.Null; + var playables = new List(); + + GameObject sourceObject = sourceGameObject.Resolve(graph.GetResolver()); + if (prefabGameObject != null) + { + Transform parenTransform = sourceObject != null ? sourceObject.transform : null; + var controlPlayable = PrefabControlPlayable.Create(graph, prefabGameObject, parenTransform); + + sourceObject = controlPlayable.GetBehaviour().prefabInstance; + playables.Add(controlPlayable); + } + + m_Duration = PlayableBinding.DefaultDuration; + m_SupportLoop = false; + + controllingParticles = false; + controllingDirectors = false; + + if (sourceObject != null) + { + var directors = updateDirector ? GetComponent(sourceObject) : k_EmptyDirectorsList; + var particleSystems = updateParticle ? GetControllableParticleSystems(sourceObject) : k_EmptyParticlesList; + + // update the duration and loop values (used for UI purposes) here + // so they are tied to the latest gameObject bound + UpdateDurationAndLoopFlag(directors, particleSystems); + + var director = go.GetComponent(); + if (director != null) + m_ControlDirectorAsset = director.playableAsset; + + if (go == sourceObject && prefabGameObject == null) + { + Debug.LogWarningFormat("Control Playable ({0}) is referencing the same PlayableDirector component than the one in which it is playing.", name); + active = false; + if (!searchHierarchy) + updateDirector = false; + } + + if (active) + CreateActivationPlayable(sourceObject, graph, playables); + + if (updateDirector) + SearchHierarchyAndConnectDirector(directors, graph, playables, prefabGameObject != null); + + if (updateParticle) + SearchHierarchyAndConnectParticleSystem(particleSystems, graph, playables); + + if (updateITimeControl) + SearchHierarchyAndConnectControlableScripts(GetControlableScripts(sourceObject), graph, playables); + + // Connect Playables to Generic to Mixer + root = ConnectPlayablesToMixer(graph, playables); + } + + if (prefabGameObject != null) + s_CreatedPrefabs.Remove(prefabGameObject); + + if (!root.IsValid()) + root = Playable.Create(graph); + + return root; + } + + static Playable ConnectPlayablesToMixer(PlayableGraph graph, List playables) + { + var mixer = Playable.Create(graph, playables.Count); + + for (int i = 0; i != playables.Count; ++i) + { + ConnectMixerAndPlayable(graph, mixer, playables[i], i); + } + + mixer.SetPropagateSetTime(true); + + return mixer; + } + + void CreateActivationPlayable(GameObject root, PlayableGraph graph, + List outplayables) + { + var activation = ActivationControlPlayable.Create(graph, root, postPlayback); + if (activation.IsValid()) + outplayables.Add(activation); + } + + void SearchHierarchyAndConnectParticleSystem(IEnumerable particleSystems, PlayableGraph graph, + List outplayables) + { + foreach (var particleSystem in particleSystems) + { + if (particleSystem != null) + { + controllingParticles = true; + outplayables.Add(ParticleControlPlayable.Create(graph, particleSystem, particleRandomSeed)); + } + } + } + + void SearchHierarchyAndConnectDirector(IEnumerable directors, PlayableGraph graph, + List outplayables, bool disableSelfReferences) + { + foreach (var director in directors) + { + if (director != null) + { + if (director.playableAsset != m_ControlDirectorAsset) + { + outplayables.Add(DirectorControlPlayable.Create(graph, director)); + controllingDirectors = true; + } + // if this self references, disable the director. + else if (disableSelfReferences) + { + director.enabled = false; + } + } + } + } + + static void SearchHierarchyAndConnectControlableScripts(IEnumerable controlableScripts, PlayableGraph graph, List outplayables) + { + foreach (var script in controlableScripts) + { + outplayables.Add(TimeControlPlayable.Create(graph, (ITimeControl)script)); + } + } + + static void ConnectMixerAndPlayable(PlayableGraph graph, Playable mixer, Playable playable, + int portIndex) + { + graph.Connect(playable, 0, mixer, portIndex); + mixer.SetInputWeight(playable, 1.0f); + } + + internal IList GetComponent(GameObject gameObject) + { + var components = new List(); + if (gameObject != null) + { + if (searchHierarchy) + { + gameObject.GetComponentsInChildren(true, components); + } + else + { + gameObject.GetComponents(components); + } + } + return components; + } + + internal static IEnumerable GetControlableScripts(GameObject root) + { + if (root == null) + yield break; + + foreach (var script in root.GetComponentsInChildren()) + { + if (script is ITimeControl) + yield return script; + } + } + + internal void UpdateDurationAndLoopFlag(IList directors, IList particleSystems) + { + if (directors.Count == 0 && particleSystems.Count == 0) + return; + + const double invalidDuration = double.NegativeInfinity; + + var maxDuration = invalidDuration; + var supportsLoop = false; + + foreach (var director in directors) + { + if (director.playableAsset != null) + { + var assetDuration = director.playableAsset.duration; + + if (director.playableAsset is TimelineAsset && assetDuration > 0.0) + // Timeline assets report being one tick shorter than they actually are, unless they are empty + assetDuration = (double)((DiscreteTime)assetDuration).OneTickAfter(); + + maxDuration = Math.Max(maxDuration, assetDuration); + supportsLoop = supportsLoop || director.extrapolationMode == DirectorWrapMode.Loop; + } + } + + foreach (var particleSystem in particleSystems) + { + maxDuration = Math.Max(maxDuration, particleSystem.main.duration); + supportsLoop = supportsLoop || particleSystem.main.loop; + } + + m_Duration = double.IsNegativeInfinity(maxDuration) ? PlayableBinding.DefaultDuration : maxDuration; + m_SupportLoop = supportsLoop; + } + + IList GetControllableParticleSystems(GameObject go) + { + var roots = new List(); + + // searchHierarchy will look for particle systems on child objects. + // once a particle system is found, all child particle systems are controlled with playables + // unless they are subemitters + + if (searchHierarchy || go.GetComponent() != null) + { + GetControllableParticleSystems(go.transform, roots, s_SubEmitterCollector); + s_SubEmitterCollector.Clear(); + } + + return roots; + + } + + static void GetControllableParticleSystems(Transform t, ICollection roots, HashSet subEmitters) + { + var ps = t.GetComponent(); + if (ps != null) + { + if (!subEmitters.Contains(ps)) + { + roots.Add(ps); + CacheSubEmitters(ps, subEmitters); + } + } + + for (int i = 0; i < t.childCount; ++i) + { + GetControllableParticleSystems(t.GetChild(i), roots, subEmitters); + } + } + + static void CacheSubEmitters(ParticleSystem ps, HashSet subEmitters) + { + if (ps == null) + return; + + for (int i = 0; i < ps.subEmitters.subEmittersCount; i++) + { + subEmitters.Add(ps.subEmitters.GetSubEmitterSystem(i)); + // don't call this recursively. subEmitters are only simulated one level deep. + } + } + + /// + public void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { + // This method is no longer called by Control Tracks. + if (director == null) + return; + + // prevent infinite recursion + if (s_ProcessedDirectors.Contains(director)) + return; + s_ProcessedDirectors.Add(director); + + var gameObject = sourceGameObject.Resolve(director); + if (gameObject != null) + { + if (updateParticle)// case 1076850 -- drive all emitters, not just roots. + PreviewParticles(driver, gameObject.GetComponentsInChildren(true)); + + if (active) + PreviewActivation(driver, new[] { gameObject }); + + if (updateITimeControl) + PreviewTimeControl(driver, director, GetControlableScripts(gameObject)); + + if (updateDirector) + PreviewDirectors(driver, GetComponent(gameObject)); + } + s_ProcessedDirectors.Remove(director); + } + + internal static void PreviewParticles(IPropertyCollector driver, IEnumerable particles) + { + foreach (var ps in particles) + { + driver.AddFromName(ps.gameObject, "randomSeed"); + driver.AddFromName(ps.gameObject, "autoRandomSeed"); + } + } + + internal static void PreviewActivation(IPropertyCollector driver, IEnumerable objects) + { + foreach (var gameObject in objects) + driver.AddFromName(gameObject, "m_IsActive"); + } + + internal static void PreviewTimeControl(IPropertyCollector driver, PlayableDirector director, IEnumerable scripts) + { + foreach (var script in scripts) + { + var propertyPreview = script as IPropertyPreview; + if (propertyPreview != null) + propertyPreview.GatherProperties(director, driver); + else + driver.AddFromComponent(script.gameObject, script); + } + } + + internal static void PreviewDirectors(IPropertyCollector driver, IEnumerable directors) + { + foreach (var childDirector in directors) + { + if (childDirector == null) + continue; + + var timeline = childDirector.playableAsset as TimelineAsset; + if (timeline == null) + continue; + + timeline.GatherProperties(childDirector, driver); + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlPlayableAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlPlayableAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3f4d0904a6a27de2958af530584709182cea77d5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlPlayableAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 48853ae485fa386428341ac1ea122570 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..949d8be6fc211c4f94673dda10fc8133ece26fc2 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlTrack.cs @@ -0,0 +1,69 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A Track whose clips control time-related elements on a GameObject. + /// + [TrackClipType(typeof(ControlPlayableAsset), false)] + [ExcludeFromPreset] + public class ControlTrack : TrackAsset + { +#if UNITY_EDITOR + private static readonly HashSet s_ProcessedDirectors = new HashSet(); + + /// + public override void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { + if (director == null) + return; + + // avoid recursion + if (s_ProcessedDirectors.Contains(director)) + return; + + s_ProcessedDirectors.Add(director); + + var particlesToPreview = new HashSet(); + var activationToPreview = new HashSet(); + var timeControlToPreview = new HashSet(); + var subDirectorsToPreview = new HashSet(); + + foreach (var clip in GetClips()) + { + var controlPlayableAsset = clip.asset as ControlPlayableAsset; + if (controlPlayableAsset == null) + continue; + + var gameObject = controlPlayableAsset.sourceGameObject.Resolve(director); + if (gameObject == null) + continue; + + if (controlPlayableAsset.updateParticle) + particlesToPreview.UnionWith(gameObject.GetComponentsInChildren(true)); + if (controlPlayableAsset.active) + activationToPreview.Add(gameObject); + if (controlPlayableAsset.updateITimeControl) + timeControlToPreview.UnionWith(ControlPlayableAsset.GetControlableScripts(gameObject)); + if (controlPlayableAsset.updateDirector) + subDirectorsToPreview.UnionWith(controlPlayableAsset.GetComponent(gameObject)); + } + + ControlPlayableAsset.PreviewParticles(driver, particlesToPreview); + ControlPlayableAsset.PreviewActivation(driver, activationToPreview); + ControlPlayableAsset.PreviewTimeControl(driver, director, timeControlToPreview); + ControlPlayableAsset.PreviewDirectors(driver, subDirectorsToPreview); + + s_ProcessedDirectors.Remove(director); + + particlesToPreview.Clear(); + activationToPreview.Clear(); + timeControlToPreview.Clear(); + subDirectorsToPreview.Clear(); + } + +#endif + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..95582da031856a365a267063f09f163bfb949e67 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Control/ControlTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15e0374501f39d54eb30235764636e0e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/DiscreteTime.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/DiscreteTime.cs new file mode 100644 index 0000000000000000000000000000000000000000..af68af8cf8625398e403e8a72e2ec70f03e14352 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/DiscreteTime.cs @@ -0,0 +1,226 @@ +using System; + +namespace UnityEngine.Timeline +{ + struct DiscreteTime : IComparable + { + const double k_Tick = 1e-12; + public static readonly DiscreteTime kMaxTime = new DiscreteTime(Int64.MaxValue); + + readonly Int64 m_DiscreteTime; + + public static double tickValue { get { return k_Tick; } } + + public DiscreteTime(DiscreteTime time) + { + m_DiscreteTime = time.m_DiscreteTime; + } + + DiscreteTime(Int64 time) + { + m_DiscreteTime = time; + } + + public DiscreteTime(double time) + { + m_DiscreteTime = DoubleToDiscreteTime(time); + } + + public DiscreteTime(float time) + { + m_DiscreteTime = FloatToDiscreteTime(time); + } + + public DiscreteTime(int time) + { + m_DiscreteTime = IntToDiscreteTime(time); + } + + public DiscreteTime(int frame, double fps) + { + m_DiscreteTime = DoubleToDiscreteTime(frame * fps); + } + + public DiscreteTime OneTickBefore() + { + return new DiscreteTime(m_DiscreteTime - 1); + } + + public DiscreteTime OneTickAfter() + { + return new DiscreteTime(m_DiscreteTime + 1); + } + + public Int64 GetTick() + { + return m_DiscreteTime; + } + + public static DiscreteTime FromTicks(Int64 ticks) + { + return new DiscreteTime(ticks); + } + + public int CompareTo(object obj) + { + if (obj is DiscreteTime) + return m_DiscreteTime.CompareTo(((DiscreteTime)obj).m_DiscreteTime); + return 1; + } + + public bool Equals(DiscreteTime other) + { + return m_DiscreteTime == other.m_DiscreteTime; + } + + public override bool Equals(object obj) + { + if (obj is DiscreteTime) + return Equals((DiscreteTime)obj); + return false; + } + + static Int64 DoubleToDiscreteTime(double time) + { + double number = (time / k_Tick) + 0.5; + if (number < Int64.MaxValue && number > Int64.MinValue) + return (Int64)number; + throw new ArgumentOutOfRangeException("Time is over the discrete range."); + } + + static Int64 FloatToDiscreteTime(float time) + { + float number = (time / (float)k_Tick) + 0.5f; + if (number < Int64.MaxValue && number > Int64.MinValue) + return (Int64)number; + throw new ArgumentOutOfRangeException("Time is over the discrete range."); + } + + static Int64 IntToDiscreteTime(int time) + { + return DoubleToDiscreteTime(time); + } + + static double ToDouble(Int64 time) + { + return time * k_Tick; + } + + static float ToFloat(Int64 time) + { + return (float)ToDouble(time); + } + + public static explicit operator double(DiscreteTime b) + { + return ToDouble(b.m_DiscreteTime); + } + + public static explicit operator float(DiscreteTime b) + { + return ToFloat(b.m_DiscreteTime); + } + + public static explicit operator Int64(DiscreteTime b) + { + return b.m_DiscreteTime; + } + + public static explicit operator DiscreteTime(double time) + { + return new DiscreteTime(time); + } + + public static explicit operator DiscreteTime(float time) + { + return new DiscreteTime(time); + } + + public static implicit operator DiscreteTime(Int32 time) + { + return new DiscreteTime(time); + } + + public static explicit operator DiscreteTime(Int64 time) + { + return new DiscreteTime(time); + } + + public static bool operator==(DiscreteTime lhs, DiscreteTime rhs) + { + return lhs.m_DiscreteTime == rhs.m_DiscreteTime; + } + + public static bool operator!=(DiscreteTime lhs, DiscreteTime rhs) + { + return !(lhs == rhs); + } + + public static bool operator>(DiscreteTime lhs, DiscreteTime rhs) + { + return lhs.m_DiscreteTime > rhs.m_DiscreteTime; + } + + public static bool operator<(DiscreteTime lhs, DiscreteTime rhs) + { + return lhs.m_DiscreteTime < rhs.m_DiscreteTime; + } + + public static bool operator<=(DiscreteTime lhs, DiscreteTime rhs) + { + return lhs.m_DiscreteTime <= rhs.m_DiscreteTime; + } + + public static bool operator>=(DiscreteTime lhs, DiscreteTime rhs) + { + return lhs.m_DiscreteTime >= rhs.m_DiscreteTime; + } + + public static DiscreteTime operator+(DiscreteTime lhs, DiscreteTime rhs) + { + return new DiscreteTime(lhs.m_DiscreteTime + rhs.m_DiscreteTime); + } + + public static DiscreteTime operator-(DiscreteTime lhs, DiscreteTime rhs) + { + return new DiscreteTime(lhs.m_DiscreteTime - rhs.m_DiscreteTime); + } + + public override string ToString() + { + return m_DiscreteTime.ToString(); + } + + public override int GetHashCode() + { + return m_DiscreteTime.GetHashCode(); + } + + public static DiscreteTime Min(DiscreteTime lhs, DiscreteTime rhs) + { + return new DiscreteTime(Math.Min(lhs.m_DiscreteTime, rhs.m_DiscreteTime)); + } + + public static DiscreteTime Max(DiscreteTime lhs, DiscreteTime rhs) + { + return new DiscreteTime(Math.Max(lhs.m_DiscreteTime, rhs.m_DiscreteTime)); + } + + public static double SnapToNearestTick(double time) + { + Int64 discreteTime = DoubleToDiscreteTime(time); + return ToDouble(discreteTime); + } + + public static float SnapToNearestTick(float time) + { + Int64 discreteTime = FloatToDiscreteTime(time); + return ToFloat(discreteTime); + } + + public static Int64 GetNearestTick(double time) + { + return DoubleToDiscreteTime(time); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/DiscreteTime.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/DiscreteTime.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..e6d4977ce2ff2b43c4b3781ad09f0d52633717cf --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/DiscreteTime.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8beed9aab74505d488e6befe54c3f6ef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation.meta new file mode 100644 index 0000000000000000000000000000000000000000..433d36b5d185f11f618d0272108d2704156360fa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c6f60d349ea37048af03504fc872f33 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/InfiniteRuntimeClip.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/InfiniteRuntimeClip.cs new file mode 100644 index 0000000000000000000000000000000000000000..e833fd5b1a3b004ac843abbb2bb133d1464d936e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/InfiniteRuntimeClip.cs @@ -0,0 +1,46 @@ +using System; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Runtime clip customized for 'infinite' tracks playables. + /// Used for clips whose time needs to match the timelines exactly + /// + class InfiniteRuntimeClip : RuntimeElement + { + private Playable m_Playable; + private static readonly Int64 kIntervalEnd = DiscreteTime.GetNearestTick(TimelineClip.kMaxTimeValue); + + public InfiniteRuntimeClip(Playable playable) + { + m_Playable = playable; + } + + public override Int64 intervalStart + { + get { return 0; } + } + + public override Int64 intervalEnd + { + get { return kIntervalEnd; } + } + + public override bool enable + { + set + { + if (value) + m_Playable.Play(); + else + m_Playable.Pause(); + } + } + + public override void EvaluateAt(double localTime, FrameData frameData) + { + m_Playable.SetTime(localTime); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/InfiniteRuntimeClip.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/InfiniteRuntimeClip.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c0451a63ed858fc2fd0eb45ec1d1ab6d2f846d03 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/InfiniteRuntimeClip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b5abcb38bac0c54794ad732a3fa0de3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/IntervalTree.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/IntervalTree.cs new file mode 100644 index 0000000000000000000000000000000000000000..691f47704b1348849d3c69da3806f0cdb91ac5b6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/IntervalTree.cs @@ -0,0 +1,271 @@ +using System; +using System.Collections.Generic; + +namespace UnityEngine.Timeline +{ + interface IInterval + { + Int64 intervalStart { get; } + Int64 intervalEnd { get; } + } + + struct IntervalTreeNode // interval node, + { + public Int64 center; // midpoint for this node + public int first; // index of first element of this node in m_Entries + public int last; // index of the last element of this node in m_Entries + public int left; // index in m_Nodes of the left subnode + public int right; // index in m_Nodes of the right subnode + } + + class IntervalTree where T : IInterval + { + internal struct Entry + { + public Int64 intervalStart; + public Int64 intervalEnd; + public T item; + } + + const int kMinNodeSize = 10; // the minimum number of entries to have subnodes + const int kInvalidNode = -1; + const Int64 kCenterUnknown = Int64.MaxValue; // center hasn't been calculated. indicates no children + + readonly List m_Entries = new List(); + readonly List m_Nodes = new List(); + + /// + /// Whether the tree will be rebuilt on the next query + /// + public bool dirty { get; internal set; } + + /// + /// Add an IInterval to the tree + /// + public void Add(T item) + { + if (item == null) + return; + + m_Entries.Add( + new Entry() + { + intervalStart = item.intervalStart, + intervalEnd = item.intervalEnd, + item = item + } + ); + dirty = true; + } + + /// + /// Query the tree at a particular time + /// + /// + /// + public void IntersectsWith(Int64 value, List results) + { + if (m_Entries.Count == 0) + return; + + if (dirty) + { + Rebuild(); + dirty = false; + } + + if (m_Nodes.Count > 0) + Query(m_Nodes[0], value, results); + } + + /// + /// Query the tree at a particular range of time + /// + /// + /// + /// + public void IntersectsWithRange(Int64 start, Int64 end, List results) + { + if (start > end) + return; + + if (m_Entries.Count == 0) + return; + + if (dirty) + { + Rebuild(); + dirty = false; + } + + if (m_Nodes.Count > 0) + QueryRange(m_Nodes[0], start, end, results); + } + + /// + /// Updates the intervals from their source. Use this to detect if the data in the tree + /// has changed. + /// + public void UpdateIntervals() + { + bool isDirty = false; + for (int i = 0; i < m_Entries.Count; i++) + { + var n = m_Entries[i]; + var s = n.item.intervalStart; + var e = n.item.intervalEnd; + + isDirty |= n.intervalStart != s; + isDirty |= n.intervalEnd != e; + + m_Entries[i] = new Entry() + { + intervalStart = s, + intervalEnd = e, + item = n.item + }; + } + + dirty |= isDirty; + } + + private void Query(IntervalTreeNode intervalTreeNode, Int64 value, List results) + { + for (int i = intervalTreeNode.first; i <= intervalTreeNode.last; i++) + { + var entry = m_Entries[i]; + if (value >= entry.intervalStart && value < entry.intervalEnd) + { + results.Add(entry.item); + } + } + + if (intervalTreeNode.center == kCenterUnknown) + return; + if (intervalTreeNode.left != kInvalidNode && value < intervalTreeNode.center) + Query(m_Nodes[intervalTreeNode.left], value, results); + if (intervalTreeNode.right != kInvalidNode && value > intervalTreeNode.center) + Query(m_Nodes[intervalTreeNode.right], value, results); + } + + private void QueryRange(IntervalTreeNode intervalTreeNode, Int64 start, Int64 end, List results) + { + for (int i = intervalTreeNode.first; i <= intervalTreeNode.last; i++) + { + var entry = m_Entries[i]; + if (end >= entry.intervalStart && start < entry.intervalEnd) + { + results.Add(entry.item); + } + } + + if (intervalTreeNode.center == kCenterUnknown) + return; + if (intervalTreeNode.left != kInvalidNode && start < intervalTreeNode.center) + QueryRange(m_Nodes[intervalTreeNode.left], start, end, results); + if (intervalTreeNode.right != kInvalidNode && end > intervalTreeNode.center) + QueryRange(m_Nodes[intervalTreeNode.right], start, end, results); + } + + private void Rebuild() + { + m_Nodes.Clear(); + m_Nodes.Capacity = m_Entries.Capacity; + Rebuild(0, m_Entries.Count - 1); + } + + private int Rebuild(int start, int end) + { + IntervalTreeNode intervalTreeNode = new IntervalTreeNode(); + + // minimum size, don't subdivide + int count = end - start + 1; + if (count < kMinNodeSize) + { + intervalTreeNode = new IntervalTreeNode() {center = kCenterUnknown, first = start, last = end, left = kInvalidNode, right = kInvalidNode}; + m_Nodes.Add(intervalTreeNode); + return m_Nodes.Count - 1; + } + + var min = Int64.MaxValue; + var max = Int64.MinValue; + + for (int i = start; i <= end; i++) + { + var o = m_Entries[i]; + min = Math.Min(min, o.intervalStart); + max = Math.Max(max, o.intervalEnd); + } + + var center = (max + min) / 2; + intervalTreeNode.center = center; + + // first pass, put every thing left of center, left + int x = start; + int y = end; + while (true) + { + while (x <= end && m_Entries[x].intervalEnd < center) + x++; + + while (y >= start && m_Entries[y].intervalEnd >= center) + y--; + + if (x > y) + break; + + var nodeX = m_Entries[x]; + var nodeY = m_Entries[y]; + + m_Entries[y] = nodeX; + m_Entries[x] = nodeY; + } + + intervalTreeNode.first = x; + + // second pass, put every start passed the center right + y = end; + while (true) + { + while (x <= end && m_Entries[x].intervalStart <= center) + x++; + + while (y >= start && m_Entries[y].intervalStart > center) + y--; + + if (x > y) + break; + + var nodeX = m_Entries[x]; + var nodeY = m_Entries[y]; + + m_Entries[y] = nodeX; + m_Entries[x] = nodeY; + } + + intervalTreeNode.last = y; + + // reserve a place + m_Nodes.Add(new IntervalTreeNode()); + int index = m_Nodes.Count - 1; + + intervalTreeNode.left = kInvalidNode; + intervalTreeNode.right = kInvalidNode; + + if (start < intervalTreeNode.first) + intervalTreeNode.left = Rebuild(start, intervalTreeNode.first - 1); + + if (end > intervalTreeNode.last) + intervalTreeNode.right = Rebuild(intervalTreeNode.last + 1, end); + + m_Nodes[index] = intervalTreeNode; + return index; + } + + public void Clear() + { + m_Entries.Clear(); + m_Nodes.Clear(); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/IntervalTree.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/IntervalTree.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..cf954ab64a4eccaa9674e70fcc7376e7c928e73f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/IntervalTree.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8f74c99a65464bb4b86ccb314ee95a7f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClip.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClip.cs new file mode 100644 index 0000000000000000000000000000000000000000..5ee5cca724224d2f89606f182d12b7b600ea776e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClip.cs @@ -0,0 +1,110 @@ +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + // The RuntimeClip wraps a single clip in an instantiated sequence. + // It supports the IInterval interface so that it can be stored in the interval tree + // It is this class that is returned by an interval tree query. + class RuntimeClip : RuntimeClipBase + { + TimelineClip m_Clip; + Playable m_Playable; + Playable m_ParentMixer; + + public override double start + { + get { return m_Clip.extrapolatedStart; } + } + + public override double duration + { + get { return m_Clip.extrapolatedDuration; } + } + + public RuntimeClip(TimelineClip clip, Playable clipPlayable, Playable parentMixer) + { + Create(clip, clipPlayable, parentMixer); + } + + void Create(TimelineClip clip, Playable clipPlayable, Playable parentMixer) + { + m_Clip = clip; + m_Playable = clipPlayable; + m_ParentMixer = parentMixer; + clipPlayable.Pause(); + } + + public TimelineClip clip + { + get { return m_Clip; } + } + + public Playable mixer + { + get { return m_ParentMixer; } + } + + public Playable playable + { + get { return m_Playable; } + } + + public override bool enable + { + set + { + if (value && m_Playable.GetPlayState() != PlayState.Playing) + { + m_Playable.Play(); + SetTime(m_Clip.clipIn); + } + else if (!value && m_Playable.GetPlayState() != PlayState.Paused) + { + m_Playable.Pause(); + if (m_ParentMixer.IsValid()) + m_ParentMixer.SetInputWeight(m_Playable, 0.0f); + } + } + } + + public void SetTime(double time) + { + m_Playable.SetTime(time); + } + + public void SetDuration(double duration) + { + m_Playable.SetDuration(duration); + } + + public override void EvaluateAt(double localTime, FrameData frameData) + { + enable = true; + + float weight = 1.0f; + if (clip.IsPreExtrapolatedTime(localTime)) + weight = clip.EvaluateMixIn((float)clip.start); + else if (clip.IsPostExtrapolatedTime(localTime)) + weight = clip.EvaluateMixOut((float)clip.end); + else + weight = clip.EvaluateMixIn(localTime) * clip.EvaluateMixOut(localTime); + + if (mixer.IsValid()) + mixer.SetInputWeight(playable, weight); + + // localTime of the sequence to localtime of the clip + double clipTime = clip.ToLocalTime(localTime); + if (clipTime >= -DiscreteTime.tickValue/2 ) + { + SetTime(clipTime); + } + SetDuration(clip.extrapolatedDuration); + } + + public override void Reset() + { + SetTime(m_Clip.clipIn); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClip.