Add support for PrefabObject tracks and automated animation instancing with UsePrefabObjects enabled

This commit is contained in:
Wojtek Figat
2021-12-11 17:27:22 +01:00
parent 77e1ec530b
commit a9aaed6f33
6 changed files with 91 additions and 3 deletions

View File

@@ -26,6 +26,11 @@ namespace FlaxEditor.GUI.Timeline
/// The loop flag. Looped tracks are doing a playback of its data in a loop.
/// </summary>
Loop = 2,
/// <summary>
/// The prefab object reference flag for tracks used to animate objects in prefabs (for reusable instanced animations).
/// </summary>
PrefabObject = 4,
}
/// <summary>

View File

@@ -62,8 +62,57 @@ namespace FlaxEditor.GUI.Timeline.Tracks
/// </summary>
public Actor Actor
{
get => FlaxEngine.Object.TryFind<Actor>(ref ActorID);
set => ActorID = value?.ID ?? Guid.Empty;
get
{
if (Flags.HasFlag(TrackFlags.PrefabObject))
{
// TODO: reuse cached actor to improve perf
foreach (var window in Editor.Instance.Windows.Windows)
{
if (window is Windows.Assets.PrefabWindow prefabWindow && prefabWindow.Graph.MainActor)
{
var actor = FindActorWithPrefabObjectID(prefabWindow.Graph.MainActor, ref ActorID);
if (actor != null)
return actor;
}
}
return null;
}
return FlaxEngine.Object.TryFind<Actor>(ref ActorID);
}
set
{
if (value != null)
{
if (value.HasPrefabLink && value.Scene == null)
{
// Track with prefab object reference assigned in Editor
ActorID = value.PrefabObjectID;
Flags |= TrackFlags.PrefabObject;
}
else
{
ActorID = value.ID;
}
}
else
{
ActorID = Guid.Empty;
}
}
}
private static Actor FindActorWithPrefabObjectID(Actor a, ref Guid id)
{
if (a.PrefabObjectID == id)
return a;
for (int i = 0; i < a.ChildrenCount; i++)
{
var e = FindActorWithPrefabObjectID(a.GetChild(i), ref id);
if (e != null)
return e;
}
return null;
}
/// <summary>

View File

@@ -80,7 +80,7 @@ namespace FlaxEditor.GUI.Timeline.Tracks
var obj = Object;
var hasObject = obj != null;
TitleTintColor = hasObject ? Color.White : Color.Red;
TitleTintColor = hasObject ? (Flags.HasFlag(TrackFlags.PrefabObject) ? Style.Current.ProgressNormal : Color.White) : Color.Red;
if (hasObject != _hasObject)
OnObjectExistenceChanged(obj);
_hasObject = hasObject;

View File

@@ -49,6 +49,7 @@ public:
None = 0,
Mute = 1,
Loop = 2,
PrefabObject = 4,
};
/// <summary>
@@ -473,3 +474,5 @@ protected:
void unload(bool isReloading) override;
AssetChunksFlag getChunksToPreload() const override;
};
DECLARE_ENUM_OPERATORS(SceneAnimation::Track::Flags);

View File

@@ -1124,6 +1124,7 @@ void SceneAnimationPlayer::Serialize(SerializeStream& stream, const void* otherO
SERIALIZE(RandomStartTime);
SERIALIZE(RestoreStateOnStop);
SERIALIZE(UpdateMode);
SERIALIZE(UsePrefabObjects);
}
void SceneAnimationPlayer::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
@@ -1140,6 +1141,30 @@ void SceneAnimationPlayer::Deserialize(DeserializeStream& stream, ISerializeModi
DESERIALIZE(RandomStartTime);
DESERIALIZE(RestoreStateOnStop);
DESERIALIZE(UpdateMode);
DESERIALIZE(UsePrefabObjects);
if (UsePrefabObjects && Animation && !Animation->WaitForLoaded())
{
// When loading from prefab automatically map objects from prefab instance into animation tracks with object references
for (auto& track : Animation->Tracks)
{
if (track.Disabled || !(track.Flag & SceneAnimation::Track::Flags::PrefabObject))
continue;
switch (track.Type)
{
case SceneAnimation::Track::Types::Actor:
case SceneAnimation::Track::Types::Script:
case SceneAnimation::Track::Types::CameraCut:
{
const auto trackData = track.GetData<SceneAnimation::ObjectTrack::Data>();
Guid id;
if (modifier->IdsMapping.TryGet(trackData->ID, id))
_objectsMapping[trackData->ID] = id;
break;
}
}
}
}
}
void SceneAnimationPlayer::Collect(RenderContext& renderContext)

View File

@@ -128,6 +128,12 @@ public:
API_FIELD(Attributes="EditorDisplay(\"Scene Animation\"), EditorOrder(80), DefaultValue(UpdateModes.EveryUpdate)")
UpdateModes UpdateMode = UpdateModes::EveryUpdate;
/// <summary>
/// Determines whether the scene animation should automatically map prefab objects from scene animation into prefab instances. Useful for reusable animations to automatically link prefab objects.
/// </summary>
API_FIELD(Attributes="EditorDisplay(\"Scene Animation\"), EditorOrder(100)")
bool UsePrefabObjects = false;
public:
/// <summary>