Files
Magical-Jumping-Bean/Library/metadata/16/16548db454f7a3344b41ca2e5cdb52b2
T

85 lines
7.5 KiB
Plaintext
Raw Normal View History

2019-09-29 19:40:54 -04:00
íð2019.2.3f1þÿÿÿÿÿ’3$øÌuñ옲e+ Í=^7€ÿÿÿÿ€¦€²€Ѐ¦€¦€¦€#¦€+H€3ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€ Q€j€
H€<ÿÿÿÿ €1€1€ÿÿÿÿ @Þ€€
Q€j€Õ€Iÿÿÿÿ€1€1€ÿÿÿÿÀÞ€€H€j€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€™€PAssetMetaDataguiddata[0]data[1]data[2]data[3]pathNameoriginalNamelabelsassetStoreRef ÿÿfš†!ë5˜9Ý4QÁóBí7€ÿÿÿÿ€¦€²€
E€ Þ€#€.€,€5a€ Þ€#€.€,€†€r€ Þ€# €.€,
€H€«€ÿÿÿÿ €1€1€ÿÿÿÿ @Þ€€
Q€j€ñ€JÿÿÿÿÀ1€1€ÿÿÿÿ€Þ€€€j€ÿÿÿÿ€\›€ÿÿÿÿ€H€rÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€H€wÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€H€€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€y€
€ Þ€#!€.€,"€€…ÿÿÿÿ#@1€1€ÿÿÿÿ$Þ€€%.€j€&Õ€“ÿÿÿÿ'€1€1€ÿÿÿÿ(ÀÞ€€)€j€ÿÿÿÿ*€H€›€ÿÿÿÿ+€1€1€ÿÿÿÿ,@Þ€€-Q€j€.y€
€ /Þ€#0€.€,1€ €§2@¾€¶ 3@Þ€#4€.€,5€H€»ÿÿÿÿ6€1€1€ÿÿÿÿ7@Þ€€8Q€j€9H€Æÿÿÿÿ:€1€1€ÿÿÿÿ;@Þ€€<Q€j€=H€Øÿÿÿÿ>€1€1€ÿÿÿÿ?@Þ€€@Q€j€AMonoImporterPPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_ExternalObjectsSourceAssetIdentifiertypeassemblynamem_UsedFileIDsm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariantsÿÿ£Gñ×Ü�Z56 :!@iÁJ*�€7€ÿÿÿÿ€¦€²€E€ Þ€€.€€(a€ Þ€€.€€†€r€ Þ€ €.€
€H€«€ÿÿÿÿ €1€1€ÿÿÿÿ @Þ€€
Q€j€H€ê€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€ñ€=ÿÿÿÿ€1€1€ÿÿÿÿ€Þ€€€j€ÿÿÿÿ€H€›€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€y€
€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacepp\ày¯Ð
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();