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClip.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3ae5d53340d6fc42faaded89da8fd0bf0be8c35a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 70a190a1b304d1e43995af35d09231d6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClipBase.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClipBase.cs new file mode 100644 index 0000000000000000000000000000000000000000..f6a178abdd8a70423caa7c6ad10cbe79f9c812aa --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClipBase.cs @@ -0,0 +1,21 @@ +using System; +using UnityEngine; + +namespace UnityEngine.Timeline +{ + internal abstract class RuntimeClipBase : RuntimeElement + { + public abstract double start { get; } + public abstract double duration { get; } + + public override Int64 intervalStart + { + get { return DiscreteTime.GetNearestTick(start); } + } + + public override Int64 intervalEnd + { + get { return DiscreteTime.GetNearestTick(start + duration); } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClipBase.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClipBase.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..49f3b62ea4285dcaa67acb1d0b677bfcdb0259c4 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeClipBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 70f955bbb437a494888ef54d97abb474 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeElement.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeElement.cs new file mode 100644 index 0000000000000000000000000000000000000000..bdd7f11a00bdbcaef155bb0e0703f468fe1cdcb7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeElement.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + abstract class RuntimeElement : IInterval + { + public abstract Int64 intervalStart { get; } + public abstract Int64 intervalEnd { get; } + public int intervalBit { get; set; } + + public abstract bool enable { set; } + public abstract void EvaluateAt(double localTime, FrameData frameData); + + public virtual void Reset() {} + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeElement.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeElement.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..03b8737a95e44c1fc008582bfb9954b20d14dc3b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/RuntimeElement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76b6bf32a6fcf934aab8c529bddccc81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/ScheduleRuntimeClip.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/ScheduleRuntimeClip.cs new file mode 100644 index 0000000000000000000000000000000000000000..4831cc449e0399c317a9b5ff2c2786610a024a47 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/ScheduleRuntimeClip.cs @@ -0,0 +1,111 @@ +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)m_Playable).Seek(clipTime, startDelay, durationLocal); + + m_Started = true; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/ScheduleRuntimeClip.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/ScheduleRuntimeClip.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..b3ea114d2d808f561ccf743fd9f7be30ea5ee6e0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Evaluation/ScheduleRuntimeClip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b250be9db55288b48ac121c074d795e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events.meta new file mode 100644 index 0000000000000000000000000000000000000000..847f9d1b0fe121502131c580d18546afe4c8ce5e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b8c5993172f27e4419d7d4ed5ef77840 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/IMarker.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/IMarker.cs new file mode 100644 index 0000000000000000000000000000000000000000..2595cdfb378b58530a751c2fd42db016705eb9c3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/IMarker.cs @@ -0,0 +1,31 @@ +namespace UnityEngine.Timeline +{ + /// + /// Interface implemented by markers. + /// + /// + /// A marker is a point in time. + /// + /// + public interface IMarker + { + /// + /// The time set for the marker, in seconds. + /// + double time { get; set; } + + /// + /// The track that contains the marker. + /// + TrackAsset parent { get; } + + /// + /// This method is called when the marker is initialized. + /// + /// The track that contains the marker. + /// + /// This method is called after each deserialization of the Timeline Asset. + /// + void Initialize(TrackAsset parent); + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/IMarker.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/IMarker.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3869cbc07936d4e7cbaad2f70aaec8c630a813e0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/IMarker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4cb169caa67eddf4d83b39fd0917a945 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/INotificationOptionProvider.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/INotificationOptionProvider.cs new file mode 100644 index 0000000000000000000000000000000000000000..7a23d7d32decff0af33a47bddfcabc4a662a3172 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/INotificationOptionProvider.cs @@ -0,0 +1,15 @@ +namespace UnityEngine.Timeline +{ + /// + /// Implement this interface to change the behaviour of an INotification. + /// + /// This interface must be implemented along with to modify the default behaviour of a notification. + /// + public interface INotificationOptionProvider + { + /// + /// The flags that change the triggering behaviour. + /// + NotificationFlags flags { get; } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/INotificationOptionProvider.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/INotificationOptionProvider.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3e59b722c556e127d05f58bd11960112d7fa0c96 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/INotificationOptionProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5082cb99a8f99b84d84dd8b4c5233a9e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Marker.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Marker.cs new file mode 100644 index 0000000000000000000000000000000000000000..3f0c23da952a633a2dc4f651adb6c19b7f52954e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Marker.cs @@ -0,0 +1,55 @@ +using System; + +namespace UnityEngine.Timeline +{ + /// + /// Use Marker as a base class when creating a custom marker. + /// + /// + /// A marker is a point in time. + /// + public abstract class Marker : ScriptableObject, IMarker + { + [SerializeField, TimeField, Tooltip("Time for the marker")] double m_Time; + + /// + public TrackAsset parent { get; private set; } + + /// + /// + /// The marker time cannot be negative. + /// + public double time + { + get { return m_Time; } + set { m_Time = Math.Max(value, 0); } + } + + /// + void IMarker.Initialize(TrackAsset parentTrack) + { + // We only really want to update the parent when the object is first deserialized + // If not a cloned track would "steal" the source's markers + if (parent == null) + { + parent = parentTrack; + try + { + OnInitialize(parentTrack); + } + catch (Exception e) + { + Debug.LogError(e.Message, this); + } + } + } + + /// + /// Override this method to receive a callback when the marker is initialized. + /// + /// The track that contains the marker. + public virtual void OnInitialize(TrackAsset aPent) + { + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Marker.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Marker.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..2bb36b5b24381e6dce149c0f2d365fa5a7de5cf0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Marker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89b48a03f6f43e94e87cc8d2104d3d4d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerList.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerList.cs new file mode 100644 index 0000000000000000000000000000000000000000..0315f708e7399b781b353d38105ebb72cc675804 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerList.cs @@ -0,0 +1,168 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + [Serializable] + struct MarkerList : ISerializationCallbackReceiver + { + [SerializeField, HideInInspector] List m_Objects; + + [HideInInspector, NonSerialized] List m_Cache; + bool m_CacheDirty; + bool m_HasNotifications; + public List markers + { + get + { + BuildCache(); + return m_Cache; + } + } + + public MarkerList(int capacity) + { + m_Objects = new List(capacity); + m_Cache = new List(capacity); + m_CacheDirty = true; + m_HasNotifications = false; + } + + public void Add(ScriptableObject item) + { + if (item == null) + return; + + m_Objects.Add(item); + m_CacheDirty = true; + } + + public bool Remove(IMarker item) + { + if (!(item is ScriptableObject)) + throw new InvalidOperationException("Supplied type must be a ScriptableObject"); + return Remove((ScriptableObject)item, item.parent.timelineAsset, item.parent); + } + + public bool Remove(ScriptableObject item, TimelineAsset timelineAsset, PlayableAsset thingToDirty) + { + if (!m_Objects.Contains(item)) return false; + + TimelineUndo.PushUndo(thingToDirty, "Delete Marker"); + m_Objects.Remove(item); + m_CacheDirty = true; + TimelineUndo.PushDestroyUndo(timelineAsset, thingToDirty, item); + return true; + } + + public void Clear() + { + m_Objects.Clear(); + m_CacheDirty = true; + } + + public bool Contains(ScriptableObject item) + { + return m_Objects.Contains(item); + } + + public IEnumerable GetMarkers() + { + return markers; + } + + public int Count + { + get { return markers.Count; } + } + + public IMarker this[int idx] + { + get + { + return markers[idx]; + } + } + + public List GetRawMarkerList() + { + return m_Objects; + } + + public IMarker CreateMarker(Type type, double time, TrackAsset owner) + { + if (!typeof(ScriptableObject).IsAssignableFrom(type) || !typeof(IMarker).IsAssignableFrom(type)) + { + throw new InvalidOperationException( + "The requested type needs to inherit from ScriptableObject and implement IMarker"); + } + if (!owner.supportsNotifications && typeof(INotification).IsAssignableFrom(type)) + { + throw new InvalidOperationException( + "Markers implementing the INotification interface cannot be added on tracks that do not support notifications"); + } + + var markerSO = ScriptableObject.CreateInstance(type); + var marker = (IMarker)markerSO; + marker.time = time; + + TimelineCreateUtilities.SaveAssetIntoObject(markerSO, owner); + TimelineUndo.RegisterCreatedObjectUndo(markerSO, "Create " + type.Name); + TimelineUndo.PushUndo(owner, "Create " + type.Name); + + Add(markerSO); + marker.Initialize(owner); + + return marker; + } + + public bool HasNotifications() + { + BuildCache(); + return m_HasNotifications; + } + + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + } + + void ISerializationCallbackReceiver.OnAfterDeserialize() + { +#if UNITY_EDITOR + for (int i = m_Objects.Count - 1; i >= 0; i--) + { + object o = m_Objects[i]; + if (o == null) + { + Debug.LogWarning("Empty marker found while loading timeline. It will be removed."); + m_Objects.RemoveAt(i); + } + } +#endif + m_CacheDirty = true; + } + + void BuildCache() + { + if (m_CacheDirty) + { + m_Cache = new List(m_Objects.Count); + m_HasNotifications = false; + foreach (var o in m_Objects) + { + if (o != null) + { + m_Cache.Add(o as IMarker); + if (o is INotification) + { + m_HasNotifications = true; + } + } + } + + m_CacheDirty = false; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerList.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerList.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..1875712aeaedf1dfa590f9f5cbbddaaf221a1230 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4335a164bb763104c8805212c23d795f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..9c372908ad560462df7ce748a0e86f02215593e7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerTrack.cs @@ -0,0 +1,27 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Use this track to add Markers bound to a GameObject. + /// + [Serializable] + [TrackBindingType(typeof(GameObject))] + [HideInMenu] + [ExcludeFromPreset] + public class MarkerTrack : TrackAsset + { + /// + public override IEnumerable outputs + { + get + { + return this == timelineAsset.markerTrack ? + new List {ScriptPlayableBinding.Create(name, null, typeof(GameObject))} : + base.outputs; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..37ca389476b8d089b16103be0052f091fd23b0be --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/MarkerTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2a16748d9461eae46a725db9776d5390 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/SignalTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/SignalTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..7c7bc4e0230a9e61e4afdce60300eb21c2d17a6a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/SignalTrack.cs @@ -0,0 +1,19 @@ +using System; + +namespace UnityEngine.Timeline +{ + /// + /// Use this track to emit signals to a bound SignalReceiver. + /// + /// + /// This track cannot contain clips. + /// + /// + /// + /// + [Serializable] + [TrackBindingType(typeof(SignalReceiver))] + [TrackColor(0.25f, 0.25f, 0.25f)] + [ExcludeFromPreset] + public class SignalTrack : MarkerTrack {} +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/SignalTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/SignalTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3343f8413726695475dd07a98e3a69710c9fef3d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/SignalTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b46e36075dd1c124a8422c228e75e1fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Signals.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Signals.meta new file mode 100644 index 0000000000000000000000000000000000000000..aa956e46868ec9dfc0b17c85b8d8c152ea862f90 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Events/Signals.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5b00473355622524394628f7ec51808d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions.meta new file mode 100644 index 0000000000000000000000000000000000000000..d78ad194a323579ecae8201737608ec85ac3ed10 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6c61ba0c209bcc74f83e3650039ebdf9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions/TrackExtensions.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions/TrackExtensions.cs new file mode 100644 index 0000000000000000000000000000000000000000..87eec1bc23e371229fc4382befcc18aa63f1979b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions/TrackExtensions.cs @@ -0,0 +1,76 @@ +using System; +using UnityEngine; +using UnityEngine.Timeline; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Extension methods for TrackAssets + /// + public static class TrackAssetExtensions + { + /// + /// Gets the GroupTrack this track belongs to. + /// + /// The track asset to find the group of + /// The parent GroupTrack or null if the Track is an override track, or root track. + public static GroupTrack GetGroup(this TrackAsset asset) + { + if (asset == null) + return null; + + return asset.parent as GroupTrack; + } + + /// + /// Assigns the track to the specified group track. + /// + /// The track to assign. + /// The GroupTrack to assign the track to. + /// + /// Does not support assigning to a group in a different timeline. + /// + public static void SetGroup(this TrackAsset asset, GroupTrack group) + { + const string undoString = "Reparent"; + + if (asset == null || asset == group || asset.parent == group) + return; + + if (group != null && asset.timelineAsset != group.timelineAsset) + throw new InvalidOperationException("Cannot assign to a group in a different timeline"); + + + TimelineUndo.PushUndo(asset, undoString); + + var timeline = asset.timelineAsset; + var parentTrack = asset.parent as TrackAsset; + var parentTimeline = asset.parent as TimelineAsset; + if (parentTrack != null || parentTimeline != null) + { + TimelineUndo.PushUndo(asset.parent, undoString); + if (parentTimeline != null) + { + parentTimeline.RemoveTrack(asset); + } + else + { + parentTrack.RemoveSubTrack(asset); + } + } + + if (group == null) + { + TimelineUndo.PushUndo(timeline, undoString); + asset.parent = asset.timelineAsset; + timeline.AddTrackInternal(asset); + } + else + { + TimelineUndo.PushUndo(group, undoString); + group.AddChild(asset); + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions/TrackExtensions.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions/TrackExtensions.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..823e94a72dd3351198ba20cb2ed54b9d6faec0af --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Extensions/TrackExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3721d5c6afa8e545995dfaada328476 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/GroupTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/GroupTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..a62fbd929d64b6bded529bd21014496d19ffe463 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/GroupTrack.cs @@ -0,0 +1,27 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A group track is a container that allows tracks to be arranged in a hierarchical manner. + /// + [Serializable] + [TrackClipType(typeof(TrackAsset))] + [SupportsChildTracks] + [ExcludeFromPreset] + public class GroupTrack : TrackAsset + { + internal override bool CanCompileClips() + { + return false; + } + + /// + public override IEnumerable outputs + { + get { return PlayableBinding.None; } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/GroupTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/GroupTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..89aac7497bbbfe12d4c535abfb2c82d6d6431f50 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/GroupTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d0fc6f5187a81dc47999eefade6f0935 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ILayerable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ILayerable.cs new file mode 100644 index 0000000000000000000000000000000000000000..ff7d0e464d6417659cea99b414acc2b1d7b7b52b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ILayerable.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Implement this interface on a TrackAsset derived class to support layers + /// + public interface ILayerable + { + /// + /// Creates a mixer that blends track mixers. + /// + /// The graph where the mixer playable will be added. + /// The GameObject that requested the graph. + /// The number of inputs on the mixer. There should be an input for each playable from each clip. + /// Returns a playable that is used as a mixer. If this method returns Playable.Null, it indicates that a layer mixer is not needed. In this case, a single track mixer blends all playables generated from all layers. + Playable CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount); + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ILayerable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ILayerable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..b585e7e4d46057f99a9632080249b3e0a76ffa52 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/ILayerable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1dc9fdfe61a6a8749a0f6b89b45e887d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables.meta new file mode 100644 index 0000000000000000000000000000000000000000..a162894a4363f743ca980f2a5196fc3fb6fe5c91 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b7d06780fca6fc4384580d3ebed9219 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ActivationControlPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ActivationControlPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..2aece6ab8cac9183033026cae538009ea69cab8b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ActivationControlPlayable.cs @@ -0,0 +1,145 @@ +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Playable that controls the active state of a GameObject. + /// + public class ActivationControlPlayable : PlayableBehaviour + { + /// + /// The state of a GameObject's activeness when a PlayableGraph stops. + /// + public enum PostPlaybackState + { + /// + /// Set the GameObject to active when the PlayableGraph stops. + /// + Active, + + /// + /// Set the GameObject to inactive when the [[PlayableGraph]] stops. + /// + Inactive, + + /// + /// Revert the GameObject to the active state it was before the [[PlayableGraph]] started. + /// + Revert + } + + enum InitialState + { + Unset, + Active, + Inactive + } + + /// + /// The GameObject to control. + /// + public GameObject gameObject = null; + + /// + public PostPlaybackState postPlayback = PostPlaybackState.Revert; + InitialState m_InitialState; + + /// + /// Creates a ScriptPlayable with an ActivationControlPlayable behaviour attached + /// + /// PlayableGraph that will own the playable + /// The GameObject that triggered the graph build + /// The state to leave the gameObject after the graph is stopped + /// Returns a playable that controls activation of a game object + public static ScriptPlayable Create(PlayableGraph graph, GameObject gameObject, ActivationControlPlayable.PostPlaybackState postPlaybackState) + { + if (gameObject == null) + return ScriptPlayable.Null; + + var handle = ScriptPlayable.Create(graph); + var playable = handle.GetBehaviour(); + playable.gameObject = gameObject; + playable.postPlayback = postPlaybackState; + + return handle; + } + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. + /// + /// The playable this behaviour is attached to. + /// The information about this frame + public override void OnBehaviourPlay(Playable playable, FrameData info) + { + if (gameObject == null) + return; + + gameObject.SetActive(true); + } + + /// + /// This function is called when the Playable play state is changed to PlayState.Paused. + /// + /// The playable this behaviour is attached to. + /// The information about this frame + public override void OnBehaviourPause(Playable playable, FrameData info) + { + // OnBehaviourPause can be called if the graph is stopped for a variety of reasons + // the effectivePlayState will test if the pause is due to the clip being out of bounds + if (gameObject != null && info.effectivePlayState == PlayState.Paused) + { + gameObject.SetActive(false); + } + } + + /// + /// This function is called during the ProcessFrame phase of the PlayableGraph. + /// + /// The playable this behaviour is attached to. + /// A FrameData structure that contains information about the current frame context. + /// unused + public override void ProcessFrame(Playable playable, FrameData info, object userData) + { + if (gameObject != null)// && !gameObject.activeSelf) + gameObject.SetActive(true); + } + + /// + /// This function is called when the PlayableGraph that owns this PlayableBehaviour starts. + /// + /// The playable this behaviour is attached to. + public override void OnGraphStart(Playable playable) + { + if (gameObject != null) + { + if (m_InitialState == InitialState.Unset) + m_InitialState = gameObject.activeSelf ? InitialState.Active : InitialState.Inactive; + } + } + + /// + /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. + /// + /// The playable this behaviour is attached to. + public override void OnPlayableDestroy(Playable playable) + { + if (gameObject == null || m_InitialState == InitialState.Unset) + return; + + switch (postPlayback) + { + case PostPlaybackState.Active: + gameObject.SetActive(true); + break; + + case PostPlaybackState.Inactive: + gameObject.SetActive(false); + break; + + case PostPlaybackState.Revert: + gameObject.SetActive(m_InitialState == InitialState.Active); + break; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ActivationControlPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ActivationControlPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..a7763a6fd434cf772d6fb78ceef17147f8a34aad --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ActivationControlPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d20e4e177b86a2843805dd3894f41b42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/BasicScriptPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/BasicScriptPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..1c728d91d7a25b91856620ff3d616c30a85368f4 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/BasicScriptPlayable.cs @@ -0,0 +1,89 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// This class is deprecated. It is recommended to use Playable Asset and Playable Behaviour derived classes instead. + /// + [Serializable] + [Obsolete("For best performance use PlayableAsset and PlayableBehaviour.")] + public class BasicPlayableBehaviour : ScriptableObject, IPlayableAsset, IPlayableBehaviour + { + /// + /// The playback duration in seconds of the instantiated Playable. + /// + public virtual double duration { get { return PlayableBinding.DefaultDuration; } } + + /// + ///A description of the outputs of the instantiated Playable. + /// + public virtual IEnumerable outputs { get { return PlayableBinding.None; } } + + /// + /// This function is called when the PlayableGraph that owns this PlayableBehaviour starts. + /// + /// The Playable that owns the current PlayableBehaviour. + public virtual void OnGraphStart(Playable playable) {} + + /// + /// This function is called when the PlayableGraph that owns this PlayableBehaviour stops. + /// + /// The Playable that owns the current PlayableBehaviour. + public virtual void OnGraphStop(Playable playable) {} + + /// + /// This function is called when the Playable that owns the PlayableBehaviour is created. + /// + /// The Playable that owns the current PlayableBehaviour. + public virtual void OnPlayableCreate(Playable playable) {} + + /// + /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. + /// + /// The Playable that owns the current PlayableBehaviour. + public virtual void OnPlayableDestroy(Playable playable) {} + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public virtual void OnBehaviourPlay(Playable playable, FrameData info) {} + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Paused. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public virtual void OnBehaviourPause(Playable playable, FrameData info) {} + + /// + /// This function is called during the PrepareFrame phase of the PlayableGraph. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public virtual void PrepareFrame(Playable playable, FrameData info) {} + + /// + /// This function is called during the ProcessFrame phase of the PlayableGraph. