├── .gitignore
├── .idea
└── .idea.AE_SkillEditor_Plus
│ └── .idea
│ ├── .gitignore
│ ├── encodings.xml
│ ├── indexLayout.xml
│ └── vcs.xml
├── Assets
├── AE_SkillEditor_Plus.meta
├── AE_SkillEditor_Plus
│ ├── Editor.meta
│ ├── Editor
│ │ ├── Driver.meta
│ │ ├── Driver
│ │ │ ├── AETimelineEditorTick.cs
│ │ │ └── AETimelineEditorTick.cs.meta
│ │ ├── Event.meta
│ │ ├── Event
│ │ │ ├── AEUIEventType.cs
│ │ │ ├── AEUIEventType.cs.meta
│ │ │ ├── EventCenter.cs
│ │ │ ├── EventCenter.cs.meta
│ │ │ ├── Events.meta
│ │ │ └── Events
│ │ │ │ ├── BaseEvent.cs
│ │ │ │ ├── BaseEvent.cs.meta
│ │ │ │ ├── BodyRightClick.cs
│ │ │ │ ├── BodyRightClick.cs.meta
│ │ │ │ ├── ClipEvent.cs
│ │ │ │ ├── ClipEvent.cs.meta
│ │ │ │ ├── ControllerEvent.cs
│ │ │ │ ├── ControllerEvent.cs.meta
│ │ │ │ ├── HeadRightClickEvent.cs
│ │ │ │ ├── HeadRightClickEvent.cs.meta
│ │ │ │ ├── LeftMouseUpEvent.cs
│ │ │ │ ├── LeftMouseUpEvent.cs.meta
│ │ │ │ ├── Timeline.cs
│ │ │ │ └── Timeline.cs.meta
│ │ ├── Factory.meta
│ │ ├── Factory
│ │ │ ├── AETimelineAssetsCreator.cs
│ │ │ ├── AETimelineAssetsCreator.cs.meta
│ │ │ ├── AETimelineFactory.cs
│ │ │ ├── AETimelineFactory.cs.meta
│ │ │ ├── AETimelineSearchWindow.cs
│ │ │ └── AETimelineSearchWindow.cs.meta
│ │ ├── Inspector.meta
│ │ ├── Inspector
│ │ │ ├── AETimelineInspector.cs
│ │ │ └── AETimelineInspector.cs.meta
│ │ ├── Interface.meta
│ │ ├── Interface
│ │ │ ├── ClipUIAction.cs
│ │ │ ├── ClipUIAction.cs.meta
│ │ │ ├── IClipStyle.cs
│ │ │ └── IClipStyle.cs.meta
│ │ ├── UI.meta
│ │ ├── UI
│ │ │ ├── Controller.meta
│ │ │ ├── Controller
│ │ │ │ ├── Controller.cs
│ │ │ │ ├── Controller.cs.meta
│ │ │ │ ├── TimeLine.cs
│ │ │ │ └── TimeLine.cs.meta
│ │ │ ├── Data.meta
│ │ │ ├── Data
│ │ │ │ ├── ClipStyleData.cs
│ │ │ │ ├── ClipStyleData.cs.meta
│ │ │ │ ├── TrackStyleData.cs
│ │ │ │ └── TrackStyleData.cs.meta
│ │ │ ├── Track.meta
│ │ │ └── Track
│ │ │ │ ├── TrackBodyStyle.cs
│ │ │ │ ├── TrackBodyStyle.cs.meta
│ │ │ │ ├── TrackClipStyle.cs
│ │ │ │ ├── TrackClipStyle.cs.meta
│ │ │ │ ├── TrackHeadStyle.cs
│ │ │ │ ├── TrackHeadStyle.cs.meta
│ │ │ │ ├── TrackStyle.cs
│ │ │ │ └── TrackStyle.cs.meta
│ │ ├── Window.meta
│ │ └── Window
│ │ │ ├── AETimelineEditorWindow.cs
│ │ │ └── AETimelineEditorWindow.cs.meta
│ ├── Excample.meta
│ ├── Excample
│ │ ├── AETimelineDirector.cs
│ │ ├── AETimelineDirector.cs.meta
│ │ ├── BuiltTracks.meta
│ │ └── BuiltTracks
│ │ │ ├── Aniamtion.meta
│ │ │ ├── Aniamtion
│ │ │ ├── AEAnimationClip.cs
│ │ │ ├── AEAnimationClip.cs.meta
│ │ │ ├── AEAnimationEditorBehaviour.cs
│ │ │ ├── AEAnimationEditorBehaviour.cs.meta
│ │ │ ├── AEAnimationRuntimeBehaviour.cs
│ │ │ ├── AEAnimationRuntimeBehaviour.cs.meta
│ │ │ ├── AEAnimationTrack.cs
│ │ │ ├── AEAnimationTrack.cs.meta
│ │ │ ├── Editor.meta
│ │ │ └── Editor
│ │ │ │ ├── CustomAnimationClip.cs
│ │ │ │ └── CustomAnimationClip.cs.meta
│ │ │ ├── Audio.meta
│ │ │ ├── Audio
│ │ │ ├── AEAudioClip.cs
│ │ │ ├── AEAudioClip.cs.meta
│ │ │ ├── AEAudioEditorBehaviour.cs
│ │ │ ├── AEAudioEditorBehaviour.cs.meta
│ │ │ ├── AEAudioRuntimeBehaviour.cs
│ │ │ ├── AEAudioRuntimeBehaviour.cs.meta
│ │ │ ├── AEAudioTrack.cs
│ │ │ └── AEAudioTrack.cs.meta
│ │ │ ├── Effect.meta
│ │ │ └── Effect
