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158 lines
5.8 KiB
158 lines
5.8 KiB
using System; |
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using UnityEngine.Playables; |
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using UnityEngine.SceneManagement; |
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namespace UnityEngine.Timeline |
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{ |
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/// <summary> |
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/// Playable that controls and instantiates a Prefab. |
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/// </summary> |
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public class PrefabControlPlayable : PlayableBehaviour |
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{ |
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GameObject m_Instance; |
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#if UNITY_EDITOR |
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private bool m_IsActiveCached; |
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#endif |
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/// <summary> |
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/// Creates a Playable with a PrefabControlPlayable behaviour attached |
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/// </summary> |
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/// <param name="graph">The PlayableGraph to inject the Playable into.</param> |
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/// <param name="prefabGameObject">The prefab to instantiate from</param> |
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/// <param name="parentTransform">Transform to parent instance to. Can be null.</param> |
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/// <returns>Returns a Playabe with PrefabControlPlayable behaviour attached.</returns> |
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public static ScriptPlayable<PrefabControlPlayable> Create(PlayableGraph graph, GameObject prefabGameObject, Transform parentTransform) |
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{ |
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if (prefabGameObject == null) |
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return ScriptPlayable<PrefabControlPlayable>.Null; |
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var handle = ScriptPlayable<PrefabControlPlayable>.Create(graph); |
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handle.GetBehaviour().Initialize(prefabGameObject, parentTransform); |
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return handle; |
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} |
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/// <summary> |
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/// The instance of the prefab created by this behaviour |
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/// </summary> |
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public GameObject prefabInstance |
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{ |
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get { return m_Instance; } |
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} |
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/// <summary> |
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/// Initializes the behaviour with a prefab and parent transform |
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/// </summary> |
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/// <param name="prefabGameObject">The prefab to instantiate from</param> |
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/// <param name="parentTransform">Transform to parent instance to. Can be null.</param> |
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/// <returns>The created instance</returns> |
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public GameObject Initialize(GameObject prefabGameObject, Transform parentTransform) |
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{ |
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if (prefabGameObject == null) |
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throw new ArgumentNullException("Prefab cannot be null"); |
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if (m_Instance != null) |
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{ |
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Debug.LogWarningFormat("Prefab Control Playable ({0}) has already been initialized with a Prefab ({1}).", prefabGameObject.name, m_Instance.name); |
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} |
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else |
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{ |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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{ |
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m_Instance = (GameObject)UnityEditor.PrefabUtility.InstantiatePrefab(prefabGameObject, parentTransform); |
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UnityEditor.PrefabUtility.prefabInstanceUpdated += OnPrefabUpdated; |
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} |
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else |
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#endif |
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{ |
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m_Instance = Object.Instantiate(prefabGameObject, parentTransform, false); |
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} |
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m_Instance.name = prefabGameObject.name + " [Timeline]"; |
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m_Instance.SetActive(false); |
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SetHideFlagsRecursive(m_Instance); |
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} |
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return m_Instance; |
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} |
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/// <summary> |
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/// This function is called when the Playable that owns the PlayableBehaviour is destroyed. |
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/// </summary> |
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/// <param name="playable">The playable this behaviour is attached to.</param> |
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public override void OnPlayableDestroy(Playable playable) |
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{ |
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if (m_Instance) |
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{ |
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if (Application.isPlaying) |
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Object.Destroy(m_Instance); |
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else |
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Object.DestroyImmediate(m_Instance); |
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} |
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#if UNITY_EDITOR |
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UnityEditor.PrefabUtility.prefabInstanceUpdated -= OnPrefabUpdated; |
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#endif |
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} |
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/// <summary> |
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/// This function is called when the Playable play state is changed to Playables.PlayState.Playing. |
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/// </summary> |
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/// <param name="playable">The Playable that owns the current PlayableBehaviour.</param> |
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param> |
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public override void OnBehaviourPlay(Playable playable, FrameData info) |
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{ |
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if (m_Instance == null) |
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return; |
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m_Instance.SetActive(true); |
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#if UNITY_EDITOR |
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m_IsActiveCached = true; |
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#endif |
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} |
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/// <summary> |
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/// This function is called when the Playable play state is changed to PlayState.Paused. |
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/// </summary> |
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/// <param name="playable">The playable this behaviour is attached to.</param> |
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/// <param name="info">A FrameData structure that contains information about the current frame context.</param> |
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public override void OnBehaviourPause(Playable playable, FrameData info) |
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{ |
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// OnBehaviourPause can be called if the graph is stopped for a variety of reasons |
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// the effectivePlayState will test if the pause is due to the clip being out of bounds |
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if (m_Instance != null && info.effectivePlayState == PlayState.Paused) |
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{ |
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m_Instance.SetActive(false); |
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#if UNITY_EDITOR |
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m_IsActiveCached = false; |
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#endif |
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} |
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} |
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#if UNITY_EDITOR |
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void OnPrefabUpdated(GameObject go) |
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{ |
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if (go == m_Instance) |
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{ |
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SetHideFlagsRecursive(go); |
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go.SetActive(m_IsActiveCached); |
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} |
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} |
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#endif |
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static void SetHideFlagsRecursive(GameObject gameObject) |
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{ |
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if (gameObject == null) |
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return; |
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gameObject.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; |
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if (!Application.isPlaying) |
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gameObject.hideFlags |= HideFlags.HideInHierarchy; |
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foreach (Transform child in gameObject.transform) |
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{ |
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SetHideFlagsRecursive(child.gameObject); |
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} |
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} |
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} |
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}
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