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + /// The user data of the ScriptPlayableOutput that initiated the process pass. + public virtual void ProcessFrame(Playable playable, FrameData info, object playerData) {} + + /// + /// Implement this method to have your asset inject playables into the given graph. + /// + /// The graph to inject playables into. + /// The game object which initiated the build. + /// The playable injected into the graph, or the root playable if multiple playables are injected. + public virtual Playable CreatePlayable(PlayableGraph graph, GameObject owner) + { + return ScriptPlayable.Create(graph, this); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/BasicScriptPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/BasicScriptPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..414366e6fb40d91e175c7715d8f865c71b5670a9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/BasicScriptPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe03a7b0ba57a4d488b6c327ae16c335 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/DirectorControlPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/DirectorControlPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..4389ab6fa8ee84d4aa389536cfbe4c55d333ec08 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/DirectorControlPlayable.cs @@ -0,0 +1,210 @@ +using System; +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Playable Behaviour used to control a PlayableDirector. + /// + /// + /// This playable is used to control other PlayableDirector components from a Timeline sequence. + /// + public class DirectorControlPlayable : PlayableBehaviour + { + /// + /// The PlayableDirector being controlled by this PlayableBehaviour + /// + public PlayableDirector director; + + private bool m_SyncTime = false; + + private double m_AssetDuration = double.MaxValue; + + /// + /// Creates a Playable with a DirectorControlPlayable attached + /// + /// The graph to inject the playable into + /// The director to control + /// Returns a Playable with a DirectorControlPlayable attached + public static ScriptPlayable Create(PlayableGraph graph, PlayableDirector director) + { + if (director == null) + return ScriptPlayable.Null; + + var handle = ScriptPlayable.Create(graph); + handle.GetBehaviour().director = director; + +#if UNITY_EDITOR + if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(director)) + UnityEditor.PrefabUtility.prefabInstanceUpdated += handle.GetBehaviour().OnPrefabUpdated; +#endif + + return handle; + } + + /// + /// This function is called when this PlayableBehaviour is destroyed. + /// + /// The Playable that owns the current PlayableBehaviour. + public override void OnPlayableDestroy(Playable playable) + { +#if UNITY_EDITOR + if (!Application.isPlaying) + UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated; +#endif + if (director != null && director.playableAsset != null) + director.Stop(); + } + + /// + /// This function is called during the PrepareFrame phase of the PlayableGraph. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void PrepareFrame(Playable playable, FrameData info) + { + if (director == null || !director.isActiveAndEnabled || director.playableAsset == null) + return; + + // resync the time on an evaluate or a time jump (caused by loops, or some setTime calls) + m_SyncTime |= (info.evaluationType == FrameData.EvaluationType.Evaluate) || + DetectDiscontinuity(playable, info); + + SyncSpeed(info.effectiveSpeed); + SyncPlayState(playable.GetGraph(), playable.GetTime()); + } + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPlay(Playable playable, FrameData info) + { + m_SyncTime = true; + + if (director != null && director.playableAsset != null) + m_AssetDuration = director.playableAsset.duration; + } + + /// + /// This function is called when the Playable play state is changed to PlayState.Paused. + /// + /// The playable this behaviour is attached to. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPause(Playable playable, FrameData info) + { + if (director != null && director.playableAsset != null) + { + if (info.effectivePlayState == PlayState.Playing) // graph was paused + director.Pause(); + else + director.Stop(); + } + } + + /// + /// This function is called during the ProcessFrame phase of the PlayableGraph. + /// + /// The playable this behaviour is attached to. + /// A FrameData structure that contains information about the current frame context. + /// unused + public override void ProcessFrame(Playable playable, FrameData info, object playerData) + { + if (director == null || !director.isActiveAndEnabled || director.playableAsset == null) + return; + + if (m_SyncTime || DetectOutOfSync(playable)) + { + UpdateTime(playable); + director.Evaluate(); + } + + m_SyncTime = false; + } + +#if UNITY_EDITOR + void OnPrefabUpdated(GameObject go) + { + // When the prefab asset is updated, we rebuild the graph to reflect the changes in editor + if (UnityEditor.PrefabUtility.GetRootGameObject(director) == go) + director.RebuildGraph(); + } + +#endif + + void SyncSpeed(double speed) + { + if (director.playableGraph.IsValid()) + { + int roots = director.playableGraph.GetRootPlayableCount(); + for (int i = 0; i < roots; i++) + { + var rootPlayable = director.playableGraph.GetRootPlayable(i); + if (rootPlayable.IsValid()) + { + rootPlayable.SetSpeed(speed); + } + } + } + } + + void SyncPlayState(PlayableGraph graph, double playableTime) + { + bool expectedFinished = (playableTime >= m_AssetDuration) && director.extrapolationMode == DirectorWrapMode.None; + if (graph.IsPlaying() && !expectedFinished) + director.Play(); + else + director.Pause(); + } + + bool DetectDiscontinuity(Playable playable, FrameData info) + { + return Math.Abs(playable.GetTime() - playable.GetPreviousTime() - info.m_DeltaTime * info.m_EffectiveSpeed) > DiscreteTime.tickValue; + } + + bool DetectOutOfSync(Playable playable) + { + double expectedTime = playable.GetTime(); + if (playable.GetTime() >= m_AssetDuration) + { + if (director.extrapolationMode == DirectorWrapMode.None) + return false; + else if (director.extrapolationMode == DirectorWrapMode.Hold) + expectedTime = m_AssetDuration; + else if (m_AssetDuration > float.Epsilon) // loop + expectedTime = expectedTime % m_AssetDuration; + } + + if (!Mathf.Approximately((float)expectedTime, (float)director.time)) + { +#if UNITY_EDITOR + double lastDelta = playable.GetTime() - playable.GetPreviousTime(); + if (UnityEditor.Unsupported.IsDeveloperBuild()) + Debug.LogWarningFormat("Internal Warning - Control track desync detected on {2} ({0:F10} vs {1:F10} with delta {3:F10}). Time will be resynchronized. Known to happen with nested control tracks", playable.GetTime(), director.time, director.name, lastDelta); +#endif + return true; + } + return false; + } + + // We need to handle loop modes explicitly since we are setting the time directly + void UpdateTime(Playable playable) + { + double duration = Math.Max(0.1, director.playableAsset.duration); + switch (director.extrapolationMode) + { + case DirectorWrapMode.Hold: + director.time = Math.Min(duration, Math.Max(0, playable.GetTime())); + break; + case DirectorWrapMode.Loop: + director.time = Math.Max(0, playable.GetTime() % duration); + break; + case DirectorWrapMode.None: + director.time = playable.GetTime(); + break; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/DirectorControlPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/DirectorControlPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5f71a6fdb64180cd1e8fca3f0babfc617e2decad --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/DirectorControlPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: be156cc527d606b4aaac403e9843186e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ITimeControl.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ITimeControl.cs new file mode 100644 index 0000000000000000000000000000000000000000..5d986ae577faf7e066e6694ff3975316ca615434 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ITimeControl.cs @@ -0,0 +1,27 @@ +namespace UnityEngine.Timeline +{ + /// + /// Interface that can be implemented by MonoBehaviours indicating that they receive time-related control calls from a PlayableGraph. + /// + /// + /// Implementing this interface on MonoBehaviours attached to GameObjects under control by control-tracks will cause them to be notified when associated Timeline clips are active. + /// + public interface ITimeControl + { + /// + /// Called each frame the Timeline clip is active. + /// + /// The local time of the associated Timeline clip. + void SetTime(double time); + + /// + /// Called when the associated Timeline clip becomes active. + /// + void OnControlTimeStart(); + + /// + /// Called when the associated Timeline clip becomes deactivated. + /// + void OnControlTimeStop(); + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ITimeControl.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ITimeControl.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..8d4a953f27e60bdb79dbcd0eda47f16a4d2fdba1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ITimeControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5415c904c4fbc3e498253bc2866b37cd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/NotificationFlags.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/NotificationFlags.cs new file mode 100644 index 0000000000000000000000000000000000000000..a83fc8ba66d1072a628864193a42766389a86f92 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/NotificationFlags.cs @@ -0,0 +1,31 @@ +using System; + +namespace UnityEngine.Timeline +{ + /// + /// Use these flags to specify the notification behaviour. + /// + /// + [Flags] + [Serializable] + public enum NotificationFlags : short + { + /// + /// Use this flag to send the notification in Edit Mode. + /// + /// + /// Sent on discontinuous jumps in time. + /// + TriggerInEditMode = 1 << 0, + + /// + /// Use this flag to send the notification if playback starts after the notification time. + /// + Retroactive = 1 << 1, + + /// + /// Use this flag to send the notification only once when looping. + /// + TriggerOnce = 1 << 2, + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/NotificationFlags.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/NotificationFlags.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..4eae696346fe13882ffa9ccd5e17fbd23acc6b56 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/NotificationFlags.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 983c76d87fb6f4f4597a526a4b2b5fd7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ParticleControlPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ParticleControlPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..4f678904d88112426ec5839c7815b389f70670d5 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ParticleControlPlayable.cs @@ -0,0 +1,163 @@ +using System; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Playable that synchronizes a particle system simulation. + /// + public class ParticleControlPlayable : PlayableBehaviour + { + const float kUnsetTime = float.MaxValue; + float m_LastPlayableTime = kUnsetTime; + float m_LastParticleTime = kUnsetTime; + uint m_RandomSeed = 1; + + + /// + /// Creates a Playable with a ParticleControlPlayable behaviour attached + /// + /// The PlayableGraph to inject the Playable into. + /// The particle systtem to control + /// A random seed to use for particle simulation + /// Returns the created Playable. + public static ScriptPlayable Create(PlayableGraph graph, ParticleSystem component, uint randomSeed) + { + if (component == null) + return ScriptPlayable.Null; + + var handle = ScriptPlayable.Create(graph); + handle.GetBehaviour().Initialize(component, randomSeed); + return handle; + } + + /// + /// The particle system to control + /// + public ParticleSystem particleSystem { get; private set; } + + /// + /// Initializes the behaviour with a particle system and random seed. + /// + /// + /// + public void Initialize(ParticleSystem ps, uint randomSeed) + { + m_RandomSeed = Math.Max(1, randomSeed); + particleSystem = ps; + SetRandomSeed(particleSystem, m_RandomSeed); + + #if UNITY_EDITOR + if (!Application.isPlaying && UnityEditor.PrefabUtility.IsPartOfPrefabInstance(ps)) + UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated; + #endif + } + + #if UNITY_EDITOR + /// + /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. + /// + /// The playable this behaviour is attached to. + public override void OnPlayableDestroy(Playable playable) + { + if (!Application.isPlaying) + UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated; + } + + void OnPrefabUpdated(GameObject go) + { + // When the instance is updated from, this will cause the next evaluate to resimulate. + if (UnityEditor.PrefabUtility.GetRootGameObject(particleSystem) == go) + m_LastPlayableTime = kUnsetTime; + } + + #endif + + static void SetRandomSeed(ParticleSystem particleSystem, uint randomSeed) + { + if (particleSystem == null) + return; + + particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); + if (particleSystem.useAutoRandomSeed) + { + particleSystem.useAutoRandomSeed = false; + particleSystem.randomSeed = randomSeed; + } + + for (int i = 0; i < particleSystem.subEmitters.subEmittersCount; i++) + { + SetRandomSeed(particleSystem.subEmitters.GetSubEmitterSystem(i), ++randomSeed); + } + } + + /// + /// This function is called during the PrepareFrame phase of the PlayableGraph. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void PrepareFrame(Playable playable, FrameData data) + { + if (particleSystem == null || !particleSystem.gameObject.activeInHierarchy) + { + // case 1212943 + m_LastPlayableTime = kUnsetTime; + return; + } + + var time = (float) playable.GetTime(); + var particleTime = particleSystem.time; + + // if particle system time has changed externally, a re-sync is needed + if (m_LastPlayableTime > time || !Mathf.Approximately(particleTime, m_LastParticleTime)) + Simulate(time, true); + else if (m_LastPlayableTime < time) + Simulate(time - m_LastPlayableTime, false); + + m_LastPlayableTime = time; + m_LastParticleTime = particleSystem.time; + } + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPlay(Playable playable, FrameData info) + { + m_LastPlayableTime = kUnsetTime; + } + + /// + /// This function is called when the Playable play state is changed to PlayState.Paused. + /// + /// The playable this behaviour is attached to. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPause(Playable playable, FrameData info) + { + m_LastPlayableTime = kUnsetTime; + } + + private void Simulate(float time, bool restart) + { + const bool withChildren = false; + const bool fixedTimeStep = false; + float maxTime = Time.maximumDeltaTime; + + if (restart) + particleSystem.Simulate(0, withChildren, true, fixedTimeStep); + + // simulating by too large a time-step causes sub-emitters not to work, and loops not to + // simulate correctly + while (time > maxTime) + { + particleSystem.Simulate(maxTime, withChildren, false, fixedTimeStep); + time -= maxTime; + } + + if (time > 0) + particleSystem.Simulate(time, withChildren, false, fixedTimeStep); + } + + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ParticleControlPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ParticleControlPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..33db5b971b76b593c83e4291ea4a84db9b7ac70f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/ParticleControlPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f603edd7163537f44927ad2808147a25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/PrefabControlPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/PrefabControlPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..f84c9ff35f2c063cc03e34b3c2f65a5a9badf672 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/PrefabControlPlayable.cs @@ -0,0 +1,158 @@ +using System; +using UnityEngine.Playables; +using UnityEngine.SceneManagement; + +namespace UnityEngine.Timeline +{ + /// + /// Playable that controls and instantiates a Prefab. + /// + public class PrefabControlPlayable : PlayableBehaviour + { + GameObject m_Instance; + +#if UNITY_EDITOR + private bool m_IsActiveCached; +#endif + + /// + /// Creates a Playable with a PrefabControlPlayable behaviour attached + /// + /// The PlayableGraph to inject the Playable into. + /// The prefab to instantiate from + /// Transform to parent instance to. Can be null. + /// Returns a Playabe with PrefabControlPlayable behaviour attached. + public static ScriptPlayable Create(PlayableGraph graph, GameObject prefabGameObject, Transform parentTransform) + { + if (prefabGameObject == null) + return ScriptPlayable.Null; + + var handle = ScriptPlayable.Create(graph); + handle.GetBehaviour().Initialize(prefabGameObject, parentTransform); + return handle; + } + + /// + /// The instance of the prefab created by this behaviour + /// + public GameObject prefabInstance + { + get { return m_Instance; } + } + + /// + /// Initializes the behaviour with a prefab and parent transform + /// + /// The prefab to instantiate from + /// Transform to parent instance to. Can be null. + /// The created instance + public GameObject Initialize(GameObject prefabGameObject, Transform parentTransform) + { + if (prefabGameObject == null) + throw new ArgumentNullException("Prefab cannot be null"); + + if (m_Instance != null) + { + Debug.LogWarningFormat("Prefab Control Playable ({0}) has already been initialized with a Prefab ({1}).", prefabGameObject.name, m_Instance.name); + } + else + { + #if UNITY_EDITOR + if (!Application.isPlaying) + { + m_Instance = (GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefabGameObject, parentTransform); + UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated; + } + else + #endif + { + m_Instance = Object.Instantiate(prefabGameObject, parentTransform, false); + } + m_Instance.name = prefabGameObject.name + " [Timeline]"; + m_Instance.SetActive(false); + SetHideFlagsRecursive(m_Instance); + } + return m_Instance; + } + + /// + /// This function is called when the Playable that owns the PlayableBehaviour is destroyed. + /// + /// The playable this behaviour is attached to. + public override void OnPlayableDestroy(Playable playable) + { + if (m_Instance) + { + if (Application.isPlaying) + Object.Destroy(m_Instance); + else + Object.DestroyImmediate(m_Instance); + } + +#if UNITY_EDITOR + UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated; +#endif + } + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPlay(Playable playable, FrameData info) + { + if (m_Instance == null) + return; + + m_Instance.SetActive(true); + +#if UNITY_EDITOR + m_IsActiveCached = true; +#endif + } + + /// + /// This function is called when the Playable play state is changed to PlayState.Paused. + /// + /// The playable this behaviour is attached to. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPause(Playable playable, FrameData info) + { + // OnBehaviourPause can be called if the graph is stopped for a variety of reasons + // the effectivePlayState will test if the pause is due to the clip being out of bounds + if (m_Instance != null && info.effectivePlayState == PlayState.Paused) + { + m_Instance.SetActive(false); +#if UNITY_EDITOR + m_IsActiveCached = false; +#endif + } + } + +#if UNITY_EDITOR + void OnPrefabUpdated(GameObject go) + { + if (go == m_Instance) + { + SetHideFlagsRecursive(go); + go.SetActive(m_IsActiveCached); + } + } + +#endif + + static void SetHideFlagsRecursive(GameObject gameObject) + { + if (gameObject == null) + return; + + gameObject.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; + if (!Application.isPlaying) + gameObject.hideFlags |= HideFlags.HideInHierarchy; + foreach (Transform child in gameObject.transform) + { + SetHideFlagsRecursive(child.gameObject); + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/PrefabControlPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/PrefabControlPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c148dc22fd3cc17a74a1a148a29e9e045421f387 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/PrefabControlPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 439c018cf4619e94d9a92110ce0aa188 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeControlPlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeControlPlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..68ec80daa260b05b4591674c24a12bca71978da9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeControlPlayable.cs @@ -0,0 +1,85 @@ +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A PlayableBehaviour that manages a component that implements the ITimeControl interface + /// + public class TimeControlPlayable : PlayableBehaviour + { + ITimeControl m_timeControl; + + bool m_started; + + /// + /// Creates a Playable with a TimeControlPlayable behaviour attached + /// + /// The PlayableGraph to inject the Playable into. + /// + /// + public static ScriptPlayable Create(PlayableGraph graph, ITimeControl timeControl) + { + if (timeControl == null) + return ScriptPlayable.Null; + + var handle = ScriptPlayable.Create(graph); + handle.GetBehaviour().Initialize(timeControl); + return handle; + } + + /// + /// Initializes the behaviour + /// + /// Component that implements the ITimeControl interface + public void Initialize(ITimeControl timeControl) + { + m_timeControl = timeControl; + } + + /// + /// This function is called during the PrepareFrame phase of the PlayableGraph. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void PrepareFrame(Playable playable, FrameData info) + { + Debug.Assert(m_started, "PrepareFrame has been called without OnControlTimeStart being called first."); + if (m_timeControl != null) + m_timeControl.SetTime(playable.GetTime()); + } + + /// + /// This function is called when the Playable play state is changed to Playables.PlayState.Playing. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPlay(Playable playable, FrameData info) + { + if (m_timeControl == null) + return; + + if (!m_started) + { + m_timeControl.OnControlTimeStart(); + m_started = true; + } + } + + /// + /// This function is called when the Playable play state is changed to PlayState.Paused. + /// + /// The playable this behaviour is attached to. + /// A FrameData structure that contains information about the current frame context. + public override void OnBehaviourPause(Playable playable, FrameData info) + { + if (m_timeControl == null) + return; + + if (m_started) + { + m_timeControl.OnControlTimeStop(); + m_started = false; + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeControlPlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeControlPlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5ce09ad4786c202de2cb936f87de76cef0f13d9e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeControlPlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1db879070d9a45f4c86cdf5e59616df5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeNotificationBehaviour.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeNotificationBehaviour.cs new file mode 100644 index 0000000000000000000000000000000000000000..25253b81c297c3f9aada5d8e6ec7025b58949081 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeNotificationBehaviour.cs @@ -0,0 +1,258 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Use this PlayableBehaviour to send notifications at a given time. + /// + /// + public class TimeNotificationBehaviour : PlayableBehaviour + { + struct NotificationEntry + { + public double time; + public INotification payload; + public bool notificationFired; + public NotificationFlags flags; + + public bool triggerInEditor + { + get { return (flags & NotificationFlags.TriggerInEditMode) != 0; } + } + public bool prewarm + { + get { return (flags & NotificationFlags.Retroactive) != 0; } + } + public bool triggerOnce + { + get { return (flags & NotificationFlags.TriggerOnce) != 0; } + } + } + + readonly List m_Notifications = new List(); + double m_PreviousTime; + bool m_NeedSortNotifications; + + Playable m_TimeSource; + + /// + /// Sets an optional Playable that provides duration and Wrap mode information. + /// + /// + /// timeSource is optional. By default, the duration and Wrap mode will come from the current Playable. + /// + public Playable timeSource + { + set { m_TimeSource = value; } + } + + /// + /// Creates and initializes a ScriptPlayable with a TimeNotificationBehaviour. + /// + /// The playable graph. + /// The duration of the playable. + /// The loop mode of the playable. + /// A new TimeNotificationBehaviour linked to the PlayableGraph. + public static ScriptPlayable Create(PlayableGraph graph, double duration, DirectorWrapMode loopMode) + { + var notificationsPlayable = ScriptPlayable.Create(graph); + notificationsPlayable.SetDuration(duration); + notificationsPlayable.SetTimeWrapMode(loopMode); + notificationsPlayable.SetPropagateSetTime(true); + return notificationsPlayable; + } + + /// + /// Adds a notification to be sent with flags, at a specific time. + /// + /// The time to send the notification. + /// The notification. + /// The notification flags that determine the notification behaviour. This parameter is set to Retroactive by default. + /// + public void AddNotification(double time, INotification payload, NotificationFlags flags = NotificationFlags.Retroactive) + { + m_Notifications.Add(new NotificationEntry + { + time = time, + payload = payload, + flags = flags + }); + m_NeedSortNotifications = true; + } + + /// + /// This method is called when the PlayableGraph that owns this PlayableBehaviour starts. + /// + /// The reference to the playable associated with this PlayableBehaviour. + public override void OnGraphStart(Playable playable) + { + SortNotifications(); + var currentTime = playable.GetTime(); + for (var i = 0; i < m_Notifications.Count; i++) + { + // case 1257208 - when a timeline is _resumed_, only reset notifications after the resumed time + if (m_Notifications[i].time > currentTime && !m_Notifications[i].triggerOnce) + { + var notification = m_Notifications[i]; + notification.notificationFired = false; + m_Notifications[i] = notification; + } + } + m_PreviousTime = playable.GetTime(); + } + + /// + /// This method is called when the Playable play state is changed to PlayState.Paused + /// + /// The reference to the playable associated with this PlayableBehaviour. + /// Playable context information such as weight, evaluationType, and so on. + public override void OnBehaviourPause(Playable playable, FrameData info) + { + if (playable.IsDone()) + { + SortNotifications(); + for (var i = 0; i < m_Notifications.Count; i++) + { + var e = m_Notifications[i]; + if (!e.notificationFired) + { + var duration = playable.GetDuration(); + var canTrigger = m_PreviousTime <= e.time && e.time <= duration; + if (canTrigger) + { + Trigger_internal(playable, info.output, ref e); + m_Notifications[i] = e; + } + } + } + } + } + + /// + /// This method is called during the PrepareFrame phase of the PlayableGraph. + /// + /// + /// Called once before processing starts. + /// + /// The reference to the playable associated with this PlayableBehaviour. + /// Playable context information such as weight, evaluationType, and so on. + public override void PrepareFrame(Playable playable, FrameData info) + { + // Never trigger on scrub + if (info.evaluationType == FrameData.EvaluationType.Evaluate) + { + return; + } + + SyncDurationWithExternalSource(playable); + SortNotifications(); + var currentTime = playable.GetTime(); + + // Fire notifications from previousTime till the end + if (info.timeLooped) + { + var duration = playable.GetDuration(); + TriggerNotificationsInRange(m_PreviousTime, duration, info, playable, true); + var dx = playable.GetDuration() - m_PreviousTime; + var nFullTimelines = (int)((info.deltaTime * info.effectiveSpeed - dx) / playable.GetDuration()); + for (var i = 0; i < nFullTimelines; i++) + { + TriggerNotificationsInRange(0, duration, info, playable, false); + } + TriggerNotificationsInRange(0, currentTime, info, playable, false); + } + else + { + var pt = playable.GetTime(); + TriggerNotificationsInRange(m_PreviousTime, pt, info, + playable, true); + } + + for (var i = 0; i < m_Notifications.Count; ++i) + { + var e = m_Notifications[i]; + if (e.notificationFired && CanRestoreNotification(e, info, currentTime, m_PreviousTime)) + { + Restore_internal(ref e); + m_Notifications[i] = e; + } + } + + m_PreviousTime = playable.GetTime(); + } + + void SortNotifications() + { + if (m_NeedSortNotifications) + { + m_Notifications.Sort((x, y) => x.time.CompareTo(y.time)); + m_NeedSortNotifications = false; + } + } + + static bool CanRestoreNotification(NotificationEntry e, FrameData info, double currentTime, double previousTime) + { + if (e.triggerOnce) + return false; + if (info.timeLooped) + return true; + + //case 1111595: restore the notification if the time is manually set before it + return previousTime > currentTime && currentTime <= e.time; + } + + void TriggerNotificationsInRange(double start, double end, FrameData info, Playable playable, bool checkState) + { + if (start <= end) + { + var playMode = Application.isPlaying; + for (var i = 0; i < m_Notifications.Count; i++) + { + var e = m_Notifications[i]; + if (e.notificationFired && (checkState || e.triggerOnce)) + continue; + + var notificationTime = e.time; + if (e.prewarm && notificationTime < end && (e.triggerInEditor || playMode)) + { + Trigger_internal(playable, info.output, ref e); + m_Notifications[i] = e; + } + else + { + if (notificationTime < start || notificationTime > end) + continue; + + if (e.triggerInEditor || playMode) + { + Trigger_internal(playable, info.output, ref e); + m_Notifications[i] = e; + } + } + } + } + } + + void SyncDurationWithExternalSource(Playable playable) + { + if (m_TimeSource.IsValid()) + { + playable.SetDuration(m_TimeSource.GetDuration()); + playable.SetTimeWrapMode(m_TimeSource.GetTimeWrapMode()); + } + } + + static void Trigger_internal(Playable playable, PlayableOutput output, ref NotificationEntry e) + { + output.PushNotification(playable, e.payload); + e.notificationFired = true; + } + + static void Restore_internal(ref NotificationEntry e) + { + e.notificationFired = false; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeNotificationBehaviour.