Unity-jump-proj

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{
"displayName": "Customization Samples",
"description": "This sample demonstrates how to create custom timeline tracks, clips, markers and actions.",
"createSeparatePackage": false
}

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using System.ComponentModel;
using UnityEngine;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Uses the USS style defined in `Editor/Stylesheets/Extensions/common.uss`.
// See `ReadMe-USS-Styles.md` for more details.
[CustomStyle("AnnotationStyle")]
[DisplayName("Annotation")]
public class AnnotationMarker : Marker // Represents the serialized data for a marker.
{
public string title;
public Color color = new Color(1.0f, 1.0f, 1.0f, 0.5f);
public bool showLineOverlay = true;
[TextArea(10, 15)] public string description;
}
}

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using System;
using UnityEditor;
using UnityEditor.Timeline;
using UnityEngine;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Editor used by the Timeline window to customize the appearance of an AnnotationMarker
[CustomTimelineEditor(typeof(AnnotationMarker))]
public class AnnotationMarkerEditor : MarkerEditor
{
const float k_LineOverlayWidth = 6.0f;
const string k_OverlayPath = "timeline_annotation_overlay";
const string k_OverlaySelectedPath = "timeline_annotation_overlay_selected";
const string k_OverlayCollapsedPath = "timeline_annotation_overlay_collapsed";
static Texture2D s_OverlayTexture;
static Texture2D s_OverlaySelectedTexture;
static Texture2D s_OverlayCollapsedTexture;
static AnnotationMarkerEditor()
{
s_OverlayTexture = Resources.Load<Texture2D>(k_OverlayPath);
s_OverlaySelectedTexture = Resources.Load<Texture2D>(k_OverlaySelectedPath);
s_OverlayCollapsedTexture = Resources.Load<Texture2D>(k_OverlayCollapsedPath);
}
// Draws a vertical line on top of the Timeline window's contents.
public override void DrawOverlay(IMarker marker, MarkerUIStates uiState, MarkerOverlayRegion region)
{
// The `marker argument needs to be cast as the appropriate type, usually the one specified in the `CustomTimelineEditor` attribute
AnnotationMarker annotation = marker as AnnotationMarker;
if (annotation == null)
{
return;
}
if (annotation.showLineOverlay)
{
DrawLineOverlay(annotation.color, region);
}
DrawColorOverlay(region, annotation.color, uiState);
}
// Sets the marker's tooltip based on its title.
public override MarkerDrawOptions GetMarkerOptions(IMarker marker)
{
// The `marker argument needs to be cast as the appropriate type, usually the one specified in the `CustomTimelineEditor` attribute
AnnotationMarker annotation = marker as AnnotationMarker;
if (annotation == null)
{
return base.GetMarkerOptions(marker);
}
return new MarkerDrawOptions { tooltip = annotation.title };
}
static void DrawLineOverlay(Color color, MarkerOverlayRegion region)
{
// Calculate markerRegion's center on the x axis
float markerRegionCenterX = region.markerRegion.xMin + (region.markerRegion.width - k_LineOverlayWidth) / 2.0f;
// Calculate a rectangle that uses the full timeline region's height
Rect overlayLineRect = new Rect(markerRegionCenterX,
region.timelineRegion.y,
k_LineOverlayWidth,
region.timelineRegion.height);
Color overlayLineColor = new Color(color.r, color.g, color.b, color.a * 0.5f);
EditorGUI.DrawRect(overlayLineRect, overlayLineColor);
}
static void DrawColorOverlay(MarkerOverlayRegion region, Color color, MarkerUIStates state)
{
// Save the Editor's overlay color before changing it
Color oldColor = GUI.color;
GUI.color = color;
if (state.HasFlag(MarkerUIStates.Selected))
{
GUI.DrawTexture(region.markerRegion, s_OverlaySelectedTexture);
}
else if (state.HasFlag(MarkerUIStates.Collapsed))
{
GUI.DrawTexture(region.markerRegion, s_OverlayCollapsedTexture);
}
else if (state.HasFlag(MarkerUIStates.None))
{
GUI.DrawTexture(region.markerRegion, s_OverlayTexture);
}
// Restore the previous Editor's overlay color
GUI.color = oldColor;
}
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Timeline;
using UnityEditor.Timeline.Actions;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Adds an additional item in context menus that will create a new annotation
// and sets its description field with the clipboard's contents.
[MenuEntry("Create Annotation from clipboard contents")]
public class CreateAnnotationAction : TimelineAction
{
// Specifies the action's prerequisites:
// - Invalid (grayed out in the menu) if no text content is in the clipboard;
// - NotApplicable (not shown in the menu) if no track is selected;
// - Valid (shown in the menu) otherwise.
public override ActionValidity Validate(ActionContext context)
{
// get the current text content of the clipboard
string clipboardTextContent = EditorGUIUtility.systemCopyBuffer;
if (clipboardTextContent.Length == 0)
{
return ActionValidity.Invalid;
}
// Timeline's current selected items can be fetched with `context`
IEnumerable<TrackAsset> selectedTracks = context.tracks;
if (!selectedTracks.Any() || selectedTracks.All(track => track is GroupTrack))
{
return ActionValidity.NotApplicable;
}
return ActionValidity.Valid;
}
// Creates a new annotation and add it to the selected track.
public override bool Execute(ActionContext context)
{
// to find at which time to create a new marker, we need to consider how this action was invoked.
// If the action was invoked by a context menu item, then we can use the context's invocation time.
// If the action was invoked through a keyboard shortcut, we can use Timeline's playhead time instead.
double time;
if (context.invocationTime.HasValue)
{
time = context.invocationTime.Value;
}
else
{
time = TimelineEditor.inspectedDirector.time;
}
string clipboardTextContent = EditorGUIUtility.systemCopyBuffer;
IEnumerable<TrackAsset> selectedTracks = context.tracks;
foreach (TrackAsset track in selectedTracks)
{
if (track is GroupTrack)
continue;
AnnotationMarker annotation = track.CreateMarker<AnnotationMarker>(time);
annotation.description = clipboardTextContent;
annotation.title = "Annotation";
}
return true;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Timeline.Actions;
using UnityEngine;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Adds an additional item in context menus that will replace an annotation's description field
// with the clipboard's contents.
[MenuEntry("Replace description with clipboard contents")]
public class ReplaceAnnotationDescriptionAction : MarkerAction
{
// Specifies the action's prerequisites:
// - Invalid (grayed out in the menu) if no text content is in the clipboard;
// - NotApplicable (not shown in the menu) if the current marker is not an Annotation.
public override ActionValidity Validate(IEnumerable<IMarker> markers)
{
if (!markers.All(marker => marker is AnnotationMarker))
{
return ActionValidity.NotApplicable;
}
// get the current text content of the clipboard
string clipboardTextContent = EditorGUIUtility.systemCopyBuffer;
if (clipboardTextContent.Length == 0)
{
return ActionValidity.Invalid;
}
return ActionValidity.Valid;
}
// Sets the Annotation's description based on the contents of the clipboard.
public override bool Execute(IEnumerable<IMarker> markers)
{
// get the current text content of the clipboard
string clipboardTextContent = EditorGUIUtility.systemCopyBuffer;
foreach (AnnotationMarker annotation in markers.Cast<AnnotationMarker>())
{
annotation.description = clipboardTextContent;
}
return true;
}
// Assigns a shortcut to the action.
[TimelineShortcut("Replace annotation description with clipboard", KeyCode.D)]
public static void InvokeShortcut()
{
Invoker.InvokeWithSelectedMarkers<ReplaceAnnotationDescriptionAction>();
}
}
}