│ │ │ ├── AEEffectBehaviour.cs
│ │ │ ├── AEEffectBehaviour.cs.meta
│ │ │ ├── AEEffectClip.cs
│ │ │ ├── AEEffectClip.cs.meta
│ │ │ ├── AEEffectTrack.cs
│ │ │ └── AEEffectTrack.cs.meta
│ ├── RunTime.meta
│ └── RunTime
│ │ ├── Attribute.meta
│ │ ├── Attribute
│ │ ├── AEBindClipAttribute.cs
│ │ ├── AEBindClipAttribute.cs.meta
│ │ ├── AEClipStyleAttribute.cs
│ │ ├── AEClipStyleAttribute.cs.meta
│ │ ├── AETrackColorAttribute.cs
│ │ ├── AETrackColorAttribute.cs.meta
│ │ ├── AETrackNameAttribute.cs
│ │ └── AETrackNameAttribute.cs.meta
│ │ ├── BaseData.meta
│ │ ├── BaseData
│ │ ├── AETimelineAsset.cs
│ │ ├── AETimelineAsset.cs.meta
│ │ ├── StandardClip.cs
│ │ ├── StandardClip.cs.meta
│ │ ├── StandardTrack.cs
│ │ └── StandardTrack.cs.meta
│ │ ├── Driver.meta
│ │ └── Driver
│ │ ├── AEPlayableBehaviour.cs
│ │ ├── AEPlayableBehaviour.cs.meta
│ │ ├── AEPlayableStateEnum.cs
│ │ ├── AEPlayableStateEnum.cs.meta
│ │ ├── AETimelineTick.cs
│ │ ├── AETimelineTick.cs.meta
│ │ ├── Interface.meta
│ │ └── Interface
│ │ ├── IEditorBehaviour.cs
│ │ ├── IEditorBehaviour.cs.meta
│ │ ├── IRuntimeBehaviour.cs
│ │ └── IRuntimeBehaviour.cs.meta
├── Scenes.meta
├── Scenes
│ ├── AE_SkillEditor_Plus.unity
│ ├── AE_SkillEditor_Plus.unity.meta
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── TempAndTest.meta
└── TempAndTest
│ ├── Assets.meta
│ ├── Assets
│ ├── Animation.meta
│ ├── Animation
│ │ ├── 1段攻击.anim
│ │ ├── 1段攻击.anim.meta
│ │ ├── 2段攻击.anim
│ │ ├── 2段攻击.anim.meta
│ │ ├── 3段攻击.anim
│ │ ├── 3段攻击.anim.meta
│ │ ├── 下落中.anim
│ │ ├── 下落中.anim.meta
│ │ ├── 回旋踢.anim
│ │ ├── 回旋踢.anim.meta
│ │ ├── 滑铲.anim
│ │ ├── 滑铲.anim.meta
│ │ ├── 着陆.anim
│ │ ├── 着陆.anim.meta
│ │ ├── 站立.anim
│ │ ├── 站立.anim.meta
│ │ ├── 站立和行走.meta
│ │ ├── 站立和行走
│ │ │ ├── Locomotion--Run_N.anim.fbx
│ │ │ ├── Locomotion--Run_N.anim.fbx.meta
│ │ │ ├── Locomotion--Walk_N.anim.fbx
│ │ │ ├── Locomotion--Walk_N.anim.fbx.meta
│ │ │ ├── Stand--Idle.anim.fbx
│ │ │ └── Stand--Idle.anim.fbx.meta
│ │ ├── 行走.anim
│ │ ├── 行走.anim.meta
│ │ ├── 行走转180.anim
│ │ ├── 行走转180.anim.meta
│ │ ├── 跳跃.anim
│ │ └── 跳跃.anim.meta
│ ├── Cube.prefab
│ ├── Cube.prefab.meta
│ ├── CubeTimeline.playable
│ ├── CubeTimeline.playable.meta
│ ├── Material.meta
│ ├── Material
│ │ ├── Alpha_Body_MAT.mat
│ │ ├── Alpha_Body_MAT.mat.meta
│ │ ├── Alpha_Joints_MAT.mat
│ │ └── Alpha_Joints_MAT.mat.meta
│ ├── Model.meta
│ ├── Model
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Alpha_Body_MAT.mat
│ │ │ ├── Alpha_Body_MAT.mat.meta
│ │ │ ├── Alpha_Joints_MAT.mat
│ │ │ └── Alpha_Joints_MAT.mat.meta
│ │ ├── Y Bot.fbx
│ │ └── Y Bot.fbx.meta
│ ├── New Animation.anim
│ ├── New Animation.anim.meta
│ ├── New Animator Controller.controller
│ ├── New Animator Controller.controller.meta
│ ├── Particle System.prefab
│ ├── Particle System.prefab.meta
│ ├── Sfx.meta
│ ├── Sfx
│ │ ├── Player_Footstep_01.wav
│ │ ├── Player_Footstep_01.wav.meta
│ │ ├── Player_Footstep_02.wav
│ │ ├── Player_Footstep_02.wav.meta
│ │ ├── Player_Footstep_03.wav
│ │ ├── Player_Footstep_03.wav.meta
│ │ ├── Player_Footstep_04.wav
│ │ ├── Player_Footstep_04.wav.meta
│ │ ├── Player_Footstep_05.wav
│ │ ├── Player_Footstep_05.wav.meta
│ │ ├── Player_Footstep_06.wav