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeNotificationBehaviour.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..593b6c20fe98fb4ad85148df50bf37a950a7d912 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Playables/TimeNotificationBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: afeb55855d7a63b45ba6f8bd97599202 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties.meta new file mode 100644 index 0000000000000000000000000000000000000000..d06db7504d154de93585359169c3b8022e81967a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ff97302ee78d6ad478b433ec557ee303 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties/AssemblyInfo.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties/AssemblyInfo.cs new file mode 100644 index 0000000000000000000000000000000000000000..1eaacade44a08f8b88ec9d668d9145de64e7ad8d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties/AssemblyInfo.cs @@ -0,0 +1,28 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +[assembly: AssemblyTitle("UnityEngine.Timeline")] +[assembly: AssemblyDescription("Unity Timeline")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("Unity Technologies")] +[assembly: AssemblyProduct("UnityEngine.Timeline")] +[assembly: AssemblyCopyright("Copyright � 2016")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] +[assembly: InternalsVisibleTo("Unity.Timeline.Editor")] +[assembly: ComVisible(false)] +#if UNITY_EDITOR // RuntimeEditor version +[assembly: Guid("844F8153-91DB-42D4-9455-CBF1A7BFC434")] +#else // Runtime version +[assembly: Guid("6A10B290-9283-487F-913B-00D94CD3FAF5")] +#endif +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] +[assembly: InternalsVisibleTo("Assembly-CSharp-testable")] +[assembly: InternalsVisibleTo("Assembly-CSharp-Editor-testable")] +[assembly: InternalsVisibleTo("Unity.Timeline.EditorTests")] +[assembly: InternalsVisibleTo("Unity.Timeline.Tests")] +[assembly: InternalsVisibleTo("Unity.Timeline.Tests.Common")] +[assembly: InternalsVisibleTo("Unity.Timeline.Tests.Performance")] +[assembly: InternalsVisibleTo("Unity.Timeline.Tests.Performance.Editor")] diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties/AssemblyInfo.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties/AssemblyInfo.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..01b81286d05f590749f43246a5121d2613a37f8b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Properties/AssemblyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0bb74b1c097396c49b1691e6a938f814 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting.meta new file mode 100644 index 0000000000000000000000000000000000000000..fe679ff6d789902c8a418b82c72ea69984d6fd6b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bdb4f6935641b574b984da8dc27cab45 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting/PlayableTrack.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting/PlayableTrack.cs new file mode 100644 index 0000000000000000000000000000000000000000..e785cbf4cad5fd5297a95647699f5a170d6c6871 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting/PlayableTrack.cs @@ -0,0 +1,23 @@ +using System; +using UnityEngine; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A PlayableTrack is a track whose clips are custom playables. + /// + /// + /// This is a track that can contain PlayableAssets that are found in the project and do not have their own specified track type. + /// + [Serializable] + public class PlayableTrack : TrackAsset + { + /// + protected override void OnCreateClip(TimelineClip clip) + { + if (clip.asset != null) + clip.displayName = clip.asset.GetType().Name; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting/PlayableTrack.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting/PlayableTrack.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..0129ea23633a5adc5a7d75ea298bffc96c1a7545 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Scripting/PlayableTrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82cd92ffc29383742932b27ca414c80f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Timeline.deprecated.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Timeline.deprecated.cs new file mode 100644 index 0000000000000000000000000000000000000000..7efe45a27af3cd85af68d6a9f9826270b01885b0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Timeline.deprecated.cs @@ -0,0 +1,83 @@ +using System; +using UnityEngine; + +namespace UnityEngine.Timeline +{ + public partial class TimelineAsset + { + /// + /// Enum to specify the type of a track. This enum is obsolete. + /// + [Obsolete("MediaType has been deprecated. It is no longer required, and will be removed in a future release.", false)] + public enum MediaType + { + /// + /// Specifies that a track is used for animation. + /// is obsolete. + /// + Animation, + + /// + /// Specifies that a track is used for audio. + /// is obsolete. + /// + Audio, + + /// + /// Specifies that a track is used for a texture. + /// is obsolete. + /// + Texture = 2, + + /// + /// Specifies that a track is used for video. + /// is obsolete. + /// + [Obsolete("Use Texture MediaType instead. (UnityUpgradable) -> UnityEngine.Timeline.TimelineAsset/MediaType.Texture", false)] + Video = 2, + + /// + /// Specifies that a track is used for scripting. + /// is obsolete. + /// + Script, + + /// + /// Specifies that a track is used for multiple media types. + /// is obsolete. + /// + Hybrid, + + /// + /// Specifies that a track is used for a group. + /// is obsolete. + /// + Group + } + } + + + /// + /// TrackMediaType defines the type of a track. This attribute is obsolete; it will have no effect. + /// + [AttributeUsage(AttributeTargets.Class)] + [Obsolete("TrackMediaType has been deprecated. It is no longer required, and will be removed in a future release.", false)] + public class TrackMediaType : Attribute // Defines the type of a track + { + /// + /// MediaType of a track. + /// is obsolete; it will have no effect. + /// + public readonly TimelineAsset.MediaType m_MediaType; + + /// + /// Constructs a MediaType attribute. + /// is obsolete; it will have no effect. + /// + /// + public TrackMediaType(TimelineAsset.MediaType mt) + { + m_MediaType = mt; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Timeline.deprecated.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Timeline.deprecated.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..cd16af0183e76ab2e5eefd1e4729ce53a8b0e2f9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Timeline.deprecated.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7748a1d3701ac824ea7f366ba0388f5d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..0bbdc2af2095f7ef2991fcc9ea6f83629511fb16 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset.cs @@ -0,0 +1,503 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A PlayableAsset that represents a timeline. + /// + [ExcludeFromPreset] + [Serializable] + public partial class TimelineAsset : PlayableAsset, ISerializationCallbackReceiver, ITimelineClipAsset, IPropertyPreview + { + /// + /// How the duration of the timeline is determined. + /// + public enum DurationMode + { + /// + /// The duration of the timeline is determined based on the clips present. + /// + BasedOnClips, + /// + /// The duration of the timeline is a fixed length. + /// + FixedLength + } + + /// + /// Properties of the timeline that are used by the editor + /// + [Serializable] + public class EditorSettings + { + internal static readonly float kMinFps = (float)TimeUtility.kFrameRateEpsilon; + internal static readonly float kMaxFps = 1000.0f; + internal static readonly float kDefaultFps = 60.0f; + [HideInInspector, SerializeField] float m_Framerate = kDefaultFps; + [HideInInspector, SerializeField] bool m_ScenePreview = true; + + /// + /// The frames per second used for snapping and time ruler display + /// + public float fps + { + get + { + return m_Framerate; + } + set + { + m_Framerate = GetValidFramerate(value); + } + } + + /// + /// Set to false to ignore scene preview when this timeline is played by the Timeline window. + /// + /// + /// When set to false, this setting will + /// - Disable scene preview when this timeline is played by the Timeline window. + /// - Disable recording for all recordable tracks. + /// - Disable play range in the Timeline window. + /// - `Stop()` is not called on the `PlayableDirector` when switching between different `TimelineAsset`s in the TimelineWindow. + /// + /// `scenePreview` will only be applied if the asset is the master timeline. + /// + /// + public bool scenePreview + { + get => m_ScenePreview; + set => m_ScenePreview = value; + } + } + + [HideInInspector, SerializeField] List m_Tracks; + [HideInInspector, SerializeField] double m_FixedDuration; // only applied if duration mode is Fixed + [HideInInspector, NonSerialized] TrackAsset[] m_CacheOutputTracks; + [HideInInspector, NonSerialized] List m_CacheRootTracks; + [HideInInspector, NonSerialized] List m_CacheFlattenedTracks; + [HideInInspector, SerializeField] EditorSettings m_EditorSettings = new EditorSettings(); + [SerializeField] DurationMode m_DurationMode; + + [HideInInspector, SerializeField] MarkerTrack m_MarkerTrack; + + /// + /// Settings used by timeline for editing purposes + /// + public EditorSettings editorSettings + { + get { return m_EditorSettings; } + } + + /// + /// The length, in seconds, of the timeline + /// + public override double duration + { + get + { + // @todo cache this value when rebuilt + if (m_DurationMode == DurationMode.BasedOnClips) + { + //avoid having no clip evaluated at the end by removing a tick from the total duration + var discreteDuration = CalculateItemsDuration(); + if (discreteDuration <= 0) + return 0.0; + return (double)discreteDuration.OneTickBefore(); + } + + return m_FixedDuration; + } + } + + /// + /// The length of the timeline when durationMode is set to fixed length. + /// + public double fixedDuration + { + get + { + DiscreteTime discreteDuration = (DiscreteTime)m_FixedDuration; + if (discreteDuration <= 0) + return 0.0; + + //avoid having no clip evaluated at the end by removing a tick from the total duration + return (double)discreteDuration.OneTickBefore(); + } + set { m_FixedDuration = Math.Max(0.0, value); } + } + + /// + /// The mode used to determine the duration of the Timeline + /// + public DurationMode durationMode + { + get { return m_DurationMode; } + set { m_DurationMode = value; } + } + + /// + /// A description of the PlayableOutputs that will be created by the timeline when instantiated. + /// + /// + /// Each track will create an PlayableOutput + /// + public override IEnumerable outputs + { + get + { + foreach (var outputTracks in GetOutputTracks()) + foreach (var output in outputTracks.outputs) + yield return output; + } + } + + /// + /// The capabilities supported by all clips in the timeline. + /// + public ClipCaps clipCaps + { + get + { + var caps = ClipCaps.All; + foreach (var track in GetRootTracks()) + { + foreach (var clip in track.clips) + caps &= clip.clipCaps; + } + return caps; + } + } + + /// + /// Returns the the number of output tracks in the Timeline. + /// + /// + /// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack, a subtrack, or override track. + /// + public int outputTrackCount + { + get + { + UpdateOutputTrackCache(); // updates the cache if necessary + return m_CacheOutputTracks.Length; + } + } + + /// + /// Returns the number of tracks at the root level of the timeline. + /// + /// + /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group + /// + public int rootTrackCount + { + get + { + UpdateRootTrackCache(); + return m_CacheRootTracks.Count; + } + } + + void OnValidate() + { + editorSettings.fps = GetValidFramerate(editorSettings.fps); + } + + internal static float GetValidFramerate(float framerate) + { + return Mathf.Clamp(framerate, EditorSettings.kMinFps, EditorSettings.kMaxFps); + } + + /// + /// Retrieves at root track at the specified index. + /// + /// Index of the root track to get. Must be between 0 and rootTrackCount + /// + /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group. + /// + /// Root track at the specified index. + public TrackAsset GetRootTrack(int index) + { + UpdateRootTrackCache(); + return m_CacheRootTracks[index]; + } + + /// + /// Get an enumerable list of all root tracks. + /// + /// An IEnumerable of all root tracks. + /// A root track refers to all tracks that occur at the root of the timeline. These are the outmost level GroupTracks, and output tracks that do not belong to any group. + public IEnumerable GetRootTracks() + { + UpdateRootTrackCache(); + return m_CacheRootTracks; + } + + /// + /// Retrives the output track from the given index. + /// + /// Index of the output track to retrieve. Must be between 0 and outputTrackCount + /// The output track from the given index + public TrackAsset GetOutputTrack(int index) + { + UpdateOutputTrackCache(); + return m_CacheOutputTracks[index]; + } + + /// + /// Gets a list of all output tracks in the Timeline. + /// + /// An IEnumerable of all output tracks + /// + /// An output track is a track the generates a PlayableOutput. In general, an output track is any track that is not a GroupTrack or subtrack. + /// + public IEnumerable GetOutputTracks() + { + UpdateOutputTrackCache(); + return m_CacheOutputTracks; + } + + void UpdateRootTrackCache() + { + if (m_CacheRootTracks == null) + { + if (m_Tracks == null) + m_CacheRootTracks = new List(); + else + { + m_CacheRootTracks = new List(m_Tracks.Count); + if (markerTrack != null) + { + m_CacheRootTracks.Add(markerTrack); + } + + foreach (var t in m_Tracks) + { + var trackAsset = t as TrackAsset; + if (trackAsset != null) + m_CacheRootTracks.Add(trackAsset); + } + } + } + } + + void UpdateOutputTrackCache() + { + if (m_CacheOutputTracks == null) + { + var outputTracks = new List(); + foreach (var flattenedTrack in flattenedTracks) + { + if (flattenedTrack != null && flattenedTrack.GetType() != typeof(GroupTrack) && !flattenedTrack.isSubTrack) + outputTracks.Add(flattenedTrack); + } + m_CacheOutputTracks = outputTracks.ToArray(); + } + } + + internal IEnumerable flattenedTracks + { + get + { + if (m_CacheFlattenedTracks == null) + { + m_CacheFlattenedTracks = new List(m_Tracks.Count * 2); + UpdateRootTrackCache(); + + m_CacheFlattenedTracks.AddRange(m_CacheRootTracks); + for (int i = 0; i < m_CacheRootTracks.Count; i++) + { + AddSubTracksRecursive(m_CacheRootTracks[i], ref m_CacheFlattenedTracks); + } + } + return m_CacheFlattenedTracks; + } + } + + /// + /// Gets the marker track for this TimelineAsset. + /// + /// Returns the marker track. + /// + /// Use to get a list of the markers on the returned track. + /// + public MarkerTrack markerTrack + { + get { return m_MarkerTrack; } + } + + // access to the track list as scriptable object + internal List trackObjects + { + get { return m_Tracks; } + } + + internal void AddTrackInternal(TrackAsset track) + { + m_Tracks.Add(track); + track.parent = this; + Invalidate(); + } + + internal void RemoveTrack(TrackAsset track) + { + m_Tracks.Remove(track); + Invalidate(); + var parentTrack = track.parent as TrackAsset; + if (parentTrack != null) + { + parentTrack.RemoveSubTrack(track); + } + } + + /// + /// Creates an instance of the timeline + /// + /// PlayableGraph that will own the playable + /// The gameobject that triggered the graph build + /// The Root Playable of the Timeline + public override Playable CreatePlayable(PlayableGraph graph, GameObject go) + { + bool autoRebalanceTree = false; + #if UNITY_EDITOR + autoRebalanceTree = true; + #endif + + // only create outputs if we are not nested + bool createOutputs = graph.GetPlayableCount() == 0; + var timeline = TimelinePlayable.Create(graph, GetOutputTracks(), go, autoRebalanceTree, createOutputs); + timeline.SetPropagateSetTime(true); + return timeline.IsValid() ? timeline : Playable.Null; + } + + /// + /// Called before Unity serializes this object. + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + m_Version = k_LatestVersion; + } + + /// + /// Called after Unity deserializes this object. + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + // resets cache on an Undo + Invalidate(); // resets cache on an Undo + if (m_Version < k_LatestVersion) + { + UpgradeToLatestVersion(); + } + } + + void __internalAwake() + { + if (m_Tracks == null) + m_Tracks = new List(); + + #if UNITY_EDITOR + // case 1280331 -- embedding the timeline asset inside a prefab will create a temporary non-persistent version of an asset + // setting the track parents to this will change persistent tracks + if (!UnityEditor.EditorUtility.IsPersistent(this)) + return; + #endif + + // validate the array. DON'T remove Unity null objects, just actual null objects + for (int i = m_Tracks.Count - 1; i >= 0; i--) + { + TrackAsset asset = m_Tracks[i] as TrackAsset; + if (asset != null) + asset.parent = this; +#if UNITY_EDITOR + object o = m_Tracks[i]; + if (o == null) + { + Debug.LogWarning("Empty track found while loading timeline. It will be removed."); + m_Tracks.RemoveAt(i); + } +#endif + } + } + + /// + /// Called by the Timeline Editor to gather properties requiring preview. + /// + /// The PlayableDirector invoking the preview + /// PropertyCollector used to gather previewable properties + public void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { + var outputTracks = GetOutputTracks(); + foreach (var track in outputTracks) + { + if (!track.mutedInHierarchy) + track.GatherProperties(director, driver); + } + } + + /// + /// Creates a marker track for the TimelineAsset. + /// + /// In the editor, the marker track appears under the Timeline ruler. + /// + /// This track is always bound to the GameObject that contains the PlayableDirector component for the current timeline. + /// The marker track is created the first time this method is called. If the marker track is already created, this method does nothing. + /// + public void CreateMarkerTrack() + { + if (m_MarkerTrack == null) + { + m_MarkerTrack = CreateInstance(); + TimelineCreateUtilities.SaveAssetIntoObject(m_MarkerTrack, this); + m_MarkerTrack.parent = this; + m_MarkerTrack.name = "Markers"; // This name will show up in the bindings list if it contains signals + Invalidate(); + } + } + + // Invalidates the asset, call this if changing the asset data + internal void Invalidate() + { + m_CacheRootTracks = null; + m_CacheOutputTracks = null; + m_CacheFlattenedTracks = null; + } + + internal void UpdateFixedDurationWithItemsDuration() + { + m_FixedDuration = (double)CalculateItemsDuration(); + } + + DiscreteTime CalculateItemsDuration() + { + var discreteDuration = new DiscreteTime(0); + foreach (var track in flattenedTracks) + { + if (track.muted) + continue; + + discreteDuration = DiscreteTime.Max(discreteDuration, (DiscreteTime)track.end); + } + + if (discreteDuration <= 0) + return new DiscreteTime(0); + + return discreteDuration; + } + + static void AddSubTracksRecursive(TrackAsset track, ref List allTracks) + { + if (track == null) + return; + + allTracks.AddRange(track.GetChildTracks()); + foreach (TrackAsset subTrack in track.GetChildTracks()) + { + AddSubTracksRecursive(subTrack, ref allTracks); + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..d4c483600fcdefcb8ae9d2cf7f34b0ed2f069023 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bfda56da833e2384a9677cd3c976a436 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset_CreateRemove.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset_CreateRemove.cs new file mode 100644 index 0000000000000000000000000000000000000000..f20560581f8208c212ac8c3393d9b68c45d5c861 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset_CreateRemove.cs @@ -0,0 +1,255 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Timeline; +using UnityEngine.Playables; +using UnityEngineInternal; // for metro type extensions + +namespace UnityEngine.Timeline +{ + public partial class TimelineAsset + { + /// + /// Allows you to create a track and add it to the Timeline. + /// + /// The type of track to create. Must derive from TrackAsset. + /// Track to parent to. This can be null. + /// Name to give the track. + /// The created track. + /// + /// This method will throw an InvalidOperationException if the parent is not valid. The parent can be any GroupTrack, or a supported parent type of track. For example, this can be used to create override tracks in AnimationTracks. + /// + public TrackAsset CreateTrack(Type type, TrackAsset parent, string name) + { + if (parent != null && parent.timelineAsset != this) + throw new InvalidOperationException("Addtrack cannot parent to a track not in the Timeline"); + + if (!typeof(TrackAsset).IsAssignableFrom(type)) + throw new InvalidOperationException("Supplied type must be a track asset"); + + if (parent != null) + { + if (!TimelineCreateUtilities.ValidateParentTrack(parent, type)) + throw new InvalidOperationException("Cannot assign a child of type " + type.Name + " to a parent of type " + parent.GetType().Name); + } + + + var actualParent = parent != null ? parent as PlayableAsset : this; + TimelineUndo.PushUndo(actualParent, "Create Track"); + + var baseName = name; + if (string.IsNullOrEmpty(baseName)) + { + baseName = type.Name; +#if UNITY_EDITOR + baseName = UnityEditor.ObjectNames.NicifyVariableName(baseName); +#endif + } + + var trackName = baseName; + if (parent != null) + trackName = TimelineCreateUtilities.GenerateUniqueActorName(parent.subTracksObjects, baseName); + else + trackName = TimelineCreateUtilities.GenerateUniqueActorName(trackObjects, baseName); + + TrackAsset newTrack = AllocateTrack(parent, trackName, type); + if (newTrack != null) + { + newTrack.name = trackName; + TimelineCreateUtilities.SaveAssetIntoObject(newTrack, actualParent); + } + return newTrack; + } + + /// + /// Creates a track and adds it to the Timeline Asset. + /// + /// Track to parent to. This can be null. + /// The name of the track being created. + /// The type of track being created. The track type must be derived from TrackAsset. + /// Returns the created track. + /// + /// This method will throw an InvalidOperationException if the parent is not valid. The parent can be any GroupTrack, or a supported parent type of track. For example, this can be used to create override tracks in AnimationTracks. + /// + public T CreateTrack(TrackAsset parent, string trackName) where T : TrackAsset, new() + { + return (T)CreateTrack(typeof(T), parent, trackName); + } + + /// + /// Creates a track and adds it to the Timeline Asset. + /// + /// The name of the track being created. + /// The type of track being created. The track type must be derived from TrackAsset. + /// Returns the created track. + public T CreateTrack(string trackName) where T : TrackAsset, new() + { + return (T)CreateTrack(typeof(T), null, trackName); + } + + /// + /// Creates a track and adds it to the Timeline Asset. + /// + /// The type of track being created. The track type must be derived from TrackAsset. + /// Returns the created track. + public T CreateTrack() where T : TrackAsset, new() + { + return (T)CreateTrack(typeof(T), null, null); + } + + /// + /// Delete a clip from this timeline. + /// + /// The clip to delete. + /// Returns true if the removal was successful + /// + /// This method will delete a clip and any assets owned by the clip. + /// + public bool DeleteClip(TimelineClip clip) + { + if (clip == null || clip.parentTrack == null) + { + return false; + } + if (this != clip.parentTrack.timelineAsset) + { + Debug.LogError("Cannot delete a clip from this timeline"); + return false; + } + + TimelineUndo.PushUndo(clip.parentTrack, "Delete Clip"); + if (clip.curves != null) + { + TimelineUndo.PushDestroyUndo(this, clip.parentTrack, clip.curves); + } + + // handle wrapped assets + if (clip.asset != null) + { + DeleteRecordedAnimation(clip); + + // TODO -- we should flag assets and owned, instead of this check... +#if UNITY_EDITOR + string path = UnityEditor.AssetDatabase.GetAssetPath(clip.asset); + if (path == UnityEditor.AssetDatabase.GetAssetPath(this)) +#endif + { + TimelineUndo.PushDestroyUndo(this, clip.parentTrack, clip.asset); + } + } + + var clipParentTrack = clip.parentTrack; + clipParentTrack.RemoveClip(clip); + clipParentTrack.CalculateExtrapolationTimes(); + + return true; + } + + /// + /// Deletes a track from a timeline, including all clips and subtracks. + /// + /// The track to delete. It must be owned by this Timeline. + /// True if the track was deleted successfully. + public bool DeleteTrack(TrackAsset track) + { + if (track.timelineAsset != this) + return false; + + // push before we modify properties + TimelineUndo.PushUndo(track, "Delete Track"); + TimelineUndo.PushUndo(this, "Delete Track"); + + TrackAsset parent = track.parent as TrackAsset; + if (parent != null) + TimelineUndo.PushUndo(parent, "Delete Track"); + + var children = track.GetChildTracks(); + foreach (var child in children) + { + DeleteTrack(child); + } + + DeleteRecordedAnimation(track); + + var clipsToDelete = new List(track.clips); + foreach (var clip in clipsToDelete) + { + DeleteClip(clip); + } + RemoveTrack(track); + + TimelineUndo.PushDestroyUndo(this, this, track); + + return true; + } + + internal void MoveLastTrackBefore(TrackAsset asset) + { + if (m_Tracks == null || m_Tracks.Count < 2 || asset == null) + return; + + var lastTrack = m_Tracks[m_Tracks.Count - 1]; + if (lastTrack == asset) + return; + + for (int i = 0; i < m_Tracks.Count - 1; i++) + { + if (m_Tracks[i] == asset) + { + for (int j = m_Tracks.Count - 1; j > i; j--) + m_Tracks[j] = m_Tracks[j - 1]; + m_Tracks[i] = lastTrack; + Invalidate(); + break; + } + } + } + + internal TrackAsset AllocateTrack(TrackAsset trackAssetParent, string trackName, Type trackType) + { + if (trackAssetParent != null && trackAssetParent.timelineAsset != this) + throw new InvalidOperationException("Addtrack cannot parent to a track not in the Timeline"); + + if (!typeof(TrackAsset).IsAssignableFrom(trackType)) + throw new InvalidOperationException("Supplied type must be a track asset"); + + var asset = (TrackAsset)CreateInstance(trackType); + asset.name = trackName; + + if (trackAssetParent != null) + trackAssetParent.AddChild(asset); + else + AddTrackInternal(asset); + + return asset; + } + + void DeleteRecordedAnimation(TrackAsset track) + { + var animTrack = track as AnimationTrack; + if (animTrack != null && animTrack.infiniteClip != null) + TimelineUndo.PushDestroyUndo(this, track, animTrack.infiniteClip); + + if (track.curves != null) + TimelineUndo.PushDestroyUndo(this, track, track.curves); + } + + void DeleteRecordedAnimation(TimelineClip clip) + { + if (clip == null) + return; + + if (clip.curves != null) + TimelineUndo.PushDestroyUndo(this, clip.parentTrack, clip.curves); + + if (!clip.recordable) + return; + + AnimationPlayableAsset asset = clip.asset as AnimationPlayableAsset; + if (asset == null || asset.clip == null) + return; + + TimelineUndo.PushDestroyUndo(this, asset, asset.clip); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset_CreateRemove.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset_CreateRemove.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..76d1df668431e213725be41e9fa151aa904bb145 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAsset_CreateRemove.