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#if TEXT_TRACK_REQUIRES_TEXTMESH_PRO
using UnityEditor.Timeline;
using UnityEngine;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Editor used by the TimelineEditor to customize the view of a TextPlayableAsset
[CustomTimelineEditor(typeof(TextPlayableAsset))]
public class TextPlayableAssetClipEditor : ClipEditor
{
// Called when a clip value, it's attached PlayableAsset, or an animation curve on a template is changed from the TimelineEditor.
// This is used to keep the displayName of the clip matching the text of the PlayableAsset.
public override void OnClipChanged(TimelineClip clip)
{
var textPlayableasset = clip.asset as TextPlayableAsset;
if (textPlayableasset != null && !string.IsNullOrEmpty(textPlayableasset.template.text))
clip.displayName = textPlayableasset.template.text;
}
}
}
#endif

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{
"name": "Timeline.Samples.Text.Editor",
"references": [
"GUID:f06555f75b070af458a003d92f9efb00",
"GUID:02f771204943f4a40949438e873e3eff",
"GUID:da34477545da90248a78a4ea3240faef"
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"Editor"
],
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"autoReferenced": true,
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"versionDefines": [
{
"name": "com.unity.textmeshpro",
"expression": "1.0.0",
"define": "TEXT_TRACK_REQUIRES_TEXTMESH_PRO"
},
{
"name": "com.unity.ugui",
"expression": "2.0.0",
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#if TEXT_TRACK_REQUIRES_TEXTMESH_PRO
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Represents the serialized data for a clip on the TextTrack
[Serializable]
public class TextPlayableAsset : PlayableAsset, ITimelineClipAsset
{
[NoFoldOut]
[NotKeyable] // NotKeyable used to prevent Timeline from making fields available for animation.
public TextPlayableBehaviour template = new TextPlayableBehaviour();
// Implementation of ITimelineClipAsset. This specifies the capabilities of this timeline clip inside the editor.
public ClipCaps clipCaps
{
get { return ClipCaps.Blending; }
}
// Creates the playable that represents the instance of this clip.
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
// Using a template will clone the serialized values
return ScriptPlayable<TextPlayableBehaviour>.Create(graph, template);
}
}
}
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#if TEXT_TRACK_REQUIRES_TEXTMESH_PRO
using System;
using UnityEngine;
using UnityEngine.Playables;
namespace Timeline.Samples
{
// Runtime representation of a TextClip.
// The Serializable attribute is required to be animated by timeline, and used as a template.
[Serializable]
public class TextPlayableBehaviour : PlayableBehaviour
{
[Tooltip("The color of the text")]
public Color color = Color.white;
[Tooltip("The size of the font to use")]
public int fontSize = 14;
[Tooltip("The text to display")]
public string text = "";
}
}
#endif