│ │ ├── Player_Footstep_06.wav.meta
│ │ ├── Player_Footstep_07.wav
│ │ ├── Player_Footstep_07.wav.meta
│ │ ├── Player_Footstep_08.wav
│ │ ├── Player_Footstep_08.wav.meta
│ │ ├── Player_Footstep_09.wav
│ │ ├── Player_Footstep_09.wav.meta
│ │ ├── Player_Footstep_10.wav
│ │ ├── Player_Footstep_10.wav.meta
│ │ ├── Player_Land.wav
│ │ └── Player_Land.wav.meta
│ ├── Y BotTimeline.playable
│ └── Y BotTimeline.playable.meta
│ ├── OtherTest.meta
│ ├── OtherTest
│ ├── Father.cs
│ ├── Father.cs.meta
│ ├── Son.cs
│ ├── Son.cs.meta
│ ├── Test.cs
│ ├── Test.cs.meta
│ ├── TestCustomInspector.cs
│ ├── TestCustomInspector.cs.meta
│ ├── TestData.cs
│ ├── TestData.cs.meta
│ ├── TestInspector.cs
│ ├── TestInspector.cs.meta
│ ├── TestInterface.cs
│ ├── TestInterface.cs.meta
│ ├── TestOS.cs
│ ├── TestOS.cs.meta
│ ├── 测试Insert.cs
│ └── 测试Insert.cs.meta
│ ├── PlayableTest.meta
│ ├── PlayableTest
│ ├── TestPlayable.cs
│ └── TestPlayable.cs.meta
│ ├── TestAniamtin.meta
│ ├── TestAniamtin
│ ├── TestAnimation.cs
│ └── TestAnimation.cs.meta
│ ├── TestCustomTrack.meta
│ ├── TestCustomTrack
│ ├── TestClipData.cs
│ └── TestClipData.cs.meta
│ ├── TestInspector.meta
│ ├── TestInspector
│ ├── TestSOInspector.cs
│ └── TestSOInspector.cs.meta
│ ├── TestRunTime.meta
│ ├── TestRunTime
│ ├── TestRunTime.cs
│ └── TestRunTime.cs.meta
│ ├── TestSerialize.meta
│ ├── TestSerialize
│ ├── New AETimelineAsset_1.aetimeline
│ ├── New AETimelineAsset_1.aetimeline.meta
│ ├── New Test OS.asset
│ ├── New Test OS.asset.meta
│ ├── TestCopySO.cs
│ └── TestCopySO.cs.meta
│ ├── TimelineFile.meta
│ └── TimelineFile
│ ├── New AETimelineAsset_0.asset
│ ├── New AETimelineAsset_0.asset.meta
│ ├── New AETimelineAsset_2.asset
│ └── New AETimelineAsset_2.asset.meta
├── ImagesAssets
├── Pasted image 20240503163832.png
├── Pasted image 20240503164021.png
├── Pasted image 20240503164707.png
├── Pasted image 20240503165232.png
├── Pasted image 20240503165445.png
├── Pasted image 20240503170103.png
├── Pasted image 20240503170310.png
├── Pasted image 20240503170836.png
├── Pasted image 20240503171043.png
├── Pasted image 20240503172205.png
├── Pasted image 20240503172303.png
├── Pasted image 20240503172328.png
├── Pasted image 20240503172433.png
├── Pasted image 20240503172754.png
├── Pasted image 20240503172849.png
├── Pasted image 20240503173002.png
├── Pasted image 20240503173825.png
├── Pasted image 20240503173908.png
├── Pasted image 20240503174100.png
├── Pasted image 20240503174758.png
├── Pasted image 20240503185358.png
├── Pasted image 20240503190400.png
├── Pasted image 20240503190945.png
├── Pasted image 20240503191332.png
├── Pasted image 20240503191938.png
├── Pasted image 20240503192154.png
├── Pasted image 20240503195339.png
├── image-20240420224527442.png
└── image-20240420224736929.png
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── AutoStreamingSettings.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Packages
│ └── com.unity.testtools.codecoverage
│ │ └── Settings.json
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | [Ll]ibrary/
6 | [Tt]emp/
7 | [Oo]bj/
8 | [Bb]uild/
9 | [Bb]uilds/
10 | [Ll]ogs/