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93665e8b67658804d99c4487228cc050 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAttributes.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAttributes.cs new file mode 100644 index 0000000000000000000000000000000000000000..027a58844b8c4385b03e93286d014577ad37aa4e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAttributes.cs @@ -0,0 +1,228 @@ +using System; +using UnityEngine; + +namespace UnityEngine.Timeline +{ + /// + /// Specifies the type of PlayableAsset that a TrackAsset derived class can create clips of. + /// + [AttributeUsage(AttributeTargets.Class, AllowMultiple = true)] + public class TrackClipTypeAttribute : Attribute + { + /// + /// The type of the clip class associate with this track + /// + public readonly Type inspectedType; + + /// + /// Whether to allow automatic creation of these types. + /// + public readonly bool allowAutoCreate; // true will make it show up in menus + + /// + /// + /// The type of the clip class to associate with this track. Must derive from PlayableAsset. + public TrackClipTypeAttribute(Type clipClass) + { + inspectedType = clipClass; + allowAutoCreate = true; + } + + /// + /// + /// The type of the clip class to associate with this track. Must derive from PlayableAsset. + /// Whether to allow automatic creation of these types. Default value is true. + /// Setting allowAutoCreate to false will cause Timeline to not show menu items for creating clips of this type. + public TrackClipTypeAttribute(Type clipClass, bool allowAutoCreate) + { + inspectedType = clipClass; + allowAutoCreate = false; + } + } + + /// + /// Apply this to a PlayableBehaviour class or field to indicate that it is not animatable. + /// + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Class)] + public class NotKeyableAttribute : Attribute + { + } + + + /// + /// Options for track binding + /// + [Flags] + public enum TrackBindingFlags + { + /// + /// No options specified + /// + None = 0, + + /// + /// Allow automatic creating of component during gameObject drag and drop + /// + AllowCreateComponent = 1, + + /// + /// All options specified + /// + All = AllowCreateComponent + } + + /// + /// Specifies the type of object that should be bound to a TrackAsset. + /// + /// + /// + /// + /// + /// Use this attribute when creating Custom Tracks to specify the type of object the track requires a binding to. + /// + [AttributeUsage(AttributeTargets.Class)] + public class TrackBindingTypeAttribute : Attribute + { + /// + /// The type of binding for the associate track. + /// + public readonly Type type; + + /// + /// Options for the the track binding + /// + public readonly TrackBindingFlags flags; + + /// + /// Creates a new TrackBindingTypeAttribute. + /// + /// + public TrackBindingTypeAttribute(Type type) + { + this.type = type; + this.flags = TrackBindingFlags.All; + } + + /// + /// Creates a new TrackBindingTypeAttribute. + /// + /// + /// + public TrackBindingTypeAttribute(Type type, TrackBindingFlags flags) + { + this.type = type; + this.flags = flags; + } + } + + // indicates that child tracks are permitted on a track + // internal because not fully supported on custom classes yet + [AttributeUsage(AttributeTargets.Class, Inherited = false)] + class SupportsChildTracksAttribute : Attribute + { + public readonly Type childType; + public readonly int levels; + + public SupportsChildTracksAttribute(Type childType = null, int levels = Int32.MaxValue) + { + this.childType = childType; + this.levels = levels; + } + } + + // indicates that the type should not be put on a PlayableTrack + [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)] + class IgnoreOnPlayableTrackAttribute : System.Attribute {} + + // used to flag properties as using a time field (second/frames) display + class TimeFieldAttribute : PropertyAttribute + { + public enum UseEditMode + { + None, + ApplyEditMode + } + public UseEditMode useEditMode { get; } + + public TimeFieldAttribute(UseEditMode useEditMode = UseEditMode.ApplyEditMode) + { + this.useEditMode = useEditMode; + } + } + + /// + /// Use this attribute to hide a class from Timeline menus. + /// + [AttributeUsage(AttributeTargets.Class, Inherited = false)] + public class HideInMenuAttribute : Attribute {} + + /// + /// Use this attribute to customize the appearance of a Marker. + /// + /// Specify the style to use to draw a Marker. + /// + /// + /// + /// How to create a custom style rule: + /// 1) Create a 'common.uss' USS file in an Editor folder in a StyleSheets/Extensions folder hierarchy. + /// Example of valid folder paths: + /// - Assets/Editor/StyleSheets/Extensions + /// - Assets/Editor/Markers/StyleSheets/Extensions + /// - Assets/Timeline/Editor/MyMarkers/StyleSheets/Extensions + /// Rules in 'dark.uss' are used if you use the Pro Skin and rules in 'light.uss' are used otherwise. + /// + /// 2)In the USS file, create a styling rule to customize the appearance of the marker. + /// + /// + /// MyStyle + /// { + /// /* Specify the appearance of the marker in the collapsed state here. */ + /// } + /// + /// MyStyle:checked + /// { + /// /* Specify the appearance of the marker in the expanded state here. */ + /// } + /// + /// MyStyle:focused:checked + /// { + /// /* Specify the appearance of the marker in the selected state here. */ + /// } + /// + /// + /// + [AttributeUsage(AttributeTargets.Class)] + public class CustomStyleAttribute : Attribute + { + /// + /// The name of the USS style. + /// + public readonly string ussStyle; + + /// + /// Creates a new CustomStyleAttribute. + /// + /// + public CustomStyleAttribute(string ussStyle) + { + this.ussStyle = ussStyle; + } + } + + /// + /// Use this attribute to assign a clip, marker or track to a category in a submenu + /// + [AttributeUsage(AttributeTargets.Class)] + internal class MenuCategoryAttribute : Attribute + { + /// + /// The menu name of the category + /// + public readonly string category; + + public MenuCategoryAttribute(string category) + { + this.category = category ?? string.Empty; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAttributes.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAttributes.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ae5547d34efe0b05b479f5dea0a0cbece349599a --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineAttributes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3e99141cd5dbef844a4338bb87930b89 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineClip.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineClip.cs new file mode 100644 index 0000000000000000000000000000000000000000..9e3386b9e24e80ea81287c9aab9883653a1f958d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineClip.cs @@ -0,0 +1,869 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; +using UnityEngine.Serialization; + +namespace UnityEngine.Timeline +{ + /// + /// Implement this interface to support advanced features of timeline clips. + /// + public interface ITimelineClipAsset + { + /// + /// Returns a description of the features supported by clips with PlayableAssets implementing this interface. + /// + ClipCaps clipCaps { get; } + } + + /// + /// Represents a clip on the timeline. + /// + [Serializable] + public partial class TimelineClip : ICurvesOwner, ISerializationCallbackReceiver + { + /// + /// The default capabilities for a clip + /// + public static readonly ClipCaps kDefaultClipCaps = ClipCaps.Blending; + + /// + /// The default length of a clip in seconds. + /// + public static readonly float kDefaultClipDurationInSeconds = 5; + + /// + /// The minimum timescale allowed on a clip + /// + public static readonly double kTimeScaleMin = 1.0 / 1000; + + /// + /// The maximum timescale allowed on a clip + /// + public static readonly double kTimeScaleMax = 1000; + + internal static readonly string kDefaultCurvesName = "Clip Parameters"; + + internal static readonly double kMinDuration = 1 / 60.0; + + // constant representing the longest possible sequence duration + internal static readonly double kMaxTimeValue = 1000000; // more than a week's time, and within numerical precision boundaries + + /// + /// How the clip handles time outside its start and end range. + /// + public enum ClipExtrapolation + { + /// + /// No extrapolation is applied. + /// + None, + + /// + /// Hold the time at the end value of the clip. + /// + Hold, + + /// + /// Repeat time values outside the start/end range. + /// + Loop, + + /// + /// Repeat time values outside the start/end range, reversing direction at each loop + /// + PingPong, + + /// + /// Time values are passed in without modification, extending beyond the clips range + /// + Continue + }; + + /// + /// How blend curves are treated in an overlap + /// + public enum BlendCurveMode + { + /// + /// The curve is normalized against the opposing clip + /// + Auto, + + /// + /// The blend curve is fixed. + /// + Manual + }; + + internal TimelineClip(TrackAsset parent) + { + // parent clip into track + parentTrack = parent; + } + + [SerializeField] double m_Start; + [SerializeField] double m_ClipIn; + [SerializeField] Object m_Asset; + [SerializeField][FormerlySerializedAs("m_HackDuration")] double m_Duration; + [SerializeField] double m_TimeScale = 1.0; + [SerializeField] TrackAsset m_ParentTrack; + + // for mixing out scripts - default is no mix out (i.e. flat) + [SerializeField] double m_EaseInDuration; + [SerializeField] double m_EaseOutDuration; + + // the blend durations override ease in / out durations + [SerializeField] double m_BlendInDuration = -1.0f; + [SerializeField] double m_BlendOutDuration = -1.0f; + + // doubles as ease in/out and blend in/out curves + [SerializeField] AnimationCurve m_MixInCurve; + [SerializeField] AnimationCurve m_MixOutCurve; + + [SerializeField] BlendCurveMode m_BlendInCurveMode = BlendCurveMode.Auto; + [SerializeField] BlendCurveMode m_BlendOutCurveMode = BlendCurveMode.Auto; + + [SerializeField] List m_ExposedParameterNames; + [SerializeField] AnimationClip m_AnimationCurves; + + [SerializeField] bool m_Recordable; + + // extrapolation + [SerializeField] ClipExtrapolation m_PostExtrapolationMode; + [SerializeField] ClipExtrapolation m_PreExtrapolationMode; + [SerializeField] double m_PostExtrapolationTime; + [SerializeField] double m_PreExtrapolationTime; + + [SerializeField] string m_DisplayName; + + /// + /// Is the clip being extrapolated before its start time? + /// + public bool hasPreExtrapolation + { + get { return m_PreExtrapolationMode != ClipExtrapolation.None && m_PreExtrapolationTime > 0; } + } + + /// + /// Is the clip being extrapolated past its end time? + /// + public bool hasPostExtrapolation + { + get { return m_PostExtrapolationMode != ClipExtrapolation.None && m_PostExtrapolationTime > 0; } + } + + /// + /// A speed multiplier for the clip; + /// + public double timeScale + { + get { return clipCaps.HasAny(ClipCaps.SpeedMultiplier) ? Math.Max(kTimeScaleMin, Math.Min(m_TimeScale, kTimeScaleMax)) : 1.0; } + set + { + UpdateDirty(m_TimeScale, value); + m_TimeScale = clipCaps.HasAny(ClipCaps.SpeedMultiplier) ? Math.Max(kTimeScaleMin, Math.Min(value, kTimeScaleMax)) : 1.0; + } + } + + /// + /// The start time, in seconds, of the clip + /// + public double start + { + get { return m_Start; } + set + { + UpdateDirty(value, m_Start); + var newValue = Math.Max(SanitizeTimeValue(value, m_Start), 0); + if (m_ParentTrack != null && m_Start != newValue) + { + m_ParentTrack.OnClipMove(); + } + m_Start = newValue; + } + } + + /// + /// The length, in seconds, of the clip + /// + public double duration + { + get { return m_Duration; } + set + { + UpdateDirty(m_Duration, value); + m_Duration = Math.Max(SanitizeTimeValue(value, m_Duration), double.Epsilon); + } + } + + /// + /// The end time, in seconds of the clip + /// + public double end + { + get { return m_Start + m_Duration; } + } + + /// + /// Local offset time of the clip. + /// + public double clipIn + { + get { return clipCaps.HasAny(ClipCaps.ClipIn) ? m_ClipIn : 0; } + set + { + UpdateDirty(m_ClipIn, value); + m_ClipIn = clipCaps.HasAny(ClipCaps.ClipIn) ? Math.Max(Math.Min(SanitizeTimeValue(value, m_ClipIn), kMaxTimeValue), 0.0) : 0; + } + } + + /// + /// The name displayed on the clip + /// + public string displayName + { + get { return m_DisplayName; } + set { m_DisplayName = value; } + } + + + /// + /// The length, in seconds, of the PlayableAsset attached to the clip. + /// + public double clipAssetDuration + { + get + { + var playableAsset = m_Asset as IPlayableAsset; + return playableAsset != null ? playableAsset.duration : double.MaxValue; + } + } + + /// + /// An animation clip containing animated properties of the attached PlayableAsset + /// + /// + /// This is where animated clip properties are stored. + /// + public AnimationClip curves + { + get { return m_AnimationCurves; } + internal set { m_AnimationCurves = value; } + } + + string ICurvesOwner.defaultCurvesName + { + get { return kDefaultCurvesName; } + } + + /// + /// Whether this clip contains animated properties for the attached PlayableAsset. + /// + /// + /// This property is false if the curves property is null or if it contains no information. + /// + public bool hasCurves + { + get { return m_AnimationCurves != null && !m_AnimationCurves.empty; } + } + + /// + /// The PlayableAsset attached to the clip. + /// + public Object asset + { + get { return m_Asset; } + set { m_Asset = value; } + } + + Object ICurvesOwner.assetOwner + { + get { return parentTrack; } + } + + TrackAsset ICurvesOwner.targetTrack + { + get { return parentTrack; } + } + + /// + /// underlyingAsset property is obsolete. Use asset property instead + /// + [Obsolete("underlyingAsset property is obsolete. Use asset property instead", true)] + public Object underlyingAsset + { + get { return null; } + set {} + } + + /// + /// Returns the TrackAsset to which this clip is attached. + /// + public TrackAsset parentTrack + { + get { return m_ParentTrack; } + set + { + if (m_ParentTrack == value) + return; + + if (m_ParentTrack != null) + m_ParentTrack.RemoveClip(this); + + m_ParentTrack = value; + + if (m_ParentTrack != null) + m_ParentTrack.AddClip(this); + } + } + + /// + /// The ease in duration of the timeline clip in seconds. This only applies if the start of the clip is not overlapping. + /// + public double easeInDuration + { + get { return clipCaps.HasAny(ClipCaps.Blending) ? Math.Min(Math.Max(m_EaseInDuration, 0), duration) : 0; } + set { m_EaseInDuration = clipCaps.HasAny(ClipCaps.Blending) ? Math.Max(0, Math.Min(SanitizeTimeValue(value, m_EaseInDuration), duration)) : 0; } + } + + /// + /// The ease out duration of the timeline clip in seconds. This only applies if the end of the clip is not overlapping. + /// + public double easeOutDuration + { + get { return clipCaps.HasAny(ClipCaps.Blending) ? Math.Min(Math.Max(m_EaseOutDuration, 0), duration) : 0; } + set { m_EaseOutDuration = clipCaps.HasAny(ClipCaps.Blending) ? Math.Max(0, Math.Min(SanitizeTimeValue(value, m_EaseOutDuration), duration)) : 0; } + } + + /// + /// eastOutTime property is obsolete use easeOutTime property instead + /// + [Obsolete("Use easeOutTime instead (UnityUpgradable) -> easeOutTime", true)] + public double eastOutTime + { + get { return duration - easeOutDuration + m_Start; } + } + + /// + /// The time in seconds that the ease out begins + /// + public double easeOutTime + { + get { return duration - easeOutDuration + m_Start; } + } + + /// + /// The amount of overlap in seconds on the start of a clip. + /// + public double blendInDuration + { + get { return clipCaps.HasAny(ClipCaps.Blending) ? m_BlendInDuration : 0; } + set { m_BlendInDuration = clipCaps.HasAny(ClipCaps.Blending) ? SanitizeTimeValue(value, m_BlendInDuration) : 0; } + } + + /// + /// The amount of overlap in seconds at the end of a clip. + /// + public double blendOutDuration + { + get { return clipCaps.HasAny(ClipCaps.Blending) ? m_BlendOutDuration : 0; } + set { m_BlendOutDuration = clipCaps.HasAny(ClipCaps.Blending) ? SanitizeTimeValue(value, m_BlendOutDuration) : 0; } + } + + /// + /// The mode for calculating the blend curve of the overlap at the start of the clip + /// + public BlendCurveMode blendInCurveMode + { + get { return m_BlendInCurveMode; } + set { m_BlendInCurveMode = value; } + } + + /// + /// The mode for calculating the blend curve of the overlap at the end of the clip + /// + public BlendCurveMode blendOutCurveMode + { + get { return m_BlendOutCurveMode; } + set { m_BlendOutCurveMode = value; } + } + + /// + /// Returns whether the clip is blending in + /// + public bool hasBlendIn { get { return clipCaps.HasAny(ClipCaps.Blending) && m_BlendInDuration > 0; } } + + /// + /// Returns whether the clip is blending out + /// + public bool hasBlendOut { get { return clipCaps.HasAny(ClipCaps.Blending) && m_BlendOutDuration > 0; } } + + /// + /// The animation curve used for calculating weights during an ease in or a blend in. + /// + public AnimationCurve mixInCurve + { + get + { + // auto fix broken curves + if (m_MixInCurve == null || m_MixInCurve.length < 2) + m_MixInCurve = GetDefaultMixInCurve(); + + return m_MixInCurve; + } + set { m_MixInCurve = value; } + } + + /// + /// The amount of the clip being used for ease or blend in as a percentage + /// + public float mixInPercentage + { + get { return (float)(mixInDuration / duration); } + } + + /// + /// The amount of the clip blending or easing in, in seconds + /// + public double mixInDuration + { + get { return hasBlendIn ? blendInDuration : easeInDuration; } + } + + /// + /// The animation curve used for calculating weights during an ease out or a blend out. + /// + public AnimationCurve mixOutCurve + { + get + { + if (m_MixOutCurve == null || m_MixOutCurve.length < 2) + m_MixOutCurve = GetDefaultMixOutCurve(); + return m_MixOutCurve; + } + set { m_MixOutCurve = value; } + } + + /// + /// The time in seconds that an ease out or blend out starts + /// + public double mixOutTime + { + get { return duration - mixOutDuration + m_Start; } + } + + /// + /// The amount of the clip blending or easing out, in seconds + /// + public double mixOutDuration + { + get { return hasBlendOut ? blendOutDuration : easeOutDuration; } + } + + /// + /// The amount of the clip being used for ease or blend out as a percentage + /// + public float mixOutPercentage + { + get { return (float)(mixOutDuration / duration); } + } + + /// + /// Returns whether this clip is recordable in editor + /// + public bool recordable + { + get { return m_Recordable; } + internal set { m_Recordable = value; } + } + + /// + /// exposedParameter is deprecated and will be removed in a future release + /// + [Obsolete("exposedParameter is deprecated and will be removed in a future release", true)] + public List exposedParameters + { + get { return m_ExposedParameterNames ?? (m_ExposedParameterNames = new List()); } + } + + /// + /// Returns the capabilities supported by this clip. + /// + public ClipCaps clipCaps + { + get + { + var clipAsset = asset as ITimelineClipAsset; + return (clipAsset != null) ? clipAsset.clipCaps : kDefaultClipCaps; + } + } + + internal int Hash() + { + return HashUtility.CombineHash(m_Start.GetHashCode(), + m_Duration.GetHashCode(), + m_TimeScale.GetHashCode(), + m_ClipIn.GetHashCode(), + ((int)m_PreExtrapolationMode).GetHashCode(), + ((int)m_PostExtrapolationMode).GetHashCode()); + } + + /// + /// Given a time, returns the weight from the mix out + /// + /// Time (relative to the timeline) + /// + public float EvaluateMixOut(double time) + { + if (!clipCaps.HasAny(ClipCaps.Blending)) + return 1.0f; + + if (mixOutDuration > Mathf.Epsilon) + { + var perc = (float)(time - mixOutTime) / (float)mixOutDuration; + perc = Mathf.Clamp01(mixOutCurve.Evaluate(perc)); + return perc; + } + return 1.0f; + } + + /// + /// Given a time, returns the weight from the mix in + /// + /// Time (relative to the timeline) + /// + public float EvaluateMixIn(double time) + { + if (!clipCaps.HasAny(ClipCaps.Blending)) + return 1.0f; + + if (mixInDuration > Mathf.Epsilon) + { + var perc = (float)(time - m_Start) / (float)mixInDuration; + perc = Mathf.Clamp01(mixInCurve.Evaluate(perc)); + return perc; + } + return 1.0f; + } + + static AnimationCurve GetDefaultMixInCurve() + { + return AnimationCurve.EaseInOut(0, 0, 1, 1); + } + + static AnimationCurve GetDefaultMixOutCurve() + { + return AnimationCurve.EaseInOut(0, 1, 1, 0); + } + + /// + /// Converts from global time to a clips local time. + /// + /// time relative to the timeline + /// + /// The local time with extrapolation applied + /// + public double ToLocalTime(double time) + { + if (time < 0) + return time; + + // handle Extrapolation + if (IsPreExtrapolatedTime(time)) + time = GetExtrapolatedTime(time - m_Start, m_PreExtrapolationMode, m_Duration); + else if (IsPostExtrapolatedTime(time)) + time = GetExtrapolatedTime(time - m_Start, m_PostExtrapolationMode, m_Duration); + else + time -= m_Start; + + // handle looping and time scale within the clip + time *= timeScale; + time += clipIn; + + return time; + } + + /// + /// Converts from global time to local time of the clip + /// + /// The time relative to the timeline + /// The local time, ignoring any extrapolation or bounds + public double ToLocalTimeUnbound(double time) + { + return (time - m_Start) * timeScale + clipIn; + } + + /// + /// Converts from local time of the clip to global time + /// + /// Time relative to the clip + /// The time relative to the timeline + internal double FromLocalTimeUnbound(double time) + { + return (time - clipIn) / timeScale + m_Start; + } + + /// + /// If this contains an animation asset, returns the animation clip attached. Otherwise returns null. + /// + public AnimationClip animationClip + { + get + { + if (m_Asset == null) + return null; + + var playableAsset = m_Asset as AnimationPlayableAsset; + return playableAsset != null ? playableAsset.clip : null; + } + } + + static double SanitizeTimeValue(double value, double defaultValue) + { + if (double.IsInfinity(value) || double.IsNaN(value)) + { + Debug.LogError("Invalid time value assigned"); + return defaultValue; + } + + return Math.Max(-kMaxTimeValue, Math.Min(kMaxTimeValue, value)); + } + + /// + /// Returns whether the clip is being extrapolated past the end time. + /// + public ClipExtrapolation postExtrapolationMode + { + get { return clipCaps.HasAny(ClipCaps.Extrapolation) ? m_PostExtrapolationMode : ClipExtrapolation.None; } + internal set { m_PostExtrapolationMode = clipCaps.HasAny(ClipCaps.Extrapolation) ? value : ClipExtrapolation.None; } + } + + /// + /// Returns whether the clip is being extrapolated before the start time. + /// + public ClipExtrapolation preExtrapolationMode + { + get { return clipCaps.HasAny(ClipCaps.Extrapolation) ? m_PreExtrapolationMode : ClipExtrapolation.None; } + internal set { m_PreExtrapolationMode = clipCaps.HasAny(ClipCaps.Extrapolation) ? value : ClipExtrapolation.None; } + } + + internal void SetPostExtrapolationTime(double time) + { + m_PostExtrapolationTime = time; + } + + internal void SetPreExtrapolationTime(double time) + { + m_PreExtrapolationTime = time; + } + + /// + /// Given a time, returns whether it falls within the clip's extrapolation + /// + /// The time relative to the timeline + /// True if is within the clip extrapolation + public bool IsExtrapolatedTime(double sequenceTime) + { + return IsPreExtrapolatedTime(sequenceTime) || IsPostExtrapolatedTime(sequenceTime); + } + + /// + /// Given a time, returns whether it falls within the clip's pre-extrapolation + /// + /// The time relative to the timeline + /// True if is within the clip pre-extrapolation + public bool IsPreExtrapolatedTime(double sequenceTime) + { + return preExtrapolationMode != ClipExtrapolation.None && + sequenceTime < m_Start && sequenceTime >= m_Start - m_PreExtrapolationTime; + } + + /// + /// Given a time, returns whether it falls within the clip's post-extrapolation + /// + /// The time relative to the timeline + /// True if is within the clip post-extrapolation + public bool IsPostExtrapolatedTime(double sequenceTime) + { + return postExtrapolationMode != ClipExtrapolation.None && + (sequenceTime > end) && (sequenceTime - end < m_PostExtrapolationTime); + } + + /// + /// The start time of the clip, accounting for pre-extrapolation + /// + public double extrapolatedStart + { + get + { + if (m_PreExtrapolationMode != ClipExtrapolation.None) + return m_Start - m_PreExtrapolationTime; + + return m_Start; + } + } + + /// + /// The length of the clip in seconds, including extrapolation. + /// + public double extrapolatedDuration + { + get + { + double length = m_Duration; + + if (m_PostExtrapolationMode != ClipExtrapolation.None) + length += Math.Min(m_PostExtrapolationTime, kMaxTimeValue); + + if (m_PreExtrapolationMode != ClipExtrapolation.None) + length += m_PreExtrapolationTime; + + return length; + } + } + + static double GetExtrapolatedTime(double time, ClipExtrapolation mode, double duration) + { + if (duration == 0) + return 0; + + switch (mode) + { + case ClipExtrapolation.None: + break; + + case ClipExtrapolation.Loop: + if (time < 0) + time = duration - (-time % duration); + else if (time > duration) + time %= duration; + break; + + case ClipExtrapolation.Hold: + if (time < 0) + return 0; + if (time > duration) + return duration; + break; + + case ClipExtrapolation.PingPong: + if (time < 0) + { + time = duration * 2 - (-time % (duration * 2)); + time = duration - Math.Abs(time - duration); + } + else + { + time = time % (duration * 2.0); + time = duration - Math.Abs(time - duration); + } + break; + + case ClipExtrapolation.Continue: + break; + } + return time; + } + + /// + /// Creates an AnimationClip to store animated properties for the attached PlayableAsset. + /// + /// + /// If curves already exists for this clip, this method produces no result regardless of the + /// value specified for curvesClipName. + /// + /// + /// When used from the editor, this method attempts to save the created curves clip to the TimelineAsset. + /// The TimelineAsset must already exist in the AssetDatabase to save the curves clip. If the TimelineAsset + /// does not exist, the curves clip is still created but it is not saved. + /// + /// + /// The name of the AnimationClip to create. + /// This method does not ensure unique names. If you want a unique clip name, you must provide one. + /// See ObjectNames.GetUniqueName for information on a method that creates unique names. + /// + public void CreateCurves(string curvesClipName) + { + if (m_AnimationCurves != null) + return; + + m_AnimationCurves = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(curvesClipName) ? kDefaultCurvesName : curvesClipName, parentTrack, true); + } + + /// + /// Called before Unity serializes this object. + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + m_Version = k_LatestVersion; + } + + /// + /// Called after Unity deserializes this object. + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + if (m_Version < k_LatestVersion) + { + UpgradeToLatestVersion(); + } + } + + /// + /// Outputs a more readable representation of the timeline clip as a string + /// + /// + public override string ToString() + { + return UnityString.Format("{0} ({1:F2}, {2:F2}):{3:F2} | {4}", displayName, start, end, clipIn, parentTrack); + } + + /// + /// Use this method to adjust ease in and ease out values to avoid overlapping. + /// + /// + /// Ease values will be adjusted to respect the ratio between ease in and ease out. + /// + public void ConformEaseValues() + { + if (m_EaseInDuration + m_EaseOutDuration > duration) + { + var ratio = CalculateEasingRatio(m_EaseInDuration, m_EaseOutDuration); + m_EaseInDuration = duration * ratio; + m_EaseOutDuration = duration * (1.0 - ratio); + } + } + + static double CalculateEasingRatio(double easeIn, double easeOut) + { + if (Math.Abs(easeIn - easeOut) < TimeUtility.kTimeEpsilon) + return 0.5; + + if (easeIn == 0.0) + return 0.0; + + if (easeOut == 0.0) + return 1.0; + + return easeIn / (easeIn + easeOut); + } + +#if UNITY_EDITOR + internal int DirtyIndex { get; private set; } + internal void MarkDirty() + { + DirtyIndex++; + } + + void UpdateDirty(double oldValue, double newValue) + { + if (oldValue != newValue) + DirtyIndex++; + } + +#else + void UpdateDirty(double oldValue, double newValue) {} +#endif + }; +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineClip.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineClip.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ded129f4a80885b17f52ede1b1c1762858a42d36 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelineClip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 65f3a4c67e4927a478b7036bae1da0e3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelinePlayable.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelinePlayable.cs new file mode 100644 index 0000000000000000000000000000000000000000..f028a7afd96c87a3b3a06a4d5c77a54aba1e61ce --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelinePlayable.cs @@ -0,0 +1,310 @@ +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 + /// + /// This Rebalancer class ensures that the interval tree structures stays balance regardless of whether the intervals inside change. + /// + class IntervalTreeRebalancer + { + private IntervalTree m_Tree; + public IntervalTreeRebalancer(IntervalTree 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 + + + /// + /// The root Playable generated by timeline. + /// + public class TimelinePlayable : PlayableBehaviour + { + private IntervalTree m_IntervalTree = new IntervalTree(); + private List m_ActiveClips = new List(); + private List m_CurrentListOfActiveClips; + private int m_ActiveBit = 0; + + private List m_EvaluateCallbacks = new List(); + + private Dictionary m_PlayableCache = new Dictionary(); + + internal static bool muteAudioScrubbing = true; + +#if UNITY_EDITOR + private IntervalTreeRebalancer m_Rebalancer; +#endif + /// + /// Creates an instance of a Timeline + /// + /// The playable graph to inject the timeline. + /// The list of tracks to compile + /// The GameObject that initiated the compilation + /// In the editor, whether the graph should account for the possibility of changing clip times + /// Whether to create PlayableOutputs in the graph + /// A subgraph with the playable containing a TimelinePlayable behaviour as the root + public static ScriptPlayable Create(PlayableGraph graph, IEnumerable 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.Create(graph); + playable.SetTraversalMode(PlayableTraversalMode.Passthrough); + var sequence = playable.GetBehaviour(); + sequence.Compile(graph, playable, tracks, go, autoRebalance, createOutputs); + return playable; + } + + /// + /// Compiles the subgraph of this timeline + /// + /// The playable graph to inject the timeline. + /// + /// The list of tracks to compile + /// The GameObject that initiated the compilation + /// In the editor, whether the graph should account for the possibility of changing clip times + /// Whether to create PlayableOutputs in the graph + public void Compile(PlayableGraph graph, Playable timelinePlayable, IEnumerable 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(tracks); + var maximumNumberOfIntersections = outputTrackList.Count * 2 + outputTrackList.Count; // worse case: 2 overlapping clips per track + each track + m_CurrentListOfActiveClips = new List(maximumNumberOfIntersections); + m_ActiveClips = new List(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 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)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(); + playableOutput.SetUserData(director); + foreach (var c in go.GetComponents()) + { + 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 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; + } + + /// + /// Overridden to handle synchronizing time on the timeline instance. + /// + /// The Playable that owns the current PlayableBehaviour. + /// A FrameData structure that contains information about the current frame context. + 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.Entry>(); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelinePlayable.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelinePlayable.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..cb373dd3c182388fc83fab416431eac832f9f407 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TimelinePlayable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 80b10e1c58509a449a3c5aecc07d4455 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TrackAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TrackAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..b96d5ea64fce3287366821af9a26682fdadbd6d8 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TrackAsset.cs @@ -0,0 +1,1308 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Animations; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// A PlayableAsset representing a track inside a timeline. + /// + /// + /// + /// Derive from TrackAsset to implement custom timeline tracks. TrackAsset derived classes support the following attributes: + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + [Serializable] + [IgnoreOnPlayableTrack] + public abstract partial class TrackAsset : PlayableAsset, IPropertyPreview, ICurvesOwner + { + // Internal caches used to avoid memory allocation during graph construction + private struct TransientBuildData + { + public List trackList; + public List clipList; + public List markerList; + + public static TransientBuildData Create() + { + return new TransientBuildData() + { + trackList = new List(20), + clipList = new List(500), + markerList = new List(100), + }; + } + + public void Clear() + { + trackList.Clear(); + clipList.Clear(); + markerList.Clear(); + } + } + + private static TransientBuildData s_BuildData = TransientBuildData.Create(); + + internal const string kDefaultCurvesName = "Track Parameters"; + + internal static event Action OnClipPlayableCreate; + internal static event Action OnTrackAnimationPlayableCreate; + + [SerializeField, HideInInspector] bool m_Locked; + [SerializeField, HideInInspector] bool m_Muted; + [SerializeField, HideInInspector] string m_CustomPlayableFullTypename = string.Empty; + [SerializeField, HideInInspector] AnimationClip m_Curves; + [SerializeField, HideInInspector] PlayableAsset m_Parent; + [SerializeField, HideInInspector] List m_Children; + + [NonSerialized] int m_ItemsHash; + [NonSerialized] TimelineClip[] m_ClipsCache; + + DiscreteTime m_Start; + DiscreteTime m_End; + bool m_CacheSorted; + bool? m_SupportsNotifications; + + static TrackAsset[] s_EmptyCache = new TrackAsset[0]; + IEnumerable m_ChildTrackCache; + + static Dictionary s_TrackBindingTypeAttributeCache = new Dictionary(); + + [SerializeField, HideInInspector] protected internal List m_Clips = new List(); + + [SerializeField, HideInInspector] MarkerList m_Markers = new MarkerList(0); + +#if UNITY_EDITOR + internal int DirtyIndex { get; private set; } + internal void MarkDirty() + { + DirtyIndex++; + foreach (var clip in GetClips()) + { + if (clip != null) + clip.MarkDirty(); + } + } + +#endif + + /// + /// The start time, in seconds, of this track + /// + public double start + { + get + { + UpdateDuration(); + return (double)m_Start; + } + } + + /// + /// The end time, in seconds, of this track + /// + public double end + { + get + { + UpdateDuration(); + return (double)m_End; + } + } + + /// + /// The length, in seconds, of this track + /// + public sealed override double duration + { + get + { + UpdateDuration(); + return (double)(m_End - m_Start); + } + } + + /// + /// Whether the track is muted or not. + /// + /// + /// A muted track is excluded from the generated PlayableGraph + /// + public bool muted + { + get { return m_Muted; } + set { m_Muted = value; } + } + + /// + /// The muted state of a track. + /// + /// + /// A track is also muted when one of its parent tracks are muted. + /// + public bool mutedInHierarchy + { + get + { + if (muted) + return true; + + TrackAsset p = this; + while (p.parent as TrackAsset != null) + { + p = (TrackAsset)p.parent; + if (p as GroupTrack != null) + return p.mutedInHierarchy; + } + + return false; + } + } + + /// + /// The TimelineAsset that this track belongs to. + /// + public TimelineAsset timelineAsset + { + get + { + var node = this; + while (node != null) + { + if (node.parent == null) + return null; + + var seq = node.parent as TimelineAsset; + if (seq != null) + return seq; + + node = node.parent as TrackAsset; + } + return null; + } + } + + /// + /// The owner of this track. + /// + /// + /// If this track is a subtrack, the parent is a TrackAsset. Otherwise the parent is a TimelineAsset. + /// + public PlayableAsset parent + { + get { return m_Parent; } + internal set { m_Parent = value; } + } + + /// + /// A list of clips owned by this track + /// + /// Returns an enumerable list of clips owned by the track. + public IEnumerable GetClips() + { + return clips; + } + + internal TimelineClip[] clips + { + get + { + if (m_Clips == null) + m_Clips = new List(); + + if (m_ClipsCache == null) + { + m_CacheSorted = false; + m_ClipsCache = m_Clips.ToArray(); + } + + return m_ClipsCache; + } + } + + /// + /// Whether this track is considered empty. + /// + /// + /// A track is considered empty when it does not contain a TimelineClip, Marker, or Curve. + /// + /// + /// Empty tracks are not included in the playable graph. + /// + public virtual bool isEmpty + { + get { return !hasClips && !hasCurves && GetMarkerCount() == 0; } + } + + /// + /// Whether this track contains any TimelineClip. + /// + public bool hasClips + { + get { return m_Clips != null && m_Clips.Count != 0; } + } + + /// + /// Whether this track contains animated properties for the attached PlayableAsset. + /// + /// + /// This property is false if the curves property is null or if it contains no information. + /// + public bool hasCurves + { + get { return m_Curves != null && !m_Curves.empty; } + } + + /// + /// Returns whether this track is a subtrack + /// + public bool isSubTrack + { + get + { + var owner = parent as TrackAsset; + return owner != null && owner.GetType() == GetType(); + } + } + + + /// + /// Returns a description of the PlayableOutputs that will be created by this track. + /// + public override IEnumerable outputs + { + get + { + TrackBindingTypeAttribute attribute; + if (!s_TrackBindingTypeAttributeCache.TryGetValue(GetType(), out attribute)) + { + attribute = (TrackBindingTypeAttribute)Attribute.GetCustomAttribute(GetType(), typeof(TrackBindingTypeAttribute)); + s_TrackBindingTypeAttributeCache.Add(GetType(), attribute); + } + + var trackBindingType = attribute != null ? attribute.type : null; + yield return ScriptPlayableBinding.Create(name, this, trackBindingType); + } + } + + /// + /// The list of subtracks or child tracks attached to this track. + /// + /// Returns an enumerable list of child tracks owned directly by this track. + /// + /// In the case of GroupTracks, this returns all tracks contained in the group. This will return the all subtracks or override tracks, if supported by the track. + /// + public IEnumerable GetChildTracks() + { + UpdateChildTrackCache(); + return m_ChildTrackCache; + } + + internal string customPlayableTypename + { + get { return m_CustomPlayableFullTypename; } + set { m_CustomPlayableFullTypename = value; } + } + + /// + /// An animation clip storing animated properties of the attached PlayableAsset + /// + public AnimationClip curves + { + get { return m_Curves; } + internal set { m_Curves = value; } + } + + string ICurvesOwner.defaultCurvesName + { + get { return kDefaultCurvesName; } + } + + Object ICurvesOwner.asset + { + get { return this; } + } + + Object ICurvesOwner.assetOwner + { + get { return timelineAsset; } + } + + TrackAsset ICurvesOwner.targetTrack + { + get { return this; } + } + + // for UI where we need to detect 'null' objects + internal List subTracksObjects + { + get { return m_Children; } + } + + /// + /// The local locked state of the track. + /// + /// + /// Note that locking a track only affects operations in the Timeline Editor. It does not prevent other API calls from changing a track or it's clips. + /// + /// This returns or sets the local locked state of the track. A track may still be locked for editing because one or more of it's parent tracks in the hierarchy is locked. Use lockedInHierarchy to test if a track is locked because of it's own locked state or because of a parent tracks locked state. + /// + public bool locked + { + get { return m_Locked; } + set { m_Locked = value; } + } + + /// + /// The locked state of a track. (RO) + /// + /// + /// Note that locking a track only affects operations in the Timeline Editor. It does not prevent other API calls from changing a track or it's clips. + /// + /// This indicates whether a track is locked in the Timeline Editor because either it's locked property is enabled or a parent track is locked. + /// + public bool lockedInHierarchy + { + get + { + if (locked) + return true; + + TrackAsset p = this; + while (p.parent as TrackAsset != null) + { + p = (TrackAsset)p.parent; + if (p as GroupTrack != null) + return p.lockedInHierarchy; + } + + return false; + } + } + + /// + /// Indicates if a track accepts markers that implement . + /// + /// + /// Only tracks with a bound object of type or can accept notifications. + /// + public bool supportsNotifications + { + get + { + if (!m_SupportsNotifications.HasValue) + { + m_SupportsNotifications = NotificationUtilities.TrackTypeSupportsNotifications(GetType()); + } + + return m_SupportsNotifications.Value; + } + } + + void __internalAwake() //do not use OnEnable, since users will want it to initialize their class + { + if (m_Clips == null) + m_Clips = new List(); + + m_ChildTrackCache = null; + if (m_Children == null) + m_Children = new List(); +#if UNITY_EDITOR + // validate the array. DON'T remove Unity null objects, just actual null objects + for (int i = m_Children.Count - 1; i >= 0; i--) + { + object o = m_Children[i]; + if (o == null) + { + Debug.LogWarning("Empty child track found while loading timeline. It will be removed."); + m_Children.RemoveAt(i); + } + } +#endif + } + + /// + /// Creates an AnimationClip to store animated properties for the attached PlayableAsset. + /// + /// + /// If curves already exists for this track, this method produces no result regardless of + /// the value specified for curvesClipName. + /// + /// + /// When used from the editor, this method attempts to save the created curves clip to the TimelineAsset. + /// The TimelineAsset must already exist in the AssetDatabase to save the curves clip. If the TimelineAsset + /// does not exist, the curves clip is still created but it is not saved. + /// + /// + /// The name of the AnimationClip to create. + /// This method does not ensure unique names. If you want a unique clip name, you must provide one. + /// See ObjectNames.GetUniqueName for information on a method that creates unique names. + /// + public void CreateCurves(string curvesClipName) + { + if (m_Curves != null) + return; + + m_Curves = TimelineCreateUtilities.CreateAnimationClipForTrack(string.IsNullOrEmpty(curvesClipName) ? kDefaultCurvesName : curvesClipName, this, true); + } + + /// + /// Creates a mixer used to blend playables generated by clips on the track. + /// + /// The graph to inject playables into + /// The GameObject that requested the graph. + /// The number of playables from clips that will be inputs to the returned mixer + /// A handle to the [[Playable]] representing the mixer. + /// + /// Override this method to provide a custom playable for mixing clips on a graph. + /// + public virtual Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount) + { + return Playable.Create(graph, inputCount); + } + + /// + /// Overrides PlayableAsset.CreatePlayable(). Not used in Timeline. + /// + /// + /// + /// + public sealed override Playable CreatePlayable(PlayableGraph graph, GameObject go) + { + return Playable.Null; + } + + /// + /// Creates a TimelineClip on this track. + /// + /// Returns a new TimelineClip that is attached to the track. + /// + /// The type of the playable asset attached to the clip is determined by TrackClip attributes that decorate the TrackAsset derived class + /// + public TimelineClip CreateDefaultClip() + { + var trackClipTypeAttributes = GetType().GetCustomAttributes(typeof(TrackClipTypeAttribute), true); + Type playableAssetType = null; + foreach (var trackClipTypeAttribute in trackClipTypeAttributes) + { + var attribute = trackClipTypeAttribute as TrackClipTypeAttribute; + if (attribute != null && typeof(IPlayableAsset).IsAssignableFrom(attribute.inspectedType) && typeof(ScriptableObject).IsAssignableFrom(attribute.inspectedType)) + { + playableAssetType = attribute.inspectedType; + break; + } + } + + if (playableAssetType == null) + { + Debug.LogWarning("Cannot create a default clip for type " + GetType()); + return null; + } + return CreateAndAddNewClipOfType(playableAssetType); + } + + /// + /// Creates a clip on the track with a playable asset attached, whose derived type is specified by T + /// + /// A PlayableAsset derived type + /// Returns a TimelineClip whose asset is of type T + /// + /// Throws if is not supported by the track. + /// Supported types are determined by TrackClip attributes that decorate the TrackAsset derived class + /// + public TimelineClip CreateClip() where T : ScriptableObject, IPlayableAsset + { + return CreateClip(typeof(T)); + } + + /// + /// Delete a clip from this track. + /// + /// The clip to delete. + /// Returns true if the removal was successful + /// + /// This method will delete a clip and any assets owned by the clip. + /// + /// + /// Throws if is not a child of the TrackAsset. + /// + public bool DeleteClip(TimelineClip clip) + { + if (!m_Clips.Contains(clip)) + throw new InvalidOperationException("Cannot delete clip since it is not a child of the TrackAsset."); + + return timelineAsset != null && timelineAsset.DeleteClip(clip); + } + + /// + /// Creates a marker of the requested type, at a specific time, and adds the marker to the current asset. + /// + /// The type of marker. + /// The time where the marker is created. + /// Returns the instance of the created marker. + /// + /// All markers that implement IMarker and inherit from are supported. + /// Markers that implement the INotification interface cannot be added to tracks that do not support notifications. + /// CreateMarker will throw with tracks that do not support notifications if implements the INotification interface. + /// + /// + /// + public IMarker CreateMarker(Type type, double time) + { + return m_Markers.CreateMarker(type, time, this); + } + + /// + /// Creates a marker of the requested type, at a specific time, and adds the marker to the current asset. + /// + /// The time where the marker is created. + /// The type of marker to create. + /// Returns the instance of the created marker. + /// + /// All markers that implement IMarker and inherit from are supported. + /// CreateMarker will throw with tracks that do not support notifications if implements the INotification interface. + /// + /// + /// + public T CreateMarker(double time) where T : ScriptableObject, IMarker + { + return (T)CreateMarker(typeof(T), time); + } + + /// + /// Removes a marker from the current asset. + /// + /// The marker instance to be removed. + /// Returns true if the marker instance was successfully removed. Returns false otherwise. + public bool DeleteMarker(IMarker marker) + { + return m_Markers.Remove(marker); + } + + /// + /// Returns an enumerable list of markers on the current asset. + /// + /// The list of markers on the asset. + /// + public IEnumerable GetMarkers() + { + return m_Markers.GetMarkers(); + } + + /// + /// Returns the number of markers on the current asset. + /// + /// The number of markers. + public int GetMarkerCount() + { + return m_Markers.Count; + } + + /// + /// Returns the marker at a given position, on the current asset. + /// + /// The index of the marker to be returned. + /// The marker. + /// The ordering of the markers is not guaranteed. + /// + public IMarker GetMarker(int idx) + { + return m_Markers[idx]; + } + + internal TimelineClip CreateClip(System.Type requestedType) + { + if (ValidateClipType(requestedType)) + return CreateAndAddNewClipOfType(requestedType); + + throw new InvalidOperationException("Clips of type " + requestedType + " are not permitted on tracks of type " + GetType()); + } + + internal TimelineClip CreateAndAddNewClipOfType(Type requestedType) + { + var newClip = CreateClipOfType(requestedType); + AddClip(newClip); + return newClip; + } + + internal TimelineClip CreateClipOfType(Type requestedType) + { + if (!ValidateClipType(requestedType)) + throw new System.InvalidOperationException("Clips of type " + requestedType + " are not permitted on tracks of type " + GetType()); + + var playableAsset = CreateInstance(requestedType); + if (playableAsset == null) + { + throw new System.InvalidOperationException("Could not create an instance of the ScriptableObject type " + requestedType.Name); + } + playableAsset.name = requestedType.Name; + TimelineCreateUtilities.SaveAssetIntoObject(playableAsset, this); + TimelineUndo.RegisterCreatedObjectUndo(playableAsset, "Create Clip"); + + return CreateClipFromAsset(playableAsset); + } + + /// + /// Creates a timeline clip from an existing playable asset. + /// + /// + /// + internal TimelineClip CreateClipFromPlayableAsset(IPlayableAsset asset) + { + if (asset == null) + throw new ArgumentNullException("asset"); + + if ((asset as ScriptableObject) == null) + throw new System.ArgumentException("CreateClipFromPlayableAsset " + " only supports ScriptableObject-derived Types"); + + if (!ValidateClipType(asset.GetType())) + throw new System.InvalidOperationException("Clips of type " + asset.GetType() + " are not permitted on tracks of type " + GetType()); + + return CreateClipFromAsset(asset as ScriptableObject); + } + + private TimelineClip CreateClipFromAsset(ScriptableObject playableAsset) + { + TimelineUndo.PushUndo(this, "Create Clip"); + + var newClip = CreateNewClipContainerInternal(); + newClip.displayName = playableAsset.name; + newClip.asset = playableAsset; + + IPlayableAsset iPlayableAsset = playableAsset as IPlayableAsset; + if (iPlayableAsset != null) + { + var candidateDuration = iPlayableAsset.duration; + + if (!double.IsInfinity(candidateDuration) && candidateDuration > 0) + newClip.duration = Math.Min(Math.Max(candidateDuration, TimelineClip.kMinDuration), TimelineClip.kMaxTimeValue); + } + + try + { + OnCreateClip(newClip); + } + catch (Exception e) + { + Debug.LogError(e.Message, playableAsset); + return null; + } + + return newClip; + } + + internal IEnumerable GetMarkersRaw() + { + return m_Markers.GetRawMarkerList(); + } + + internal void ClearMarkers() + { + m_Markers.Clear(); + } + + internal void AddMarker(ScriptableObject e) + { + m_Markers.Add(e); + } + + internal bool DeleteMarkerRaw(ScriptableObject marker) + { + return m_Markers.Remove(marker, timelineAsset, this); + } + + int GetTimeRangeHash() + { + double start = double.MaxValue, end = double.MinValue; + foreach (var marker in GetMarkers()) + { + if (!(marker is INotification)) + { + continue; + } + + if (marker.time < start) + start = marker.time; + if (marker.time > end) + end = marker.time; + } + + return start.GetHashCode().CombineHash(end.GetHashCode()); + } + + internal void AddClip(TimelineClip newClip) + { + if (!m_Clips.Contains(newClip)) + { + m_Clips.Add(newClip); + m_ClipsCache = null; + } + } + + Playable CreateNotificationsPlayable(PlayableGraph graph, Playable mixerPlayable, GameObject go, Playable timelinePlayable) + { + s_BuildData.markerList.Clear(); + GatherNotificiations(s_BuildData.markerList); + var notificationPlayable = NotificationUtilities.CreateNotificationsPlayable(graph, s_BuildData.markerList, go); + if (notificationPlayable.IsValid()) + { + notificationPlayable.GetBehaviour().timeSource = timelinePlayable; + if (mixerPlayable.IsValid()) + { + notificationPlayable.SetInputCount(1); + graph.Connect(mixerPlayable, 0, notificationPlayable, 0); + notificationPlayable.SetInputWeight(mixerPlayable, 1); + } + } + + return notificationPlayable; + } + + internal Playable CreatePlayableGraph(PlayableGraph graph, GameObject go, IntervalTree tree, Playable timelinePlayable) + { + UpdateDuration(); + var mixerPlayable = Playable.Null; + if (CanCompileClipsRecursive()) + mixerPlayable = OnCreateClipPlayableGraph(graph, go, tree); + + var notificationsPlayable = CreateNotificationsPlayable(graph, mixerPlayable, go, timelinePlayable); + + // clear the temporary build data to avoid holding references + // case 1253974 + s_BuildData.Clear(); + if (!notificationsPlayable.IsValid() && !mixerPlayable.IsValid()) + { + Debug.LogErrorFormat("Track {0} of type {1} has no notifications and returns an invalid mixer Playable", name, + GetType().FullName); + + return Playable.Create(graph); + } + + return notificationsPlayable.IsValid() ? notificationsPlayable : mixerPlayable; + } + + internal virtual Playable CompileClips(PlayableGraph graph, GameObject go, IList timelineClips, IntervalTree tree) + { + var blend = CreateTrackMixer(graph, go, timelineClips.Count); + for (var c = 0; c < timelineClips.Count; c++) + { + var source = CreatePlayable(graph, go, timelineClips[c]); + if (source.IsValid()) + { + source.SetDuration(timelineClips[c].duration); + var clip = new RuntimeClip(timelineClips[c], source, blend); + tree.Add(clip); + graph.Connect(source, 0, blend, c); + blend.SetInputWeight(c, 0.0f); + } + } + ConfigureTrackAnimation(tree, go, blend); + return blend; + } + + void GatherCompilableTracks(IList tracks) + { + if (!muted && CanCompileClips()) + tracks.Add(this); + + foreach (var c in GetChildTracks()) + { + if (c != null) + c.GatherCompilableTracks(tracks); + } + } + + void GatherNotificiations(List markers) + { + if (!muted && CanCompileNotifications()) + markers.AddRange(GetMarkers()); + foreach (var c in GetChildTracks()) + { + if (c != null) + c.GatherNotificiations(markers); + } + } + + internal virtual Playable OnCreateClipPlayableGraph(PlayableGraph graph, GameObject go, IntervalTree tree) + { + if (tree == null) + throw new ArgumentException("IntervalTree argument cannot be null", "tree"); + + if (go == null) + throw new ArgumentException("GameObject argument cannot be null", "go"); + + s_BuildData.Clear(); + GatherCompilableTracks(s_BuildData.trackList); + + // nothing to compile + if (s_BuildData.trackList.Count == 0) + return Playable.Null; + + // check if layers are supported + Playable layerMixer = Playable.Null; + ILayerable layerable = this as ILayerable; + if (layerable != null) + layerMixer = layerable.CreateLayerMixer(graph, go, s_BuildData.trackList.Count); + + if (layerMixer.IsValid()) + { + for (int i = 0; i < s_BuildData.trackList.Count; i++) + { + var mixer = s_BuildData.trackList[i].CompileClips(graph, go, s_BuildData.trackList[i].clips, tree); + if (mixer.IsValid()) + { + graph.Connect(mixer, 0, layerMixer, i); + layerMixer.SetInputWeight(i, 1.0f); + } + } + return layerMixer; + } + + // one track compiles. Add track mixer and clips + if (s_BuildData.trackList.Count == 1) + return s_BuildData.trackList[0].CompileClips(graph, go, s_BuildData.trackList[0].clips, tree); + + // no layer mixer provided. merge down all clips. + for (int i = 0; i < s_BuildData.trackList.Count; i++) + s_BuildData.clipList.AddRange(s_BuildData.trackList[i].clips); + +#if UNITY_EDITOR + bool applyWarning = false; + for (int i = 0; i < s_BuildData.trackList.Count; i++) + applyWarning |= i > 0 && s_BuildData.trackList[i].hasCurves; + + if (applyWarning) + Debug.LogWarning("A layered track contains animated fields, but no layer mixer has been provided. Animated fields on layers will be ignored. Override CreateLayerMixer in " + s_BuildData.trackList[0].GetType().Name + " and return a valid playable to support animated fields on layered tracks."); +#endif + // compile all the clips into a single mixer + return CompileClips(graph, go, s_BuildData.clipList, tree); + } + + internal void