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#if TEXT_TRACK_REQUIRES_TEXTMESH_PRO
using TMPro;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// A track that allows the user to change Text parameters from a Timeline.
// It demonstrates the following
// * How to support blending of timeline clips.
// * How to change data over time on Components that is not supported by Animation.
// * Putting properties into preview mode.
// * Reacting to changes on the clip from the Timeline Editor.
// Note: This track requires the TextMeshPro package to be installed in the project.
[TrackColor(0.1394896f, 0.4411765f, 0.3413077f)]
[TrackClipType(typeof(TextPlayableAsset))]
[TrackBindingType(typeof(TMP_Text))]
public class TextTrack : TrackAsset
{
// Creates a runtime instance of the track, represented by a PlayableBehaviour.
// The runtime instance performs mixing on the timeline clips.
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
return ScriptPlayable<TextTrackMixerBehaviour>.Create(graph, inputCount);
}
// Invoked by the timeline editor to put properties into preview mode. This permits the timeline
// to temporarily change fields for the purpose of previewing in EditMode.
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
{
TMP_Text trackBinding = director.GetGenericBinding(this) as TMP_Text;
if (trackBinding == null)
return;
// The field names are the name of the backing serializable field. These can be found from the class source,
// or from the unity scene file that contains an object of that type.
driver.AddFromName<TMP_Text>(trackBinding.gameObject, "m_text");
driver.AddFromName<TMP_Text>(trackBinding.gameObject, "m_fontSize");
driver.AddFromName<TMP_Text>(trackBinding.gameObject, "m_fontColor");
base.GatherProperties(director, driver);
}
}
}
#endif

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#if TEXT_TRACK_REQUIRES_TEXTMESH_PRO
using TMPro;
using UnityEngine;
using UnityEngine.Playables;
namespace Timeline.Samples
{
// The runtime instance of a the TextTrack. It is responsible for blending and setting the final data
// on the Text binding
public class TextTrackMixerBehaviour : PlayableBehaviour
{
Color m_DefaultColor;
float m_DefaultFontSize;
string m_DefaultText;
TMP_Text m_TrackBinding;
// Called every frame that the timeline is evaluated. ProcessFrame is invoked after its' inputs.
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
SetDefaults(playerData as TMP_Text);
if (m_TrackBinding == null)
return;
int inputCount = playable.GetInputCount();
Color blendedColor = Color.clear;
float blendedFontSize = 0f;
float totalWeight = 0f;
float greatestWeight = 0f;
string text = m_DefaultText;
for (int i = 0; i < inputCount; i++)
{
float inputWeight = playable.GetInputWeight(i);
ScriptPlayable<TextPlayableBehaviour> inputPlayable = (ScriptPlayable<TextPlayableBehaviour>)playable.GetInput(i);
TextPlayableBehaviour input = inputPlayable.GetBehaviour();
blendedColor += input.color * inputWeight;
blendedFontSize += input.fontSize * inputWeight;
totalWeight += inputWeight;
// use the text with the highest weight
if (inputWeight > greatestWeight)
{
text = input.text;
greatestWeight = inputWeight;
}
}
// blend to the default values
m_TrackBinding.color = Color.Lerp(m_DefaultColor, blendedColor, totalWeight);
m_TrackBinding.fontSize = Mathf.RoundToInt(Mathf.Lerp(m_DefaultFontSize, blendedFontSize, totalWeight));
m_TrackBinding.text = text;
}
// Invoked when the playable graph is destroyed, typically when PlayableDirector.Stop is called or the timeline
// is complete.
public override void OnPlayableDestroy(Playable playable)
{
RestoreDefaults();
}
void SetDefaults(TMP_Text text)
{
if (text == m_TrackBinding)
return;
RestoreDefaults();
m_TrackBinding = text;
if (m_TrackBinding != null)
{
m_DefaultColor = m_TrackBinding.color;
m_DefaultFontSize = m_TrackBinding.fontSize;
m_DefaultText = m_TrackBinding.text;
}
}
void RestoreDefaults()
{
if (m_TrackBinding == null)
return;
m_TrackBinding.color = m_DefaultColor;
m_TrackBinding.fontSize = m_DefaultFontSize;
m_TrackBinding.text = m_DefaultText;
}
}
}
#endif

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"name": "Timeline.Samples.Text",
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using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Runtime representation of a time dilation clip.
// The Serializable attribute is required to be animated by timeline, and used as a template.
[Serializable]
public class TimeDilationBehaviour : PlayableBehaviour
{
[Tooltip("Time.timeScale replacement value.")]
public float timeScale = 1f;
}
}