11 | [Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Asset meta data should only be ignored when the corresponding asset is also ignored
18 | !/[Aa]ssets/**/*.meta
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.unitypackage
61 |
62 | # Crashlytics generated file
63 | crashlytics-build.properties
64 |
65 | # Packed Addressables
66 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
67 |
68 | # Temporary auto-generated Android Assets
69 | /CodeView/[Aa]ssets/[Ss]treamingAssets/aa.meta
70 | /CodeView/[Aa]ssets/[Ss]treamingAssets/aa/*
71 |
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/.idea/.idea.AE_SkillEditor_Plus/.idea/.gitignore:
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1 | # 默认忽略的文件
2 | /shelf/
3 | /workspace.xml
4 | # Rider 忽略的文件
5 | /projectSettingsUpdater.xml
6 | /contentModel.xml
7 | /modules.xml
8 | /.idea.AE_SkillEditor_Plus.iml
9 | # 基于编辑器的 HTTP 客户端请求
10 | /httpRequests/
11 | # Datasource local storage ignored files
12 | /dataSources/
13 | /dataSources.local.xml
14 |
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/.idea/.idea.AE_SkillEditor_Plus/.idea/encodings.xml:
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1 |
2 |
3 |
4 |
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/.idea/.idea.AE_SkillEditor_Plus/.idea/indexLayout.xml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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/.idea/.idea.AE_SkillEditor_Plus/.idea/vcs.xml:
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1 |
2 |
3 |
4 |
5 |
6 |
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/Assets/AE_SkillEditor_Plus.meta:
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1 | fileFormatVersion: 2
2 | guid: aa11f5325fe0aae4c83a7d1bfb0126ef
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
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/Assets/AE_SkillEditor_Plus/Editor.meta:
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1 | fileFormatVersion: 2
2 | guid: 46e36295d2d14d67a304721dae65f9ff
3 | timeCreated: 1712846825
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/Assets/AE_SkillEditor_Plus/Editor/Driver.meta:
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1 | fileFormatVersion: 2
2 | guid: 101819cdc3d94465987a706e93906392
3 | timeCreated: 1713770605
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/Assets/AE_SkillEditor_Plus/Editor/Driver/AETimelineEditorTick.cs:
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1 | using System.Collections.Generic;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using AE_SkillEditor_Plus.RunTime.Driver;
4 | using AE_SkillEditor_Plus.RunTime.Interface;
5 | using Unity.VisualScripting;
6 | using UnityEngine;
7 |
8 | namespace AE_SkillEditor_Plus.Editor.Driver
9 | {
10 | public class AETimelineEditorTick
11 | {
12 | private List> Behaviors;
13 | private AETimelineAsset m_asset;
14 |
15 | public void PlayAsset(AETimelineAsset asset)
16 | {
17 | // Debug.Log("VAR");
18 | m_asset = asset;
19 | Behaviors = new List>();
20 | for (var trackIndex = 0; trackIndex < m_asset.Tracks.Count; trackIndex++)
21 | {
22 | var track = m_asset.Tracks[trackIndex];
23 | Behaviors.Add(new List());
24 | for (var clipIndex = 0; clipIndex < track.Clips.Count; clipIndex++)