ConfigureTrackAnimation(IntervalTree tree, GameObject go, Playable blend) + { + if (!hasCurves) + return; + + blend.SetAnimatedProperties(m_Curves); + tree.Add(new InfiniteRuntimeClip(blend)); + + if (OnTrackAnimationPlayableCreate != null) + OnTrackAnimationPlayableCreate.Invoke(this, go, blend); + } + + // sorts clips by start time + internal void SortClips() + { + var clipsAsArray = clips; // will alloc + if (!m_CacheSorted) + { + Array.Sort(clips, (clip1, clip2) => clip1.start.CompareTo(clip2.start)); + m_CacheSorted = true; + } + } + + // clears the clips after a clone + internal void ClearClipsInternal() + { + m_Clips = new List(); + m_ClipsCache = null; + } + + internal void ClearSubTracksInternal() + { + m_Children = new List(); + Invalidate(); + } + + // called by an owned clip when it moves + internal void OnClipMove() + { + m_CacheSorted = false; + } + + internal TimelineClip CreateNewClipContainerInternal() + { + var clipContainer = new TimelineClip(this); + clipContainer.asset = null; + + // position clip at end of sequence + var newClipStart = 0.0; + for (var a = 0; a < m_Clips.Count - 1; a++) + { + var clipDuration = m_Clips[a].duration; + if (double.IsInfinity(clipDuration)) + clipDuration = TimelineClip.kDefaultClipDurationInSeconds; + newClipStart = Math.Max(newClipStart, m_Clips[a].start + clipDuration); + } + + clipContainer.mixInCurve = AnimationCurve.EaseInOut(0, 0, 1, 1); + clipContainer.mixOutCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); + clipContainer.start = newClipStart; + clipContainer.duration = TimelineClip.kDefaultClipDurationInSeconds; + clipContainer.displayName = "untitled"; + return clipContainer; + } + + internal void AddChild(TrackAsset child) + { + if (child == null) + return; + + m_Children.Add(child); + child.parent = this; + Invalidate(); + } + + internal void MoveLastTrackBefore(TrackAsset asset) + { + if (m_Children == null || m_Children.Count < 2 || asset == null) + return; + + var lastTrack = m_Children[m_Children.Count - 1]; + if (lastTrack == asset) + return; + + for (int i = 0; i < m_Children.Count - 1; i++) + { + if (m_Children[i] == asset) + { + for (int j = m_Children.Count - 1; j > i; j--) + m_Children[j] = m_Children[j - 1]; + m_Children[i] = lastTrack; + Invalidate(); + break; + } + } + } + + internal bool RemoveSubTrack(TrackAsset child) + { + if (m_Children.Remove(child)) + { + Invalidate(); + child.parent = null; + return true; + } + return false; + } + + internal void RemoveClip(TimelineClip clip) + { + m_Clips.Remove(clip); + m_ClipsCache = null; + } + + // Is this track compilable for the sequence + // calculate the time interval that this track will be evaluated in. + internal virtual void GetEvaluationTime(out double outStart, out double outDuration) + { + outStart = double.PositiveInfinity; + var outEnd = double.NegativeInfinity; + + if (hasCurves) + { + outStart = 0.0; + outEnd = TimeUtility.GetAnimationClipLength(curves); + } + + foreach (var clip in clips) + { + outStart = Math.Min(clip.start, outStart); + outEnd = Math.Max(clip.end, outEnd); + } + + if (HasNotifications()) + { + var notificationDuration = GetNotificationDuration(); + outStart = Math.Min(notificationDuration, outStart); + outEnd = Math.Max(notificationDuration, outEnd); + } + + if (double.IsInfinity(outStart) || double.IsInfinity(outEnd)) + outStart = outDuration = 0.0; + else + outDuration = outEnd - outStart; + } + + // calculate the time interval that the sequence will use to determine length. + // by default this is the same as the evaluation, but subclasses can have different + // behaviour + internal virtual void GetSequenceTime(out double outStart, out double outDuration) + { + GetEvaluationTime(out outStart, out outDuration); + } + + /// + /// Called by the Timeline Editor to gather properties requiring preview. + /// + /// The PlayableDirector invoking the preview + /// PropertyCollector used to gather previewable properties + public virtual void GatherProperties(PlayableDirector director, IPropertyCollector driver) + { + // only push on game objects if there is a binding. Subtracks + // will use objects on the stack + var gameObject = GetGameObjectBinding(director); + if (gameObject != null) + driver.PushActiveGameObject(gameObject); + + if (hasCurves) + driver.AddObjectProperties(this, m_Curves); + + foreach (var clip in clips) + { + if (clip.curves != null && clip.asset != null) + driver.AddObjectProperties(clip.asset, clip.curves); + + IPropertyPreview modifier = clip.asset as IPropertyPreview; + if (modifier != null) + modifier.GatherProperties(director, driver); + } + + foreach (var subtrack in GetChildTracks()) + { + if (subtrack != null) + subtrack.GatherProperties(director, driver); + } + + if (gameObject != null) + driver.PopActiveGameObject(); + } + + internal GameObject GetGameObjectBinding(PlayableDirector director) + { + if (director == null) + return null; + + var binding = director.GetGenericBinding(this); + + var gameObject = binding as GameObject; + if (gameObject != null) + return gameObject; + + var comp = binding as Component; + if (comp != null) + return comp.gameObject; + + return null; + } + + internal bool ValidateClipType(Type clipType) + { + var attrs = GetType().GetCustomAttributes(typeof(TrackClipTypeAttribute), true); + for (var c = 0; c < attrs.Length; ++c) + { + var attr = (TrackClipTypeAttribute)attrs[c]; + if (attr.inspectedType.IsAssignableFrom(clipType)) + return true; + } + + // special case for playable tracks, they accept all clips (in the runtime) + return typeof(PlayableTrack).IsAssignableFrom(GetType()) && + typeof(IPlayableAsset).IsAssignableFrom(clipType) && + typeof(ScriptableObject).IsAssignableFrom(clipType); + } + + /// + /// Called when a clip is created on a track. + /// + /// The timeline clip added to this track + /// Use this method to set default values on a timeline clip, or it's PlayableAsset. + protected virtual void OnCreateClip(TimelineClip clip) {} + + void UpdateDuration() + { + // check if something changed in the clips that require a re-calculation of the evaluation times. + var itemsHash = CalculateItemsHash(); + if (itemsHash == m_ItemsHash) + return; + m_ItemsHash = itemsHash; + + double trackStart, trackDuration; + GetSequenceTime(out trackStart, out trackDuration); + + m_Start = (DiscreteTime)trackStart; + m_End = (DiscreteTime)(trackStart + trackDuration); + + // calculate the extrapolations time. + // TODO Extrapolation time should probably be extracted from the SequenceClip so only a track is aware of it. + this.CalculateExtrapolationTimes(); + } + + protected internal virtual int CalculateItemsHash() + { + return HashUtility.CombineHash(GetClipsHash(), GetAnimationClipHash(m_Curves), GetTimeRangeHash()); + } + + /// + /// Constructs a Playable from a TimelineClip. + /// + /// PlayableGraph that will own the playable. + /// The GameObject that builds the PlayableGraph. + /// The TimelineClip to construct a playable for. + /// A playable that will be set as an input to the Track Mixer playable, or Playable.Null if the clip does not have a valid PlayableAsset + /// Thrown if the specified PlayableGraph is not valid. + /// Thrown if the specified TimelineClip is not valid. + /// + /// By default, this method invokes Playable.CreatePlayable, sets animated properties, and sets the speed of the created playable. Override this method to change this default implementation. + /// + protected virtual Playable CreatePlayable(PlayableGraph graph, GameObject gameObject, TimelineClip clip) + { + if (!graph.IsValid()) + throw new ArgumentException("graph must be a valid PlayableGraph"); + if (clip == null) + throw new ArgumentNullException("clip"); + + var asset = clip.asset as IPlayableAsset; + if (asset != null) + { + var handle = asset.CreatePlayable(graph, gameObject); + if (handle.IsValid()) + { + handle.SetAnimatedProperties(clip.curves); + handle.SetSpeed(clip.timeScale); + if (OnClipPlayableCreate != null) + OnClipPlayableCreate(clip, gameObject, handle); + } + return handle; + } + return Playable.Null; + } + + internal void Invalidate() + { + m_ChildTrackCache = null; + var timeline = timelineAsset; + if (timeline != null) + { + timeline.Invalidate(); + } + } + + internal double GetNotificationDuration() + { + if (!supportsNotifications) + { + return 0; + } + + var maxTime = 0.0; + foreach (var marker in GetMarkers()) + { + if (!(marker is INotification)) + { + continue; + } + maxTime = Math.Max(maxTime, marker.time); + } + + return maxTime; + } + + internal virtual bool CanCompileClips() + { + return hasClips || hasCurves; + } + + internal bool IsCompilable() + { + var isContainer = typeof(GroupTrack).IsAssignableFrom(GetType()); + + if (isContainer) + return false; + + var ret = !mutedInHierarchy && (CanCompileClips() || CanCompileNotifications()); + if (!ret) + { + foreach (var t in GetChildTracks()) + { + if (t.IsCompilable()) + return true; + } + } + + return ret; + } + + private void UpdateChildTrackCache() + { + if (m_ChildTrackCache == null) + { + if (m_Children == null || m_Children.Count == 0) + m_ChildTrackCache = s_EmptyCache; + else + { + var childTracks = new List(m_Children.Count); + for (int i = 0; i < m_Children.Count; i++) + { + var subTrack = m_Children[i] as TrackAsset; + if (subTrack != null) + childTracks.Add(subTrack); + } + m_ChildTrackCache = childTracks; + } + } + } + + internal virtual int Hash() + { + return clips.Length + (m_Markers.Count << 16); + } + + int GetClipsHash() + { + var hash = 0; + foreach (var clip in m_Clips) + { + hash = hash.CombineHash(clip.Hash()); + } + return hash; + } + + /// + /// Gets the hash code for an AnimationClip. + /// + /// The animation clip. + /// A 32-bit signed integer that is the hash code for . Returns 0 if is null or empty. + protected static int GetAnimationClipHash(AnimationClip clip) + { + var hash = 0; + if (clip != null && !clip.empty) + hash = hash.CombineHash(clip.frameRate.GetHashCode()) + .CombineHash(clip.length.GetHashCode()); + + return hash; + } + + bool HasNotifications() + { + return m_Markers.HasNotifications(); + } + + bool CanCompileNotifications() + { + return supportsNotifications && m_Markers.HasNotifications(); + } + + bool CanCompileClipsRecursive() + { + if (CanCompileClips()) + return true; + foreach (var track in GetChildTracks()) + { + if (track.CanCompileClipsRecursive()) + return true; + } + + return false; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TrackAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TrackAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..06213be404d7d0bea712ee7f3922da0b17e695e6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/TrackAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3ad53269c7421084ab67f804591994e0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Unity.Timeline.asmdef b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Unity.Timeline.asmdef new file mode 100644 index 0000000000000000000000000000000000000000..d4d4bbe8dbb6e4cba8bb4036345b4414f23e578d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Unity.Timeline.asmdef @@ -0,0 +1,6 @@ +{ + "name": "Unity.Timeline", + "references": [], + "includePlatforms": [], + "excludePlatforms": [] +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Unity.Timeline.asmdef.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Unity.Timeline.asmdef.meta new file mode 100644 index 0000000000000000000000000000000000000000..454c5dba64c93bd6fc6755337af25c00f7ae3cb9 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Unity.Timeline.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f06555f75b070af458a003d92f9efb00 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities.meta new file mode 100644 index 0000000000000000000000000000000000000000..b9c8db00aa150815ea24666e371d3496c84dca38 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f8730045d7da0f84cb11c0d868899577 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimationPreviewUtilities.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimationPreviewUtilities.cs new file mode 100644 index 0000000000000000000000000000000000000000..18338665d06b5982f5494d14a55a8cdb07c77f99 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimationPreviewUtilities.cs @@ -0,0 +1,301 @@ +using System; +#if UNITY_EDITOR +using System.Collections.Generic; +using UnityEditor; + + +namespace UnityEngine.Timeline +{ + static class AnimationPreviewUtilities + { + private const string k_PosX = "m_LocalPosition.x"; + private const string k_PosY = "m_LocalPosition.y"; + private const string k_PosZ = "m_LocalPosition.z"; + private const string k_RotX = "m_LocalRotation.x"; + private const string k_RotY = "m_LocalRotation.y"; + private const string k_RotZ = "m_LocalRotation.z"; + private const string k_RotW = "m_LocalRotation.w"; + private const string k_ScaleX = "m_LocalScale.x"; + private const string k_ScaleY = "m_LocalScale.y"; + private const string k_ScaleZ = "m_LocalScale.z"; + private const string k_EulerAnglesRaw = "localEulerAnglesRaw"; + private const string k_EulerHint = "m_LocalEulerAnglesHint"; + private const string k_Pos = "m_LocalPosition"; + private const string k_Rot = "m_LocalRotation"; + private const string k_MotionT = "MotionT"; + private const string k_MotionQ = "MotionQ"; + private const string k_RootT = "RootT"; + private const string k_RootQ = "RootQ"; + + + internal static Object s_PreviewDriver; + + + internal class EditorCurveBindingComparer : IEqualityComparer + { + public bool Equals(EditorCurveBinding x, EditorCurveBinding y) { return x.path.Equals(y.path) && x.type == y.type && x.propertyName == y.propertyName; } + public int GetHashCode(EditorCurveBinding obj) + { + return obj.propertyName.GetHashCode() ^ obj.path.GetHashCode(); + } + + public static readonly EditorCurveBindingComparer Instance = new EditorCurveBindingComparer(); + } + + // a dictionary is faster than a hashset, because the capacity can be pre-set + private static readonly Dictionary s_CurveSet = new Dictionary(10000, EditorCurveBindingComparer.Instance); + private static readonly AnimatorBindingCache s_BindingCache = new AnimatorBindingCache(); + + // string.StartsWith is slow (https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity5.html) + // hand rolled version has best performance. + private static bool FastStartsWith(string a, string toCompare) + { + int aLen = a.Length; + int bLen = toCompare.Length; + + int ap = 0; + int bp = 0; + + while (ap < aLen && bp < bLen && a[ap] == toCompare[bp]) + { + ap++; + bp++; + } + + return (bp == bLen); + } + + public static void ClearCaches() + { + s_BindingCache.Clear(); + s_CurveSet.Clear(); + } + + public static EditorCurveBinding[] GetBindings(GameObject animatorRoot, IEnumerable clips) + { + s_CurveSet.Clear(); + foreach (var clip in clips) + { + AddBindings(s_BindingCache.GetCurveBindings(clip)); + } + + // if we have a transform binding, bind the entire skeleton + if (NeedsSkeletonBindings(s_CurveSet.Keys)) + AddBindings(s_BindingCache.GetAnimatorBindings(animatorRoot)); + + var bindings = new EditorCurveBinding[s_CurveSet.Keys.Count]; + s_CurveSet.Keys.CopyTo(bindings, 0); + return bindings; + } + + public static int GetClipHash(List clips) + { + int hash = 0; + + foreach (var clip in clips) + { + var stats = AnimationUtility.GetAnimationClipStats(clip); + hash = HashUtility.CombineHash(hash, clip.GetHashCode(), stats.clips, stats.size, stats.totalCurves); + } + return hash; + } + + public static void PreviewFromCurves(GameObject animatorRoot, IEnumerable keys) + { + if (!AnimationMode.InAnimationMode()) + return; + + var avatarRoot = GetAvatarRoot(animatorRoot); + foreach (var binding in keys) + { + if (IsAvatarBinding(binding) || IsEuler(binding)) + continue; + + bool isTransform = typeof(Transform).IsAssignableFrom(binding.type); + if (isTransform && binding.propertyName.Equals(AnimatorBindingCache.TRPlaceHolder)) + AddTRBinding(animatorRoot, binding); + else if (isTransform && binding.propertyName.Equals(AnimatorBindingCache.ScalePlaceholder)) + AddScaleBinding(animatorRoot, binding); + else + AnimationMode.AddEditorCurveBinding(avatarRoot, binding); + } + } + + public static AnimationClip CreateDefaultClip(GameObject animatorRoot, IEnumerable keys) + { + AnimationClip animClip = new AnimationClip() { name = "DefaultPose" }; + var keyFrames = new[] {new Keyframe(0, 0)}; + var curve = new AnimationCurve(keyFrames); + bool rootMotion = false; + var avatarRoot = GetAvatarRoot(animatorRoot); + + foreach (var binding in keys) + { + if (IsRootMotion(binding)) + { + rootMotion = true; + continue; + } + + if (typeof(Transform).IsAssignableFrom(binding.type) && binding.propertyName.Equals(AnimatorBindingCache.TRPlaceHolder)) + { + if (string.IsNullOrEmpty(binding.path)) + rootMotion = true; + else + { + var transform = animatorRoot.transform.Find(binding.path); + if (transform != null) + { + var pos = transform.localPosition; + var rot = transform.localRotation; + animClip.SetCurve(binding.path, typeof(Transform), k_PosX, SetZeroKey(curve, keyFrames, pos.x)); + animClip.SetCurve(binding.path, typeof(Transform), k_PosY, SetZeroKey(curve, keyFrames, pos.y)); + animClip.SetCurve(binding.path, typeof(Transform), k_PosZ, SetZeroKey(curve, keyFrames, pos.z)); + animClip.SetCurve(binding.path, typeof(Transform), k_RotX, SetZeroKey(curve, keyFrames, rot.x)); + animClip.SetCurve(binding.path, typeof(Transform), k_RotY, SetZeroKey(curve, keyFrames, rot.y)); + animClip.SetCurve(binding.path, typeof(Transform), k_RotZ, SetZeroKey(curve, keyFrames, rot.z)); + animClip.SetCurve(binding.path, typeof(Transform), k_RotW, SetZeroKey(curve, keyFrames, rot.w)); + } + } + + continue; + } + + if (typeof(Transform).IsAssignableFrom(binding.type) && binding.propertyName == AnimatorBindingCache.ScalePlaceholder) + { + var transform = animatorRoot.transform.Find(binding.path); + if (transform != null) + { + var scale = transform.localScale; + animClip.SetCurve(binding.path, typeof(Transform), k_ScaleX, SetZeroKey(curve, keyFrames, scale.x)); + animClip.SetCurve(binding.path, typeof(Transform), k_ScaleY, SetZeroKey(curve, keyFrames, scale.y)); + animClip.SetCurve(binding.path, typeof(Transform), k_ScaleZ, SetZeroKey(curve, keyFrames, scale.z)); + } + + continue; + } + + // Not setting curves through AnimationUtility.SetEditorCurve to avoid reentrant + // onCurveWasModified calls in timeline. This means we don't get sprite curves + // in the default clip right now. + if (IsAvatarBinding(binding) || IsEulerHint(binding) || binding.isPPtrCurve) + continue; + + float floatValue; + AnimationUtility.GetFloatValue(avatarRoot, binding, out floatValue); + animClip.SetCurve(binding.path, binding.type, binding.propertyName, SetZeroKey(curve, keyFrames, floatValue)); + } + + // add root motion explicitly. + if (rootMotion) + { + var pos = Vector3.zero; // the appropriate root motion offsets are applied by timeline + var rot = Quaternion.identity; + animClip.SetCurve(string.Empty, typeof(Transform), k_PosX, SetZeroKey(curve, keyFrames, pos.x)); + animClip.SetCurve(string.Empty, typeof(Transform), k_PosY, SetZeroKey(curve, keyFrames, pos.y)); + animClip.SetCurve(string.Empty, typeof(Transform), k_PosZ, SetZeroKey(curve, keyFrames, pos.z)); + animClip.SetCurve(string.Empty, typeof(Transform), k_RotX, SetZeroKey(curve, keyFrames, rot.x)); + animClip.SetCurve(string.Empty, typeof(Transform), k_RotY, SetZeroKey(curve, keyFrames, rot.y)); + animClip.SetCurve(string.Empty, typeof(Transform), k_RotZ, SetZeroKey(curve, keyFrames, rot.z)); + animClip.SetCurve(string.Empty, typeof(Transform), k_RotW, SetZeroKey(curve, keyFrames, rot.w)); + } + + return animClip; + } + + public static bool IsRootMotion(EditorCurveBinding binding) + { + // Root Transform TR. + if (typeof(Transform).IsAssignableFrom(binding.type) && string.IsNullOrEmpty(binding.path)) + { + return FastStartsWith(binding.propertyName, k_Pos) || FastStartsWith(binding.propertyName, k_Rot); + } + + // MotionCurves/RootCurves. + if (binding.type == typeof(Animator)) + { + return FastStartsWith(binding.propertyName, k_MotionT) || + FastStartsWith(binding.propertyName, k_MotionQ) || + FastStartsWith(binding.propertyName, k_RootT) || + FastStartsWith(binding.propertyName, k_RootQ); + } + + return false; + } + + private static bool NeedsSkeletonBindings(IEnumerable bindings) + { + foreach (var b in bindings) + { + if (IsSkeletalBinding(b)) + return true; + } + + return false; + } + + private static void AddBindings(IEnumerable bindings) + { + foreach (var b in bindings) + { + if (!s_CurveSet.ContainsKey(b)) + s_CurveSet[b] = 1; + } + } + + private static void AddTRBinding(GameObject root, EditorCurveBinding binding) + { + var t = root.transform.Find(binding.path); + if (t != null) + { + DrivenPropertyManager.RegisterProperty(s_PreviewDriver, t, "m_LocalPosition"); + DrivenPropertyManager.RegisterProperty(s_PreviewDriver, t, "m_LocalRotation"); + } + } + + private static void AddScaleBinding(GameObject root, EditorCurveBinding binding) + { + var t = root.transform.Find(binding.path); + if (t != null) + DrivenPropertyManager.RegisterProperty(s_PreviewDriver, t, "m_LocalScale"); + } + + private static bool IsEuler(EditorCurveBinding binding) + { + return FastStartsWith(binding.propertyName, k_EulerAnglesRaw) && + typeof(Transform).IsAssignableFrom(binding.type); + } + + private static bool IsAvatarBinding(EditorCurveBinding binding) + { + return string.IsNullOrEmpty(binding.path) && typeof(Animator) == binding.type; + } + + private static bool IsSkeletalBinding(EditorCurveBinding binding) + { + // skin mesh incorporates blend shapes + return typeof(Transform).IsAssignableFrom(binding.type) || typeof(SkinnedMeshRenderer).IsAssignableFrom(binding.type); + } + + private static AnimationCurve SetZeroKey(AnimationCurve curve, Keyframe[] keys, float val) + { + keys[0].value = val; + curve.keys = keys; + return curve; + } + + private static bool IsEulerHint(EditorCurveBinding binding) + { + return typeof(Transform).IsAssignableFrom(binding.type) && binding.propertyName.StartsWith(k_EulerHint); + } + + private static GameObject GetAvatarRoot(GameObject animatorRoot) + { + var animator = animatorRoot.GetComponent(); + if (animator != null && animator.avatarRoot != animatorRoot.transform) + return animator.avatarRoot.gameObject; + return animatorRoot; + } + } +} +#endif diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimationPreviewUtilities.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimationPreviewUtilities.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..82e37680afcec2c408cfb3a3110b4c4e618039a3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimationPreviewUtilities.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 01da6c5b7c781174d818662ce6f39b8b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimatorBindingCache.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimatorBindingCache.cs new file mode 100644 index 0000000000000000000000000000000000000000..53198ea412ed9bf48de2771eaffde459cf06e129 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimatorBindingCache.cs @@ -0,0 +1,133 @@ +#if UNITY_EDITOR +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Timeline; +using UnityEditor; + +namespace UnityEngine.Timeline +{ + /// + /// Animator to Editor Curve Binding cache. Used to prevent frequent calls to GetAnimatorBindings which can be costly + /// + class AnimatorBindingCache + { + public const string TRPlaceHolder = "TransformTR"; + public const string ScalePlaceholder = "TransformScale"; + + struct AnimatorEntry + { + public int animatorID; + public bool applyRootMotion; + public bool humanoid; + } + + class AnimatorEntryComparer : IEqualityComparer + { + public bool Equals(AnimatorEntry x, AnimatorEntry y) { return x.animatorID == y.animatorID && x.applyRootMotion == y.applyRootMotion && x.humanoid == y.humanoid; } + public int GetHashCode(AnimatorEntry obj) { return HashUtility.CombineHash(obj.animatorID, obj.applyRootMotion.GetHashCode(), obj.humanoid.GetHashCode()); } + public static readonly AnimatorEntryComparer Instance = new AnimatorEntryComparer(); + } + + readonly Dictionary m_AnimatorCache = new Dictionary(AnimatorEntryComparer.Instance); + readonly Dictionary m_ClipCache = new Dictionary(); + + private static readonly EditorCurveBinding[] kEmptyArray = new EditorCurveBinding[0]; + private static readonly List s_BindingScratchPad = new List(1000); + + public AnimatorBindingCache() + { + AnimationUtility.onCurveWasModified += OnCurveWasModified; + } + + public EditorCurveBinding[] GetAnimatorBindings(GameObject gameObject) + { + if (gameObject == null) + return kEmptyArray; + + Animator animator = gameObject.GetComponent(); + if (animator == null) + return kEmptyArray; + + AnimatorEntry entry = new AnimatorEntry() + { + animatorID = animator.GetInstanceID(), + applyRootMotion = animator.applyRootMotion, + humanoid = animator.isHuman + }; + + EditorCurveBinding[] result = null; + if (m_AnimatorCache.TryGetValue(entry, out result)) + return result; + + s_BindingScratchPad.Clear(); + + // Replacement for AnimationMode.GetAnimatorBinding - this is faster and allocates kB instead of MB + var transforms = animator.GetComponentsInChildren(); + foreach (var t in transforms) + { + if (animator.IsBoneTransform(t)) + s_BindingScratchPad.Add(EditorCurveBinding.FloatCurve(AnimationUtility.CalculateTransformPath(t, animator.transform), typeof(Transform), TRPlaceHolder)); + } + + var streamBindings = AnimationUtility.GetAnimationStreamBindings(animator.gameObject); + UpdateTransformBindings(streamBindings); + s_BindingScratchPad.AddRange(streamBindings); + + result = new EditorCurveBinding[s_BindingScratchPad.Count]; + s_BindingScratchPad.CopyTo(result); + m_AnimatorCache[entry] = result; + return result; + } + + public EditorCurveBinding[] GetCurveBindings(AnimationClip clip) + { + if (clip == null) + return kEmptyArray; + + EditorCurveBinding[] result; + if (!m_ClipCache.TryGetValue(clip, out result)) + { + result = AnimationMode.GetCurveBindings(clip); + UpdateTransformBindings(result); + m_ClipCache[clip] = result; + } + + return result; + } + + private static void UpdateTransformBindings(EditorCurveBinding[] bindings) + { + for (int i = 0; i < bindings.Length; i++) + { + var binding = bindings[i]; + if (AnimationPreviewUtilities.IsRootMotion(binding)) + { + binding.type = typeof(Transform); + binding.propertyName = TRPlaceHolder; + } + else if (typeof(Transform).IsAssignableFrom(binding.type) && (binding.propertyName.StartsWith("m_LocalRotation.") || binding.propertyName.StartsWith("m_LocalPosition."))) + { + binding.propertyName = TRPlaceHolder; + } + else if (typeof(Transform).IsAssignableFrom(binding.type) && binding.propertyName.StartsWith("m_LocalScale.")) + { + binding.propertyName = ScalePlaceholder; + } + bindings[i] = binding; + } + } + + public void Clear() + { + m_AnimatorCache.Clear(); + m_ClipCache.Clear(); + } + + void OnCurveWasModified(AnimationClip clip, EditorCurveBinding binding, AnimationUtility.CurveModifiedType modification) + { + m_ClipCache.Remove(clip); + } + } +} +#endif diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimatorBindingCache.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimatorBindingCache.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..dc6dc1d70d1502e981f4b7ba72d3e4e95a6214e3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/AnimatorBindingCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d0080567f62c3f94cb75b2927a349e22 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/Extrapolation.