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using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// A track mixer behaviour that modifies the timeScale. This affects how fast the game plays back
public class TimeDilationMixerBehaviour : PlayableBehaviour
{
private float m_DefaultTimeScale = 1;
// Called every frame that the timeline is Evaluated.
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
int inputCount = playable.GetInputCount();
float timeScale = 0f;
float totalWeight = 0f;
// blend clips together
for (int i = 0; i < inputCount; i++)
{
float inputWeight = playable.GetInputWeight(i);
ScriptPlayable<TimeDilationBehaviour> playableInput = (ScriptPlayable<TimeDilationBehaviour>)playable.GetInput(i);
TimeDilationBehaviour input = playableInput.GetBehaviour();
timeScale += inputWeight * input.timeScale;
totalWeight += inputWeight;
}
// blend to/from the default timeline
Time.timeScale = Mathf.Max(0.0001f, Mathf.Lerp(m_DefaultTimeScale, timeScale, Mathf.Clamp01(totalWeight)));
}
// Called when the playable graph is created, typically when the timeline is played.
public override void OnPlayableCreate(Playable playable)
{
m_DefaultTimeScale = Time.timeScale;
}
// Called when the playable is destroyed, typically when the timeline stops.
public override void OnPlayableDestroy(Playable playable)
{
Time.timeScale = m_DefaultTimeScale;
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// A clip for the timeline dilation track.
[Serializable]
public class TimeDilationPlayableAsset : PlayableAsset, ITimelineClipAsset
{
// Using a template for the playable behaviour will allow any serializable fields on the behaviour
// to be animated.
[NoFoldOut]
public TimeDilationBehaviour template = new TimeDilationBehaviour();
// Implementation of ITimelineClipAsset, that tells the timeline editor which
// features this clip supports.
public ClipCaps clipCaps
{
get { return ClipCaps.Extrapolation | ClipCaps.Blending; }
}
// Called to creates a runtime instance of the clip.
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
// Note that template is passed as a parameter - this
// creates a clone of the template PlayableBehaviour.
return ScriptPlayable<TimeDilationBehaviour>.Create(graph, template);
}
}
}

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using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Timeline track that supports changing the game time
// The TimeDilation track demonstrates how to
// * Support blended and/or extrapolated clips.
// * Support changing a Unity static variable from timeline.
[TrackColor(0.855f, 0.8623f, 0.87f)]
[TrackClipType(typeof(TimeDilationPlayableAsset))]
public class TimeDilationTrack : TrackAsset
{
// Creates a runtime instance of the track, represented by a PlayableBehaviour.
// The runtime instance performs mixing on the timeline clips.
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
return ScriptPlayable<TimeDilationMixerBehaviour>.Create(graph, inputCount);
}
}
}

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"name": "Timeline.Samples.TimeDilation",
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{
"name": "Timeline.Samples.Tween.Editor",
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"GUID:02f771204943f4a40949438e873e3eff",
"GUID:5aa8f7d60b800d541918c447feb05a5a"
],
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"Editor"
],
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using UnityEditor;
using UnityEditor.Timeline;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Editor used by the TimelineEditor to customize the view of TweenClip.
[CustomTimelineEditor(typeof(TweenClip))]
public class TweenClipEditor : ClipEditor
{
static GUIStyle s_StartTextStyle;
static GUIStyle s_EndTextStyle;
static TweenClipEditor()
{
s_StartTextStyle = GUI.skin.label;
s_EndTextStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleRight };
}
// Called by the Timeline editor to draw the background of a TweenClip.
public override void DrawBackground(TimelineClip clip, ClipBackgroundRegion region)
{
TweenClip asset = clip.asset as TweenClip;
if (asset == null)
return;
PlayableDirector director = TimelineEditor.inspectedDirector;
if (director == null)
return;
Transform startLocation = director.GetReferenceValue(asset.startLocation.exposedName, out bool startFound) as Transform;
Transform endLocation = director.GetReferenceValue(asset.endLocation.exposedName, out bool endFound) as Transform;
if (startFound && startLocation != null)
EditorGUI.LabelField(region.position, startLocation.gameObject.name, s_StartTextStyle);
if (endFound && endLocation != null)
EditorGUI.LabelField(region.position, endLocation.gameObject.name, s_EndTextStyle);
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Playables;
namespace Timeline.Samples
{
// Runtime representation of a Tween clip.
public class TweenBehaviour : PlayableBehaviour
{
public Transform startLocation;
public Transform endLocation;
public bool shouldTweenPosition;
public bool shouldTweenRotation;
public AnimationCurve curve;
}
}

