File size: 4,865 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 | using System.Linq;
using UnityEngine;
namespace UnityEditor.Timeline
{
partial class TimelineWindow
{
TimeAreaItem m_PlayRangeEnd;
TimeAreaItem m_PlayRangeStart;
void PlayRangeGUI(TimelineItemArea area)
{
if (!currentMode.ShouldShowPlayRange(state) || treeView == null)
return;
if (state.masterSequence.asset != null && !state.masterSequence.asset.GetRootTracks().Any())
return;
// left Time Cursor
if (m_PlayRangeStart == null || m_PlayRangeStart.style != styles.playTimeRangeStart)
{
m_PlayRangeStart = new TimeAreaItem(styles.playTimeRangeStart, OnTrackHeadMinSelectDrag);
Vector2 offset = new Vector2(-2.0f, 0);
m_PlayRangeStart.boundOffset = offset;
}
// right Time Cursor
if (m_PlayRangeEnd == null || m_PlayRangeEnd.style != styles.playTimeRangeEnd)
{
m_PlayRangeEnd = new TimeAreaItem(styles.playTimeRangeEnd, OnTrackHeadMaxSelectDrag);
Vector2 offset = new Vector2(2.0f, 0);
m_PlayRangeEnd.boundOffset = offset;
}
if (area == TimelineItemArea.Header)
DrawPlayRange(true, false);
else if (area == TimelineItemArea.Lines)
DrawPlayRange(false, true);
}
void DrawPlayRange(bool drawHeads, bool drawLines)
{
Rect timeCursorRect = state.timeAreaRect;
timeCursorRect.height = clientArea.height;
m_PlayRangeEnd.HandleManipulatorsEvents(state);
m_PlayRangeStart.HandleManipulatorsEvents(state);
// The first time a user enable the play range, we put the play range 75% around the current time...
if (state.playRange == TimelineAssetViewModel.NoPlayRangeSet)
{
float minimumPlayRangeTime = 0.01f;
float t0 = Mathf.Max(0.0f, state.PixelToTime(state.timeAreaRect.xMin));
float t1 = Mathf.Min((float)state.masterSequence.duration, state.PixelToTime(state.timeAreaRect.xMax));
if (Mathf.Abs(t1 - t0) <= minimumPlayRangeTime)
{
state.playRange = new Vector2(t0, t1);
return;
}
float deltaT = (t1 - t0) * 0.25f / 2.0f;
t0 += deltaT;
t1 -= deltaT;
if (t1 < t0)
{
float temp = t0;
t0 = t1;
t1 = temp;
}
if (Mathf.Abs(t1 - t0) < minimumPlayRangeTime)
{
if (t0 - minimumPlayRangeTime > 0.0f)
t0 -= minimumPlayRangeTime;
else if (t1 + minimumPlayRangeTime < state.masterSequence.duration)
t1 += minimumPlayRangeTime;
}
state.playRange = new Vector2(t0, t1);
}
// Draw the head or the lines according to the parameters..
m_PlayRangeStart.drawHead = drawHeads;
m_PlayRangeStart.drawLine = drawLines;
m_PlayRangeEnd.drawHead = drawHeads;
m_PlayRangeEnd.drawLine = drawLines;
var playRangeTime = state.playRange;
m_PlayRangeStart.Draw(sequenceContentRect, state, playRangeTime.x);
m_PlayRangeEnd.Draw(sequenceContentRect, state, playRangeTime.y);
// Draw Time Range Box from Start to End...
if (state.playRangeEnabled && m_PlayHead != null)
{
Rect rect =
Rect.MinMaxRect(
Mathf.Clamp(state.TimeToPixel(playRangeTime.x), state.timeAreaRect.xMin, state.timeAreaRect.xMax),
m_PlayHead.bounds.yMax,
Mathf.Clamp(state.TimeToPixel(playRangeTime.y), state.timeAreaRect.xMin, state.timeAreaRect.xMax),
sequenceContentRect.height + state.timeAreaRect.height + timeCursorRect.y
);
EditorGUI.DrawRect(rect, DirectorStyles.Instance.customSkin.colorRange);
rect.height = 3f;
EditorGUI.DrawRect(rect, Color.white);
}
}
void OnTrackHeadMinSelectDrag(double newTime)
{
Vector2 range = state.playRange;
range.x = (float)newTime;
state.playRange = range;
m_PlayRangeStart.showTooltip = true;
}
void OnTrackHeadMaxSelectDrag(double newTime)
{
Vector2 range = state.playRange;
range.y = (float)newTime;
state.playRange = range;
m_PlayRangeEnd.showTooltip = true;
}
}
}
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