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

291 lines
9.4 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using System.Linq;
using FlaxEditor.CustomEditors;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Timeline.Undo;
using FlaxEditor.SceneGraph;
using FlaxEditor.Utilities;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.GUI.Timeline.Tracks
{
/// <summary>
/// The timeline track for animating <see cref="FlaxEngine.Actor"/> objects.
/// </summary>
/// <seealso cref="ObjectTrack" />
public class ActorTrack : ObjectTrack
{
/// <summary>
/// Gets the archetype.
/// </summary>
/// <returns>The archetype.</returns>
public static TrackArchetype GetArchetype()
{
return new TrackArchetype
{
TypeId = 7,
Name = "Actor",
Create = options => new ActorTrack(ref options),
Load = LoadTrack,
Save = SaveTrack,
};
}
private static void LoadTrack(int version, Track track, BinaryReader stream)
{
var e = (ActorTrack)track;
e.ActorID = stream.ReadGuid();
}
private static void SaveTrack(Track track, BinaryWriter stream)
{
var e = (ActorTrack)track;
stream.WriteGuid(ref e.ActorID);
}
/// <summary>
/// The select actor icon.
/// </summary>
protected Image _selectActor;
/// <summary>
/// The object ID.
/// </summary>
public Guid ActorID;
/// <summary>
/// Gets the object instance (it might be missing).
/// </summary>
public Actor Actor
{
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>
/// Initializes a new instance of the <see cref="ActorTrack"/> class.
/// </summary>
/// <param name="options">The track initial options.</param>
/// <param name="useProxyKeyframes">True if show sub-tracks keyframes as a proxy on this track, otherwise false.</param>
public ActorTrack(ref TrackCreateOptions options, bool useProxyKeyframes = true)
: base(ref options, useProxyKeyframes)
{
// Select Actor button
const float buttonSize = 18;
var icons = Editor.Instance.Icons;
_selectActor = new Image
{
TooltipText = "Selects the actor animated by this track",
AutoFocus = true,
AnchorPreset = AnchorPresets.MiddleRight,
IsScrollable = false,
Color = Style.Current.ForegroundGrey,
Margin = new Margin(1),
Brush = new SpriteBrush(icons.Search32),
Offsets = new Margin(-buttonSize - 2 + _addButton.Offsets.Left, buttonSize, buttonSize * -0.5f, buttonSize),
Parent = this,
};
_selectActor.Clicked += OnClickedSelectActor;
}
/// <inheritdoc />
public override object Object => Actor;
/// <inheritdoc />
protected override void OnShowAddContextMenu(ContextMenu.ContextMenu menu)
{
base.OnShowAddContextMenu(menu);
OnSelectActorContextMenu(menu);
var actor = Actor;
if (actor == null)
return;
var type = actor.GetType();
menu.AddSeparator();
// Properties and events
if (AddProperties(this, menu, type) != 0)
menu.AddSeparator();
if (AddEvents(this, menu, type) != 0)
menu.AddSeparator();
// Child scripts
var scripts = actor.Scripts;
for (int i = 0; i < scripts.Length; i++)
{
var script = scripts[i];
// Skip invalid or hidden scripts
if (script == null || script.GetType().GetCustomAttributes(true).Any(x => x is HideInEditorAttribute))
continue;
// Prevent from adding the same track twice
if (SubTracks.Any(x => x is IObjectTrack y && y.Object as SceneObject == script))
continue;
var name = Utilities.Utils.GetPropertyNameUI(script.GetType().Name);
menu.AddButton(name, OnAddScriptTrack).Tag = script;
}
}
/// <inheritdoc />
protected override void OnContextMenu(ContextMenu.ContextMenu menu)
{
base.OnContextMenu(menu);
menu.AddSeparator();
OnSelectActorContextMenu(menu);
}
private void OnSelectActorContextMenu(ContextMenu.ContextMenu menu)
{
var actor = Actor;
var selection = Editor.Instance.SceneEditing.Selection;
foreach (var node in selection)
{
if (node is ActorNode actorNode && IsActorValid(actorNode.Actor) && actorNode.Actor != actor)
{
var b = menu.AddButton("Select " + actorNode.Actor, OnClickedSelectActor);
b.Tag = actorNode.Actor;
b.TooltipText = Utilities.Utils.GetTooltip(actorNode.Actor);
}
}
menu.AddButton("Retarget...", OnClickedSelect).TooltipText = "Opens actor picker dialog to select the target actor for this track";
}
/// <summary>
/// Adds the script track to this actor track.
/// </summary>
/// <param name="script">The script object.</param>
public void AddScriptTrack(Script script)
{
var track = (ScriptTrack)Timeline.NewTrack(ScriptTrack.GetArchetype());
track.ParentTrack = this;
track.TrackIndex = TrackIndex + 1;
track.Script = script;
track.Rename(script.GetType().Name);
Timeline.AddTrack(track);
Expand();
}
/// <summary>
/// Determines whether actor is valid for this track.
/// </summary>
/// <param name="actor">The actor.</param>
/// <returns>True if it's valid, otherwise false.</returns>
protected virtual bool IsActorValid(Actor actor)
{
return actor;
}
/// <summary>
/// Called when actor gets changed.
/// </summary>
protected virtual void OnActorChanged()
{
}
private void OnAddScriptTrack(ContextMenuButton button)
{
var script = (Script)button.Tag;
AddScriptTrack(script);
}
private void OnClickedSelectActor(ContextMenuButton b)
{
SetActor((Actor)b.Tag);
}
private void SetActor(Actor actor)
{
if (Actor == actor || !IsActorValid(actor))
return;
var oldName = Name;
Rename(actor.Name);
using (new TrackUndoBlock(this, new RenameTrackAction(Timeline, this, oldName, Name)))
Actor = actor;
OnActorChanged();
}
private void OnClickedSelect()
{
ActorSearchPopup.Show(this, PointFromScreen(FlaxEngine.Input.MouseScreenPosition), IsActorValid, SetActor, null);
}
private void OnClickedSelectActor(Image image, MouseButton button)
{
if (button == MouseButton.Left)
{
var actor = Actor;
if (actor)
{
Editor.Instance.SceneEditing.Select(actor);
}
}
}
/// <inheritdoc />
public override void OnDestroy()
{
_selectActor = null;
base.OnDestroy();
}
}
}