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using System;
using System.ComponentModel;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Represents the serialized data for a clip on the Tween track
[Serializable]
[DisplayName("Tween Clip")]
public class TweenClip : PlayableAsset, ITimelineClipAsset, IPropertyPreview
{
public ExposedReference<Transform> startLocation;
public ExposedReference<Transform> endLocation;
[Tooltip("Changes the position of the assigned object")]
public bool shouldTweenPosition = true;
[Tooltip("Changes the rotation of the assigned object")]
public bool shouldTweenRotation = true;
[Tooltip("Only keys in the [0,1] range will be used")]
public AnimationCurve curve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f);
// Implementation of ITimelineClipAsset. This specifies the capabilities of this timeline clip inside the editor.
public ClipCaps clipCaps
{
get { return ClipCaps.Blending; }
}
// Creates the playable that represents the instance of this clip.
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
// create a new TweenBehaviour
ScriptPlayable<TweenBehaviour> playable = ScriptPlayable<TweenBehaviour>.Create(graph);
TweenBehaviour tween = playable.GetBehaviour();
// set the behaviour's data
tween.startLocation = startLocation.Resolve(graph.GetResolver());
tween.endLocation = endLocation.Resolve(graph.GetResolver());
tween.curve = curve;
tween.shouldTweenPosition = shouldTweenPosition;
tween.shouldTweenRotation = shouldTweenRotation;
return playable;
}
// Defines which properties are changed by this playable. Those properties will be reverted in editmode
// when Timeline's preview is turned off.
public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
{
const string kLocalPosition = "m_LocalPosition";
const string kLocalRotation = "m_LocalRotation";
driver.AddFromName<Transform>(kLocalPosition + ".x");
driver.AddFromName<Transform>(kLocalPosition + ".y");
driver.AddFromName<Transform>(kLocalPosition + ".z");
driver.AddFromName<Transform>(kLocalRotation + ".x");
driver.AddFromName<Transform>(kLocalRotation + ".y");
driver.AddFromName<Transform>(kLocalRotation + ".z");
driver.AddFromName<Transform>(kLocalRotation + ".w");
}
}
}

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using UnityEngine;
using UnityEngine.Playables;
namespace Timeline.Samples
{
// The runtime instance of a Tween track. It is responsible for blending and setting
// the final data on the transform binding.
public class TweenMixerBehaviour : PlayableBehaviour
{
static AnimationCurve s_DefaultCurve = AnimationCurve.Linear(0.0f, 0.0f, 1.0f, 1.0f);
bool m_ShouldInitializeTransform = true;
Vector3 m_InitialPosition;
Quaternion m_InitialRotation;
// Performs blend of position and rotation of all clips connected to a track mixer
// The result is applied to the track binding's (playerData) transform.
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
{
Transform trackBinding = playerData as Transform;
if (trackBinding == null)
return;
// Get the initial position and rotation of the track binding, only when ProcessFrame is first called
InitializeIfNecessary(trackBinding);
Vector3 accumPosition = Vector3.zero;
Quaternion accumRotation = QuaternionUtils.zero;
float totalPositionWeight = 0.0f;
float totalRotationWeight = 0.0f;
// Iterate on all mixer's inputs (ie each clip on the track)
int inputCount = playable.GetInputCount();
for (int i = 0; i < inputCount; i++)
{
float inputWeight = playable.GetInputWeight(i);
if (inputWeight <= 0)
continue;
Playable input = playable.GetInput(i);
float normalizedInputTime = (float)(input.GetTime() / input.GetDuration());
// get the clip's behaviour and evaluate the progression along the curve
TweenBehaviour tweenInput = GetTweenBehaviour(input);
float tweenProgress = GetCurve(tweenInput).Evaluate(normalizedInputTime);
// calculate the position's progression along the curve according to the input's (clip) weight
if (tweenInput.shouldTweenPosition)
{
totalPositionWeight += inputWeight;
accumPosition += TweenPosition(tweenInput, tweenProgress, inputWeight);
}
// calculate the rotation's progression along the curve according to the input's (clip) weight
if (tweenInput.shouldTweenRotation)
{
totalRotationWeight += inputWeight;
accumRotation = TweenRotation(tweenInput, accumRotation, tweenProgress, inputWeight);
}
}
// Apply the final position and rotation values in the track binding
trackBinding.position = accumPosition + m_InitialPosition * (1.0f - totalPositionWeight);
trackBinding.rotation = accumRotation.Blend(m_InitialRotation, 1.0f - totalRotationWeight);
trackBinding.rotation.Normalize();
}
void InitializeIfNecessary(Transform transform)
{
if (m_ShouldInitializeTransform)
{
m_InitialPosition = transform.position;
m_InitialRotation = transform.rotation;
m_ShouldInitializeTransform = false;
}
}
Vector3 TweenPosition(TweenBehaviour tweenInput, float progress, float weight)
{
Vector3 startPosition = m_InitialPosition;
if (tweenInput.startLocation != null)
{
startPosition = tweenInput.startLocation.position;
}
Vector3 endPosition = m_InitialPosition;
if (tweenInput.endLocation != null)
{
endPosition = tweenInput.endLocation.position;
}
return Vector3.Lerp(startPosition, endPosition, progress) * weight;
}
Quaternion TweenRotation(TweenBehaviour tweenInput, Quaternion accumRotation, float progress, float weight)
{
Quaternion startRotation = m_InitialRotation;
if (tweenInput.startLocation != null)
{
startRotation = tweenInput.startLocation.rotation;
}
Quaternion endRotation = m_InitialRotation;
if (tweenInput.endLocation != null)
{
endRotation = tweenInput.endLocation.rotation;
}
Quaternion desiredRotation = Quaternion.Lerp(startRotation, endRotation, progress);
return accumRotation.Blend(desiredRotation.NormalizeSafe(), weight);
}
static TweenBehaviour GetTweenBehaviour(Playable playable)
{
ScriptPlayable<TweenBehaviour> tweenInput = (ScriptPlayable<TweenBehaviour>)playable;
return tweenInput.GetBehaviour();
}
static AnimationCurve GetCurve(TweenBehaviour tween)
{
if (tween == null || tween.curve == null)
return s_DefaultCurve;
return tween.curve;
}
}
}

