Files
FlaxEngine/Source/Editor/GUI/Timeline/Tracks/NestedSceneAnimationTrack.cs

158 lines
4.8 KiB
C#

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using System.Linq;
using FlaxEditor.Utilities;
using FlaxEngine;
namespace FlaxEditor.GUI.Timeline.Tracks
{
/// <summary>
/// The timeline media that represents a nested scene animation media event.
/// </summary>
/// <seealso cref="FlaxEditor.GUI.Timeline.Media" />
public class NestedSceneAnimationMedia : Media
{
private sealed class Proxy : ProxyBase<NestedSceneAnimationTrack, NestedSceneAnimationMedia>
{
/// <summary>
/// Gets or sets the nested scene animation to play.
/// </summary>
[EditorDisplay("General"), EditorOrder(10), Tooltip("The nested scene animation to play.")]
public SceneAnimation NestedSceneAnimation
{
get => Track.Asset;
set => Track.Asset = value;
}
/// <summary>
/// Gets or sets the nested animation looping mode.
/// </summary>
[EditorDisplay("General"), EditorOrder(20), Tooltip("If checked, the nested animation will loop when playback exceeds its duration. Otherwise it will stop play.")]
public bool Loop
{
get => Track.Loop;
set => Track.Loop = value;
}
/// <inheritdoc />
public Proxy(NestedSceneAnimationTrack track, NestedSceneAnimationMedia media)
: base(track, media)
{
}
}
/// <inheritdoc />
public override void OnTimelineChanged(Track track)
{
base.OnTimelineChanged(track);
PropertiesEditObject = track != null ? new Proxy((NestedSceneAnimationTrack)track, this) : null;
}
}
/// <summary>
/// The timeline track that represents a nested scene animation playback.
/// </summary>
/// <seealso cref="FlaxEditor.GUI.Timeline.Track" />
public class NestedSceneAnimationTrack : SingleMediaAssetTrack<SceneAnimation, NestedSceneAnimationMedia>
{
/// <summary>
/// Gets the archetype.
/// </summary>
/// <returns>The archetype.</returns>
public static TrackArchetype GetArchetype()
{
return new TrackArchetype
{
TypeId = 3,
Name = "Nested Timeline",
Create = options => new NestedSceneAnimationTrack(ref options),
Load = LoadTrack,
Save = SaveTrack,
};
}
private static void LoadTrack(int version, Track track, BinaryReader stream)
{
var e = (NestedSceneAnimationTrack)track;
Guid id = stream.ReadGuid();
e.Asset = FlaxEngine.Content.LoadAsync<SceneAnimation>(id);
var m = e.TrackMedia;
m.StartFrame = stream.ReadInt32();
m.DurationFrames = stream.ReadInt32();
}
private static void SaveTrack(Track track, BinaryWriter stream)
{
var e = (NestedSceneAnimationTrack)track;
stream.WriteGuid(ref e.AssetID);
if (e.Media.Count != 0)
{
var m = e.TrackMedia;
stream.Write(m.StartFrame);
stream.Write(m.DurationFrames);
}
else
{
stream.Write(0);
stream.Write(track.Timeline.DurationFrames);
}
}
/// <summary>
/// Gets or sets the nested animation looping mode.
/// </summary>
public bool TrackLoop
{
get => Loop;
set
{
if (Loop == value)
return;
Loop = value;
Timeline?.MarkAsEdited();
}
}
/// <inheritdoc />
public NestedSceneAnimationTrack(ref TrackCreateOptions options)
: base(ref options)
{
MinMediaCount = 1;
MaxMediaCount = 1;
}
/// <inheritdoc />
protected override void OnAssetChanged()
{
base.OnAssetChanged();
CheckCyclicReferences();
}
/// <inheritdoc />
public override void OnTimelineChanged(Timeline timeline)
{
base.OnTimelineChanged(timeline);
CheckCyclicReferences();
}
private void CheckCyclicReferences()
{
if (Asset && Timeline is SceneAnimationTimeline timeline)
{
var refs = Asset.GetReferences();
var id = timeline._id;
if (Asset.ID == id || refs.Contains(id))
{
Asset = null;
throw new Exception("Cannot use nested scene animation (recursion).");
}
}
}
}
}