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Magical-Jumping-Bean/Library/metadata/16/16548db454f7a3344b41ca2e5cdb52b2
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2019-09-29 19:40:54 -04:00
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aEØKE:C´¬âŽ%+EPackages/com.unity.timeline/Editor/Window/TimelineWindow_Selection.csày¯TimelineWindow_Selection“ using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace UnityEditor.Timeline
{
partial class TimelineWindow
{
[SerializeField]
SequencePath m_SequencePath;
void OnSelectionChange()
{
RefreshSelection(false);
}
void RefreshSelection(bool forceRebuild)
{
// if we're in Locked mode, keep current selection - don't use locked property because the
// sequence hierarchy may need to be rebuilt and it assumes no asset == unlocked
if (m_LockTracker.isLocked || (state != null && state.recording))
{
RestoreLastSelection(forceRebuild);
return;
}
// selection is a TimelineAsset
Object selectedObject = Selection.activeObject as TimelineAsset;
if (selectedObject != null)
{
SetCurrentSelection(Selection.activeObject);
return;
}
// selection is a GameObject, or a prefab with a director
var selectedGO = Selection.activeGameObject;
if (selectedGO != null)
{
bool isSceneObject = !PrefabUtility.IsPartOfPrefabAsset(selectedGO);
bool hasDirector = selectedGO.GetComponent<PlayableDirector>() != null;
if (isSceneObject || hasDirector)
{
SetCurrentSelection(selectedGO);
return;
}
}
// otherwise, keep the same selection.
RestoreLastSelection(forceRebuild);
}
void RestoreLastSelection(bool forceRebuild)
{
state.SetCurrentSequencePath(m_SequencePath, forceRebuild);
}
void SetCurrentSelection(Object obj)
{
var selectedGameObject = obj as GameObject;
if (selectedGameObject != null)
{
PlayableDirector director = TimelineUtility.GetDirectorComponentForGameObject(selectedGameObject);
SetCurrentTimeline(director);
}
else
{
var selectedSequenceAsset = obj as TimelineAsset;
if (selectedSequenceAsset != null)
{
SetCurrentTimeline(selectedSequenceAsset);
}
}
Repaint();