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using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// A track that allows the user to do simple transform movements.
// It demonstrates how to define a custom track mixer in order to support blending of clips.
[TrackColor(1.0f, 0.0f, 0.0f)]
[TrackBindingType(typeof(Transform))]
[TrackClipType(typeof(TweenClip))]
public class TweenTrack : TrackAsset
{
// Creates a runtime instance of the track, represented by a PlayableBehaviour.
// The runtime instance performs mixing on the clips.
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
return ScriptPlayable<TweenMixerBehaviour>.Create(graph, inputCount);
}
}
}

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using UnityEditor;
using UnityEngine;
namespace Timeline.Samples
{
// Custom property drawer that draws all child properties inline
[CustomPropertyDrawer(typeof(NoFoldOutAttribute))]
public class NoFoldOutPropertyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
if (!property.hasChildren)
return base.GetPropertyHeight(property, label);
property.isExpanded = true;
return EditorGUI.GetPropertyHeight(property, label, true) -
EditorGUI.GetPropertyHeight(property, label, false);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (!property.hasChildren)
EditorGUI.PropertyField(position, property, label);
else
{
SerializedProperty iter = property.Copy();
var nextSibling = property.Copy();
nextSibling.Next(false);
property.Next(true);
do
{
// We need to check against nextSibling to properly stop
// otherwise we will draw properties that are not child of this
// foldout.
if (SerializedProperty.EqualContents(property, nextSibling))
break;
float height = EditorGUI.GetPropertyHeight(property, property.hasVisibleChildren);
position.height = height;
EditorGUI.PropertyField(position, property, property.hasVisibleChildren);
position.y = position.y + height;
}
while (property.NextVisible(false));
}
}
}
}

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{
"name": "Timeline.Samples.Utilities.Editor",
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using UnityEngine;
namespace Timeline.Samples
{
// Helper attribute that removes the fold out and draws all child properties inline.
public class NoFoldOutAttribute : PropertyAttribute
{
}
}

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using UnityEngine;
namespace Timeline.Samples
{
public static class QuaternionUtils
{
const float k_FloatMin = 1e-10f;
public static readonly Quaternion zero = new Quaternion(0f, 0f, 0f, 0f);
public static Quaternion Scale(this Quaternion q, float scale)
{
return new Quaternion(q.x * scale, q.y * scale, q.z * scale, q.w * scale);
}
public static Quaternion NormalizeSafe(this Quaternion q)
{
float dot = Quaternion.Dot(q, q);
if (dot > k_FloatMin)
{
float rsqrt = 1.0f / Mathf.Sqrt(dot);
return new Quaternion(q.x * rsqrt, q.y * rsqrt, q.z * rsqrt, q.w * rsqrt);
}
return Quaternion.identity;
}
public static Quaternion Blend(this Quaternion q1, Quaternion q2, float weight)
{
return q1.Add(q2.Scale(weight));
}
public static Quaternion Add(this Quaternion rhs, Quaternion lhs)
{
float sign = Mathf.Sign(Quaternion.Dot(rhs, lhs));
return new Quaternion(rhs.x + sign * lhs.x, rhs.y + sign * lhs.y, rhs.z + sign * lhs.z, rhs.w + sign * lhs.w);
}
}
}