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/Extrapolation.cs new file mode 100644 index 0000000000000000000000000000000000000000..34408c9cf5635747ac4e3ffd6e172a7455f83660 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/Extrapolation.cs @@ -0,0 +1,92 @@ +using System; +using UnityEngine; + +// Extension methods responsible for managing extrapolation time +namespace UnityEngine.Timeline +{ + static class Extrapolation + { + /// + /// The minimum amount of extrapolation time to apply + /// + internal static readonly double kMinExtrapolationTime = TimeUtility.kTimeEpsilon * 1000; + + // Calculates the extrapolation times + internal static void CalculateExtrapolationTimes(this TrackAsset asset) + { + TimelineClip[] clips = asset.clips; + if (clips == null || clips.Length == 0) + return; + + // extrapolation not supported + if (!clips[0].SupportsExtrapolation()) + return; + + var orderedClips = SortClipsByStartTime(clips); + if (orderedClips.Length > 0) + { + // post extrapolation is the minimum time to the next clip + for (int i = 0; i < orderedClips.Length; i++) + { + double minTime = double.PositiveInfinity; + for (int j = 0; j < orderedClips.Length; j++) + { + if (i == j) + continue; + + double deltaTime = orderedClips[j].start - orderedClips[i].end; + if (deltaTime >= -TimeUtility.kTimeEpsilon && deltaTime < minTime) + minTime = Math.Min(minTime, deltaTime); + // check for overlapped clips + if (orderedClips[j].start <= orderedClips[i].end && orderedClips[j].end > orderedClips[i].end) + minTime = 0; + } + minTime = minTime <= kMinExtrapolationTime ? 0 : minTime; + orderedClips[i].SetPostExtrapolationTime(minTime); + } + + // the first clip gets pre-extrapolation, then it's only respected if there is no post extrapolation + orderedClips[0].SetPreExtrapolationTime(Math.Max(0, orderedClips[0].start)); + for (int i = 1; i < orderedClips.Length; i++) + { + double preTime = 0; + int prevClip = -1; + for (int j = 0; j < i; j++) + { + // overlap, no pre-time + if (orderedClips[j].end > orderedClips[i].start) + { + prevClip = -1; + preTime = 0; + break; + } + + double gap = orderedClips[i].start - orderedClips[j].end; + if (prevClip == -1 || gap < preTime) + { + preTime = gap; + prevClip = j; + } + } + // check for a post extrapolation time + if (prevClip >= 0) + { + if (orderedClips[prevClip].postExtrapolationMode != TimelineClip.ClipExtrapolation.None) + preTime = 0; + } + + preTime = preTime <= kMinExtrapolationTime ? 0 : preTime; + orderedClips[i].SetPreExtrapolationTime(preTime); + } + } + } + + static TimelineClip[] SortClipsByStartTime(TimelineClip[] clips) + { + var orderedClips = new TimelineClip[clips.Length]; + Array.Copy(clips, orderedClips, clips.Length); + Array.Sort(orderedClips, (clip1, clip2) => clip1.start.CompareTo(clip2.start)); + return orderedClips; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/Extrapolation.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/Extrapolation.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..69c90cfea11178baf734b5cdcb3b318dab56df55 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/Extrapolation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 32535dd294c621e4297fba34b15b1c52 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/HashUtility.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/HashUtility.cs new file mode 100644 index 0000000000000000000000000000000000000000..81fa9408587921572d40c438d32f560b7786bed0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/HashUtility.cs @@ -0,0 +1,51 @@ +namespace UnityEngine.Timeline +{ + static class HashUtility + { + // Note. We could have used "params int[] hashes" but we want to avoid allocating. + + public static int CombineHash(this int h1, int h2) + { + return h1 ^ (int)(h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2)); // Similar to c++ boost::hash_combine + } + + public static int CombineHash(int h1, int h2, int h3) + { + return CombineHash(h1, h2).CombineHash(h3); + } + + public static int CombineHash(int h1, int h2, int h3, int h4) + { + return CombineHash(h1, h2, h3).CombineHash(h4); + } + + public static int CombineHash(int h1, int h2, int h3, int h4, int h5) + { + return CombineHash(h1, h2, h3, h4).CombineHash(h5); + } + + public static int CombineHash(int h1, int h2, int h3, int h4, int h5, int h6) + { + return CombineHash(h1, h2, h3, h4, h5).CombineHash(h6); + } + + public static int CombineHash(int h1, int h2, int h3, int h4, int h5, int h6, int h7) + { + return CombineHash(h1, h2, h3, h4, h5, h6).CombineHash(h7); + } + + public static int CombineHash(int[] hashes) + { + if (hashes == null || hashes.Length == 0) + return 0; + + var h = hashes[0]; + for (int i = 1; i < hashes.Length; ++i) + { + h = CombineHash(h, hashes[i]); + } + + return h; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/HashUtility.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/HashUtility.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..fec5c199e9da1d15308556c724f152b38f878358 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/HashUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d0ca7b2e84542bf4ab9987087e8d79ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyCollector.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyCollector.cs new file mode 100644 index 0000000000000000000000000000000000000000..08f991a2d656aac9e023e9435da403ed34f6a352 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyCollector.cs @@ -0,0 +1,102 @@ +using System.Collections.Generic; + +namespace UnityEngine.Timeline +{ + /// + /// Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing. + /// + public interface IPropertyCollector + { + /// + /// Sets the active game object for subsequent property modifications. + /// + /// The GameObject to push. + void PushActiveGameObject(GameObject gameObject); + + /// + /// Removes the active GameObject from the modification stack, restoring the previous value. + /// + void PopActiveGameObject(); + + /// + /// Add properties modified by an animation clip. + /// + /// The animation clip that contains the properties + void AddFromClip(AnimationClip clip); + + /// + /// Add property modifications specified by a list of animation clips. + /// + /// The list of animation clips used to determine which property modifications to apply. + void AddFromClips(IEnumerable clips); + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// The type of the component the property exists on + /// + /// This method uses the most recent gameObject from PushActiveGameObject + /// + void AddFromName(string name) where T : Component; + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// + /// This method uses the most recent gameObject from PushActiveGameObject + /// + void AddFromName(string name); + + /// + /// Add property modifications modified by an animation clip. + /// + /// The GameObject where the properties exist + /// The animation clip that contains the properties + void AddFromClip(GameObject obj, AnimationClip clip); + + /// + /// Add property modifications specified by a list of animation clips. + /// + /// The gameObject that will be animated + /// The list of animation clips used to determine which property modifications to apply. + void AddFromClips(GameObject obj, IEnumerable clips); + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// The gameObject where the properties exist + /// The type of the component the property exists on> + void AddFromName(GameObject obj, string name) where T : Component; + + /// + /// Add property modifications using the serialized property name. + /// + /// The gameObject where the properties exist + /// The name of the serialized property + void AddFromName(GameObject obj, string name); + + /// + /// Add property modifications using the serialized property name. + /// + /// The name of the serialized property + /// The component where the properties exist + void AddFromName(Component component, string name); + + /// + /// Set all serializable properties on a component to be under preview control. + /// + /// The gameObject where the properties exist + /// The component to set in preview mode + void AddFromComponent(GameObject obj, Component component); + + /// + /// Add property modifications modified by an animation clip. + /// + /// The Object where the properties exist + /// The animation clip that contains the properties + void AddObjectProperties(Object obj, AnimationClip clip); + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyCollector.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyCollector.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..05ecf1d252278ea0a7fada718aa4ef8385d833e7 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyCollector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 66b2b8fd1d9b4bc4c96b07335ad822f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyPreview.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyPreview.cs new file mode 100644 index 0000000000000000000000000000000000000000..b779f154d463f9fede3dbded2a6dd9fc7faa08e6 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyPreview.cs @@ -0,0 +1,17 @@ +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + /// + /// Implement this interface in a PlayableAsset to specify which properties will be modified when Timeline is in preview mode. + /// + public interface IPropertyPreview + { + /// + /// Called by the Timeline Editor to gather properties requiring preview. + /// + /// The PlayableDirector invoking the preview + /// PropertyCollector used to gather previewable properties + void GatherProperties(PlayableDirector director, IPropertyCollector driver); + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyPreview.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyPreview.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..31806d85b463f800a7cf6caee67bd274f554d577 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/IPropertyPreview.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5f0881228e5827438f74e9b7b33c2dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/NotificationUtilities.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/NotificationUtilities.cs new file mode 100644 index 0000000000000000000000000000000000000000..41aabce034aedb8c2db932e4a04688e0bdb3fc92 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/NotificationUtilities.cs @@ -0,0 +1,54 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + static class NotificationUtilities + { + public static ScriptPlayable CreateNotificationsPlayable(PlayableGraph graph, IEnumerable markers, GameObject go) + { + var notificationPlayable = ScriptPlayable.Null; + var director = go.GetComponent(); + foreach (var e in markers) + { + var notif = e as INotification; + if (notif == null) + continue; + + if (notificationPlayable.Equals(ScriptPlayable.Null)) + { + notificationPlayable = TimeNotificationBehaviour.Create(graph, + director.playableAsset.duration, director.extrapolationMode); + } + + var time = (DiscreteTime)e.time; + var tlDuration = (DiscreteTime)director.playableAsset.duration; + if (time >= tlDuration && time <= tlDuration.OneTickAfter() && tlDuration != 0) + { + time = tlDuration.OneTickBefore(); + } + + var notificationOptionProvider = e as INotificationOptionProvider; + if (notificationOptionProvider != null) + { + notificationPlayable.GetBehaviour().AddNotification((double)time, notif, notificationOptionProvider.flags); + } + else + { + notificationPlayable.GetBehaviour().AddNotification((double)time, notif); + } + } + + return notificationPlayable; + } + + public static bool TrackTypeSupportsNotifications(Type type) + { + var binding = (TrackBindingTypeAttribute)Attribute.GetCustomAttribute(type, typeof(TrackBindingTypeAttribute)); + return binding != null && + (typeof(Component).IsAssignableFrom(binding.type) || + typeof(GameObject).IsAssignableFrom(binding.type)); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/NotificationUtilities.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/NotificationUtilities.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..6e5c8c36d40c54b2a69ddd1a6f1151f95c77fc98 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/NotificationUtilities.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b90311a8f07b00f4bbeb2fff3b128d25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimeUtility.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimeUtility.cs new file mode 100644 index 0000000000000000000000000000000000000000..549de4c745f0227ba768d3366af660b944b07336 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimeUtility.cs @@ -0,0 +1,212 @@ +using System; +using System.Text.RegularExpressions; + +namespace UnityEngine.Timeline +{ + // Sequence specific utilities for time manipulation + static class TimeUtility + { + // chosen because it will cause no rounding errors between time/frames for frames values up to at least 10 million + public static readonly double kTimeEpsilon = 1e-14; + public static readonly double kFrameRateEpsilon = 1e-6; + public static readonly double k_MaxTimelineDurationInSeconds = 9e6; //104 days of running time + + static void ValidateFrameRate(double frameRate) + { + if (frameRate <= kTimeEpsilon) + throw new ArgumentException("frame rate cannot be 0 or negative"); + } + + public static int ToFrames(double time, double frameRate) + { + ValidateFrameRate(frameRate); + time = Math.Min(Math.Max(time, -k_MaxTimelineDurationInSeconds), k_MaxTimelineDurationInSeconds); + // this matches OnFrameBoundary + double tolerance = GetEpsilon(time, frameRate) / 2.0; + if (time < 0) + { + return (int)Math.Ceiling(time * frameRate - tolerance); + } + return (int)Math.Floor(time * frameRate + tolerance); + } + + public static double ToExactFrames(double time, double frameRate) + { + ValidateFrameRate(frameRate); + return time * frameRate; + } + + public static double FromFrames(int frames, double frameRate) + { + ValidateFrameRate(frameRate); + return (frames / frameRate); + } + + public static double FromFrames(double frames, double frameRate) + { + ValidateFrameRate(frameRate); + return frames / frameRate; + } + + public static bool OnFrameBoundary(double time, double frameRate) + { + return OnFrameBoundary(time, frameRate, GetEpsilon(time, frameRate)); + } + + public static double GetEpsilon(double time, double frameRate) + { + return Math.Max(Math.Abs(time), 1) * frameRate * kTimeEpsilon; + } + + public static bool OnFrameBoundary(double time, double frameRate, double epsilon) + { + ValidateFrameRate(frameRate); + + double exact = ToExactFrames(time, frameRate); + double rounded = Math.Round(exact); + + return Math.Abs(exact - rounded) < epsilon; + } + + public static double RoundToFrame(double time, double frameRate) + { + ValidateFrameRate(frameRate); + + var frameBefore = (int)Math.Floor(time * frameRate) / frameRate; + var frameAfter = (int)Math.Ceiling(time * frameRate) / frameRate; + + return Math.Abs(time - frameBefore) < Math.Abs(time - frameAfter) ? frameBefore : frameAfter; + } + + public static string TimeAsFrames(double timeValue, double frameRate, string format = "F2") + { + if (OnFrameBoundary(timeValue, frameRate)) // make integral values when on time borders + return ToFrames(timeValue, frameRate).ToString(); + return ToExactFrames(timeValue, frameRate).ToString(format); + } + + public static string TimeAsTimeCode(double timeValue, double frameRate, string format = "F2") + { + ValidateFrameRate(frameRate); + + int intTime = (int)Math.Abs(timeValue); + + int hours = intTime / 3600; + int minutes = (intTime % 3600) / 60; + int seconds = intTime % 60; + + string result; + string sign = timeValue < 0 ? "-" : string.Empty; + if (hours > 0) + result = hours + ":" + minutes.ToString("D2") + ":" + seconds.ToString("D2"); + else if (minutes > 0) + result = minutes + ":" + seconds.ToString("D2"); + else + result = seconds.ToString(); + + int frameDigits = (int)Math.Floor(Math.Log10(frameRate) + 1); + + // Add partial digits on the frame if needed. + // we are testing the original value (not the truncated), because the truncation can cause rounding errors leading + // to invalid strings for items on frame boundaries + string frames = (ToFrames(timeValue, frameRate) - ToFrames(intTime, frameRate)).ToString().PadLeft(frameDigits, '0'); + if (!OnFrameBoundary(timeValue, frameRate)) + { + string decimals = ToExactFrames(timeValue, frameRate).ToString(format); + int decPlace = decimals.IndexOf('.'); + if (decPlace >= 0) + frames += " [" + decimals.Substring(decPlace) + "]"; + } + + return sign + result + ":" + frames; + } + + // Given a time code string, return the time in seconds + // 1.5 -> 1.5 seconds + // 1:1.5 -> 1 minute, 1.5 seconds + // 1:1[.5] -> 1 second, 1.5 frames + // 2:3:4 -> 2 minutes, 3 seconds, 4 frames + // 1[.6] -> 1.6 frames + public static double ParseTimeCode(string timeCode, double frameRate, double defaultValue) + { + timeCode = RemoveChar(timeCode, c => char.IsWhiteSpace(c)); + string[] sections = timeCode.Split(':'); + if (sections.Length == 0 || sections.Length > 4) + return defaultValue; + + int hours = 0; + int minutes = 0; + double seconds = 0; + double frames = 0; + + try + { + // depending on the format of the last numbers + // seconds format + string lastSection = sections[sections.Length - 1]; + if (Regex.Match(lastSection, @"^\d+\.\d+$").Success) + { + seconds = double.Parse(lastSection); + if (sections.Length > 3) return defaultValue; + if (sections.Length > 1) minutes = int.Parse(sections[sections.Length - 2]); + if (sections.Length > 2) hours = int.Parse(sections[sections.Length - 3]); + } + // frame formats + else + { + if (Regex.Match(lastSection, @"^\d+\[\.\d+\]$").Success) + { + string stripped = RemoveChar(lastSection, c => c == '[' || c == ']'); + frames = double.Parse(stripped); + } + else if (Regex.Match(lastSection, @"^\d*$").Success) + { + frames = int.Parse(lastSection); + } + else + { + return defaultValue; + } + + if (sections.Length > 1) seconds = int.Parse(sections[sections.Length - 2]); + if (sections.Length > 2) minutes = int.Parse(sections[sections.Length - 3]); + if (sections.Length > 3) hours = int.Parse(sections[sections.Length - 4]); + } + } + catch (FormatException) + { + return defaultValue; + } + + return frames / frameRate + seconds + minutes * 60 + hours * 3600; + } + + // fixes rounding errors from using single precision for length + public static double GetAnimationClipLength(AnimationClip clip) + { + if (clip == null || clip.empty) + return 0; + + double length = clip.length; + if (clip.frameRate > 0) + { + double frames = Mathf.Round(clip.length * clip.frameRate); + length = frames / clip.frameRate; + } + return length; + } + + static string RemoveChar(string str, Func charToRemoveFunc) + { + var len = str.Length; + var src = str.ToCharArray(); + var dstIdx = 0; + for (var i = 0; i < len; i++) + { + if (!charToRemoveFunc(src[i])) + src[dstIdx++] = src[i]; + } + return new string(src, 0, dstIdx); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimeUtility.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimeUtility.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ff1d82061d950471cc0d23044914d7157b96da4e --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimeUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f779e779d62b5ca49b658236c337845d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineCreateUtilities.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineCreateUtilities.cs new file mode 100644 index 0000000000000000000000000000000000000000..0870e40f37b43065b27b4b7176fff37636fbeeb0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineCreateUtilities.cs @@ -0,0 +1,131 @@ +using System; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Timeline +{ + static class TimelineCreateUtilities + { + // based off of ObjectNames.GetUniqueName, but can exist in runtime + public static string GenerateUniqueActorName(List tracks, string name) + { + if (!tracks.Exists(x => ((object)x) != null && x.name == name)) + return name; + + int numberInParentheses = 0; + string baseName = name; + + if (!string.IsNullOrEmpty(name) && name[name.Length - 1] == ')') + { + int index = name.LastIndexOf('('); + if (index > 0) + { + string numberString = name.Substring(index + 1, name.Length - index - 2); + if (int.TryParse(numberString, out numberInParentheses)) + { + numberInParentheses++; + baseName = name.Substring(0, index); + } + } + } + + baseName = baseName.TrimEnd(); + + for (int i = numberInParentheses; i < numberInParentheses + 5000; i++) + { + if (i > 0) + { + string result = string.Format("{0} ({1})", baseName, i); + if (!tracks.Exists(x => ((object)x) != null && x.name == result)) + return result; + } + } + + // Fallback + return name; + } + + public static void SaveAssetIntoObject(Object childAsset, Object masterAsset) + { + if (childAsset == null || masterAsset == null) + return; + + if ((masterAsset.hideFlags & HideFlags.DontSave) != 0) + { + childAsset.hideFlags |= HideFlags.DontSave; + } + else + { + childAsset.hideFlags |= HideFlags.HideInHierarchy; +#if UNITY_EDITOR + if (!AssetDatabase.Contains(childAsset) && AssetDatabase.Contains(masterAsset)) + AssetDatabase.AddObjectToAsset(childAsset, masterAsset); +#endif + } + } + + public static AnimationClip CreateAnimationClipForTrack(string name, TrackAsset track, bool isLegacy) + { + var timelineAsset = track != null ? track.timelineAsset : null; + var trackFlags = track != null ? track.hideFlags : HideFlags.None; + + var curves = new AnimationClip + { + legacy = isLegacy, + + name = name, + + frameRate = timelineAsset == null + ? TimelineAsset.EditorSettings.kDefaultFps + : timelineAsset.editorSettings.fps + }; + + SaveAssetIntoObject(curves, timelineAsset); + curves.hideFlags = trackFlags & ~HideFlags.HideInHierarchy; // Never hide in hierarchy + + TimelineUndo.RegisterCreatedObjectUndo(curves, "Create Curves"); + + return curves; + } + + public static bool ValidateParentTrack(TrackAsset parent, Type childType) + { + if (childType == null || !typeof(TrackAsset).IsAssignableFrom(childType)) + return false; + + // no parent is valid for any type + if (parent == null) + return true; + + // A track supports layers if it implements ILayerable. Only supported for parents that are + // the same exact type as the child class, and 1 level of nesting only + if (parent is ILayerable && !parent.isSubTrack && parent.GetType() == childType) + return true; + + var attr = Attribute.GetCustomAttribute(parent.GetType(), typeof(SupportsChildTracksAttribute)) as SupportsChildTracksAttribute; + if (attr == null) + return false; + + // group track case, accepts all + if (attr.childType == null) + return true; + + // specific case. Specifies nesting level + if (childType == attr.childType) + { + int nestCount = 0; + var p = parent; + while (p != null && p.isSubTrack) + { + nestCount++; + p = p.parent as TrackAsset; + } + + return nestCount < attr.levels; + } + return false; + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineCreateUtilities.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineCreateUtilities.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..f81aa91b4bc6b938dc213c1181ff9e3eec39ca7f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineCreateUtilities.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 40cb137d0e9816e48a4141ed13afedad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineUndo.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineUndo.cs new file mode 100644 index 0000000000000000000000000000000000000000..5e2505c71a7afc8fa2db17735b5c1699ec34037d --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineUndo.cs @@ -0,0 +1,109 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics; +using UnityEngine.Playables; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityEngine.Timeline +{ + static class TimelineUndo + { + public static void PushDestroyUndo(TimelineAsset timeline, Object thingToDirty, Object objectToDestroy) + { +#if UNITY_EDITOR + if (objectToDestroy == null || !DisableUndoGuard.enableUndo) + return; + + if (thingToDirty != null) + EditorUtility.SetDirty(thingToDirty); + + if (timeline != null) + EditorUtility.SetDirty(timeline); + + Undo.DestroyObjectImmediate(objectToDestroy); +#else + if (objectToDestroy != null) + Object.Destroy(objectToDestroy); +#endif + } + + [Conditional("UNITY_EDITOR")] + public static void PushUndo(Object[] thingsToDirty, string operation) + { +#if UNITY_EDITOR + if (thingsToDirty == null || !DisableUndoGuard.enableUndo) + return; + + for (var i = 0; i < thingsToDirty.Length; i++) + { + if (thingsToDirty[i] is TrackAsset track) + track.MarkDirty(); + EditorUtility.SetDirty(thingsToDirty[i]); + } + Undo.RegisterCompleteObjectUndo(thingsToDirty, UndoName(operation)); + #endif + } + + [Conditional("UNITY_EDITOR")] + public static void PushUndo(Object thingToDirty, string operation) + { +#if UNITY_EDITOR + if (thingToDirty != null && DisableUndoGuard.enableUndo) + { + var track = thingToDirty as TrackAsset; + if (track != null) + track.MarkDirty(); + + EditorUtility.SetDirty(thingToDirty); + Undo.RegisterCompleteObjectUndo(thingToDirty, UndoName(operation)); + } +#endif + } + + [Conditional("UNITY_EDITOR")] + public static void RegisterCreatedObjectUndo(Object thingCreated, string operation) + { +#if UNITY_EDITOR + if (DisableUndoGuard.enableUndo) + { + Undo.RegisterCreatedObjectUndo(thingCreated, UndoName(operation)); + } +#endif + } + + private static string UndoName(string name) => "Timeline " + name; + +#if UNITY_EDITOR + internal struct DisableUndoGuard : IDisposable + { + internal static bool enableUndo = true; + static readonly Stack m_UndoStateStack = new Stack(); + bool m_Disposed; + public DisableUndoGuard(bool disable) + { + m_Disposed = false; + m_UndoStateStack.Push(enableUndo); + enableUndo = !disable; + } + + public void Dispose() + { + if (!m_Disposed) + { + if (m_UndoStateStack.Count == 0) + { + Debug.LogError("UnMatched DisableUndoGuard calls"); + enableUndo = true; + return; + } + enableUndo = m_UndoStateStack.Pop(); + m_Disposed = true; + } + } + } +#endif + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineUndo.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineUndo.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c62c751007ab1ddc2b58804d71bf6b51dd34bf2f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/TimelineUndo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f2a7e0d1b6bbba408a41e206945c23c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/WeightUtility.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/WeightUtility.cs new file mode 100644 index 0000000000000000000000000000000000000000..22db9099fd256bdf873065cb17ab825984446fdd --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/Runtime/Utilities/WeightUtility.cs @@ -0,0 +1,30 @@ +using UnityEngine.Playables; + +namespace UnityEngine.Timeline +{ + static class WeightUtility + { + // Given a mixer, normalizes the mixer if required + // returns the output weight that should be applied to the mixer as input + public static float NormalizeMixer(Playable mixer) + { + if (!mixer.IsValid()) + return 0; + int count = mixer.GetInputCount(); + float weight = 0.0f; + for (int c = 0; c < count; c++) + { + weight += mixer.GetInputWeight(c); + } + + if (weight > Mathf.Epsilon && weight < 1) + { + for (int c = 0; c < count; c++) + { + mixer.SetInputWeight(c, mixer.GetInputWeight(c) / weight); + } + } + return Mathf.Clamp01(weight); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/package.json b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/package.json new file mode 100644 index 0000000000000000000000000000000000000000..122d7f874f68c98f6263358bb7b291d0f382f53f --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/package.json @@ -0,0 +1,31 @@ +{ + "name": "com.unity.timeline", + "displayName": "Timeline", + "version": "1.4.6", + "unity": "2019.3", + "keywords": [ + "unity", + "animation", + "editor", + "timeline", + "tools" + ], + "description": "Use Unity Timeline to create cinematic content, game-play sequences, audio sequences, and complex particle effects.", + "dependencies": { + "com.unity.modules.director": "1.0.0", + "com.unity.modules.animation": "1.0.0", + "com.unity.modules.audio": "1.0.0", + "com.unity.modules.particlesystem": "1.0.0" + }, + "relatedPackages": { + "com.unity.timeline.tests": "1.4.6" + }, + "upmCi": { + "footprint": "2333ea3656d9b9c0950055a44fc0d803a3c0d53e" + }, + "repository": { + "url": "https://github.cds.internal.unity3d.com/unity/com.unity.timeline.git", + "type": "git", + "revision": "2fe55e5d14362cc4fdcc886f56dbfe518298e4a5" + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.timeline@1.4.6/package.json.meta 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