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using UnityEditor;
using UnityEditor.Timeline;
using UnityEngine;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Editor used by the TimelineEditor to customize the view of a VideoPlayableAsset
[CustomTimelineEditor(typeof(VideoPlayableAsset))]
public class VideoAssetClipEditor : ClipEditor
{
// Called by the Timeline Editor to draw the background of the timeline clip
// when the clip has a VideoPlayableAsset attached
public override void DrawBackground(TimelineClip clip, ClipBackgroundRegion region)
{
VideoPlayableAsset videoAsset = clip.asset as VideoPlayableAsset;
if (videoAsset != null && videoAsset.videoClip != null)
{
// Load the preview or the thumbnail for the video
Texture texturePreview = AssetPreview.GetAssetPreview(videoAsset.videoClip);
if (texturePreview == null)
texturePreview = AssetPreview.GetMiniThumbnail(videoAsset.videoClip);
if (texturePreview != null)
{
Rect rect = region.position;
rect.width = texturePreview.width * rect.height / texturePreview.height;
GUI.DrawTexture(rect, texturePreview, ScaleMode.StretchToFill);
}
}
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using UnityEngine.Video;
namespace Timeline.Samples
{
// Editor representation of a Clip to play video in Timeline.
[Serializable]
public class VideoPlayableAsset : PlayableAsset, ITimelineClipAsset
{
public enum RenderMode
{
CameraFarPlane,
CameraNearPlane
};
[Tooltip("The video clip to play.")]
public VideoClip videoClip;
[Tooltip("Mutes the audio from the video")]
public bool mute;
[Tooltip("Loops the video.")]
public bool loop = true;
[Tooltip("The amount of time before the video begins to start preloading the video stream.")]
public double preloadTime = 0.3;
[Tooltip("The aspect ratio of the video to playback.")]
public VideoAspectRatio aspectRatio = VideoAspectRatio.FitHorizontally;
[Tooltip("Where the video content will be drawn.")]
public RenderMode renderMode = RenderMode.CameraFarPlane;
[Tooltip("Specifies which camera to render to. If unassigned, the main camera will be used.")]
public ExposedReference<Camera> targetCamera;
[Tooltip("Specifies an optional audio source to output to.")]
public ExposedReference<AudioSource> audioSource;
// These are set by the track prior to CreatePlayable being called and are used by the VideoSchedulePlayableBehaviour
// to schedule preloading of the video clip
public double clipInTime { get; set; }
public double startTime { get; set; }
// Creates the playable that represents the instance that plays this clip.
// Here a hidden VideoPlayer is being created for the PlayableBehaviour to use
// to control playback. The PlayableBehaviour is responsible for deleting the player.
public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
{
Camera camera = targetCamera.Resolve(graph.GetResolver());
if (camera == null)
camera = Camera.main;
// If we are unable to create a player, return a playable with no behaviour attached.
VideoPlayer player = CreateVideoPlayer(camera, audioSource.Resolve(graph.GetResolver()));
if (player == null)
return Playable.Create(graph);
ScriptPlayable<VideoPlayableBehaviour> playable =
ScriptPlayable<VideoPlayableBehaviour>.Create(graph);
VideoPlayableBehaviour playableBehaviour = playable.GetBehaviour();
playableBehaviour.videoPlayer = player;
playableBehaviour.preloadTime = preloadTime;
playableBehaviour.clipInTime = clipInTime;
playableBehaviour.startTime = startTime;
return playable;
}
// The playable assets duration is used to specify the initial or default duration of the clip in Timeline.
public override double duration
{
get
{
if (videoClip == null)
return base.duration;
return videoClip.length;
}
}
// Implementation of ITimelineClipAsset. This specifies the capabilities of this timeline clip inside the editor.
// For video clips, we are using built-in support for clip-in, speed, blending and looping.
public ClipCaps clipCaps
{
get
{
var caps = ClipCaps.Blending | ClipCaps.ClipIn | ClipCaps.SpeedMultiplier;
if (loop)
caps |= ClipCaps.Looping;
return caps;
}
}
VideoPlayer CreateVideoPlayer(Camera camera, AudioSource targetAudioSource)
{
if (videoClip == null)
return null;
GameObject gameObject = new GameObject(videoClip.name) { hideFlags = HideFlags.HideAndDontSave };
VideoPlayer videoPlayer = gameObject.AddComponent<VideoPlayer>();
videoPlayer.playOnAwake = false;
videoPlayer.source = VideoSource.VideoClip;
videoPlayer.clip = videoClip;
videoPlayer.waitForFirstFrame = false;
videoPlayer.skipOnDrop = true;
videoPlayer.targetCamera = camera;
videoPlayer.renderMode = renderMode == RenderMode.CameraFarPlane ? VideoRenderMode.CameraFarPlane : VideoRenderMode.CameraNearPlane;
videoPlayer.aspectRatio = aspectRatio;
videoPlayer.isLooping = loop;
videoPlayer.audioOutputMode = VideoAudioOutputMode.Direct;
if (mute)
{
videoPlayer.audioOutputMode = VideoAudioOutputMode.None;
}
else if (targetAudioSource != null)
{
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
for (ushort i = 0; i < videoPlayer.clip.audioTrackCount; ++i)
videoPlayer.SetTargetAudioSource(i, targetAudioSource);
}
return videoPlayer;
}
}
}

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using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Video;
namespace Timeline.Samples
{
// The runtime instance of a video clip player in Timeline.
public sealed class VideoPlayableBehaviour : PlayableBehaviour
{
public VideoPlayer videoPlayer;
public double preloadTime;
public double clipInTime;
public double startTime;
private bool preparing;
// Called by the mixer (VideoSchedulerPlayableBehaviour) when this is nearly active to
// give the video time to load.
public void PrepareVideo()
{
if (videoPlayer == null || videoPlayer.isPrepared || preparing)
return;
videoPlayer.targetCameraAlpha = 0.0f;
videoPlayer.time = clipInTime;
videoPlayer.Prepare();
preparing = true;
}
// Called each frame the clip is active.
//
public override void PrepareFrame(Playable playable, FrameData info)
{
if (videoPlayer == null)
return;
// Pause or Play the video to match whether the graph is being scrubbed or playing
// If we need to hold the last frame, this will treat the last frame as a pause
bool shouldBePlaying = info.evaluationType == FrameData.EvaluationType.Playback;
if (!videoPlayer.isLooping && playable.GetTime() >= videoPlayer.clip.length)
shouldBePlaying = false;
if (shouldBePlaying)
{
// this will use the timeline time to prevent drift
videoPlayer.timeReference = VideoTimeReference.ExternalTime;
if (!videoPlayer.isPlaying)
videoPlayer.Play();
videoPlayer.externalReferenceTime = playable.GetTime() / videoPlayer.playbackSpeed;
}
else
{
videoPlayer.timeReference = VideoTimeReference.Freerun;
if (!videoPlayer.isPaused)
videoPlayer.Pause();
SyncVideoToPlayable(playable);
}
// use the accumulated blend value to set the alpha and the audio volume
videoPlayer.targetCameraAlpha = info.effectiveWeight;
if (videoPlayer.audioOutputMode == VideoAudioOutputMode.Direct)
{
for (ushort i = 0; i < videoPlayer.clip.audioTrackCount; ++i)
videoPlayer.SetDirectAudioVolume(i, info.effectiveWeight);
}
}
// Called when the clip becomes active.
public override void OnBehaviourPlay(Playable playable, FrameData info)
{
if (videoPlayer == null)
return;
SyncVideoToPlayable(playable);
videoPlayer.playbackSpeed = Mathf.Clamp(info.effectiveSpeed, 1 / 10f, 10f);
videoPlayer.Play();
preparing = false;
}
// Called when the clip becomes inactive OR the timeline is 'paused'
public override void OnBehaviourPause(Playable playable, FrameData info)
{
if (videoPlayer == null)
return;
preparing = false;
// The effective weight will be greater than 0 if the graph is paused and the playhead is still on this clip.
if (info.effectiveWeight <= 0)
videoPlayer.Stop();
else
videoPlayer.Pause();
}
// Called when the playable is destroyed.
public override void OnPlayableDestroy(Playable playable)
{
if (videoPlayer != null)
{
videoPlayer.Stop();
if (Application.isPlaying)
Object.Destroy(videoPlayer.gameObject);
else
Object.DestroyImmediate(videoPlayer.gameObject);
}
}
// Syncs the video player time to playable time
private void SyncVideoToPlayable(Playable playable)
{
if (videoPlayer == null || videoPlayer.clip == null)
return;
if (videoPlayer.isLooping)
videoPlayer.time = playable.GetTime() % videoPlayer.clip.length;
else
videoPlayer.time = System.Math.Min(playable.GetTime(), videoPlayer.clip.length);
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Playables;
namespace Timeline.Samples
{
// The runtime instance of the VideoTrack. It is responsible for letting the VideoPlayableBehaviours
// they need to start loading the video
public sealed class VideoSchedulerPlayableBehaviour : PlayableBehaviour
{
// Called every frame that the timeline is evaluated. This is called prior to
// PrepareFrame on any of its input playables.
public override void PrepareFrame(Playable playable, FrameData info)
{
// Searches for clips that are in the 'preload' area and prepares them for playback
var timelineTime = playable.GetGraph().GetRootPlayable(0).GetTime();
for (int i = 0; i < playable.GetInputCount(); i++)
{
if (playable.GetInput(i).GetPlayableType() != typeof(VideoPlayableBehaviour))
continue;
if (playable.GetInputWeight(i) <= 0.0f)
{
ScriptPlayable<VideoPlayableBehaviour> scriptPlayable = (ScriptPlayable<VideoPlayableBehaviour>)playable.GetInput(i);
VideoPlayableBehaviour videoPlayableBehaviour = scriptPlayable.GetBehaviour();
double preloadTime = Math.Max(0.0, videoPlayableBehaviour.preloadTime);
double clipStart = videoPlayableBehaviour.startTime;
if (timelineTime > clipStart - preloadTime && timelineTime <= clipStart)
videoPlayableBehaviour.PrepareVideo();
}
}
}
}
}

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using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Timeline.Samples
{
// Timeline track to play videos.
// This sample demonstrates the following
// * Using built in blending, speed and clip-in capabilities in custom clips.
// * Using ClipEditors to customize clip drawing.
// * Using a mixer PlayableBehaviour to perform look-ahead operations.
// * Managing UnityEngine.Object lifetime (VideoPlayer) with a PlayableBehaviour.
// * Using ExposedReferences to reference Components in the scene from a PlayableAsset.
[Serializable]
[TrackClipType(typeof(VideoPlayableAsset))]
[TrackColor(0.008f, 0.698f, 0.655f)]
public class VideoTrack : TrackAsset
{
// Called to create a PlayableBehaviour instance to represent the instance of the track, commonly referred
// to as a Mixer playable.
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
// This is called immediately before CreatePlayable on VideoPlayableAsset.
// Each playable asset needs to be updated to the last clip values.
foreach (var clip in GetClips())
{
var asset = clip.asset as VideoPlayableAsset;
if (asset != null)
{
asset.clipInTime = clip.clipIn;
asset.startTime = clip.start;
}
}
return ScriptPlayable<VideoSchedulerPlayableBehaviour>.Create(graph, inputCount);
}
}
}

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