25 | {
26 | var clip = track.Clips[clipIndex];
27 | Behaviors[trackIndex].Add((track as IEditorBehaviour)?.CreateEditorBehaviour(clip));
28 | }
29 | }
30 | }
31 |
32 | public void Tick(int currentFrameID, int FPS, GameObject context)
33 | {
34 | if (Behaviors == null) return;
35 | if (currentFrameID > m_asset.Duration) return;
36 | for (var trackIndex = 0; trackIndex < m_asset.Tracks.Count; trackIndex++)
37 | {
38 | var track = m_asset.Tracks[trackIndex];
39 | for (var clipIndex = 0; clipIndex < track.Clips.Count; clipIndex++)
40 | {
41 | var clip = track.Clips[clipIndex];
42 | var behavior = Behaviors[trackIndex][clipIndex];
43 | if (behavior == null) break;
44 | if (currentFrameID >= clip.StartID && currentFrameID < clip.StartID + clip.Duration)
45 | {
46 | if (behavior.State == AEPlayableStateEnum.Exit)
47 | {
48 | // Debug.Log(clip.Name + "OnEnter");
49 | behavior.OnEnter(context, FPS, currentFrameID - clip.StartID);
50 | }
51 |
52 | if (behavior.State == AEPlayableStateEnum.Running)
53 | behavior.Tick(currentFrameID - clip.StartID, FPS, context);
54 | // (track as ITrackEditorDriver)?.Tick((int)(currentFrameID * FPS), FPS, clip);
55 | // Debug.Log(clip.Name + "Playing" + currentFrameID);
56 | }
57 | else if ((currentFrameID < clip.StartID || currentFrameID >= clip.StartID + clip.Duration) &&
58 | behavior.State == AEPlayableStateEnum.Running)
59 | {
60 | behavior.OnExit(context, FPS, currentFrameID - clip.StartID);
61 | }
62 | }
63 | }
64 | }
65 |
66 | public void AddBehaviour(int trackIndex, int clipIndex)
67 | {
68 | var track = m_asset.Tracks[trackIndex];
69 | var clip = track.Clips[clipIndex];
70 | Behaviors[trackIndex].Insert(clipIndex, (track as IEditorBehaviour)?.CreateEditorBehaviour(clip));
71 | }
72 |
73 | public void RemoveBehaviour(int trackIndex, int clipIndex)
74 | {
75 | Behaviors[trackIndex].RemoveAt(clipIndex);
76 | }
77 |
78 | public void AddTrack(int trackIndex)
79 | {
80 | Behaviors.Insert(trackIndex, new List());
81 | }
82 |
83 | public void RemoveTrack(int trackIndex)
84 | {
85 | Behaviors.RemoveAt(trackIndex);
86 | }
87 | }
88 | }
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/Assets/AE_SkillEditor_Plus/Editor/Driver/AETimelineEditorTick.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 6e9ea5bc4e2a40fcbcde879d496cb4c0
3 | timeCreated: 1713770622
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/Assets/AE_SkillEditor_Plus/Editor/Event.meta:
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1 | fileFormatVersion: 2
2 | guid: 773ac2248e9e4efa86788481a0b14b34
3 | timeCreated: 1712824739
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/Assets/AE_SkillEditor_Plus/Editor/Event/AEUIEventType.cs:
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1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | //事件类型
4 | public enum AEUIEventType
5 | {
6 | ClipMove,
7 | ClipMoveEnd,
8 | ClipClick,
9 | ClipResize,
10 | ClipResizeEnd,
11 | ClipRightClick,
12 | ClipKeyborad,
13 | Controller,
14 | TimelineScale,
15 | TimelineDrag,
16 | HeadRightClick,
17 | BodyRightClick,
18 | TimelineDragEnd,
19 | LeftMouseUp
20 | }
21 |
22 | //快捷键
23 | public enum Shortcut
24 | {
25 | CtrlC,
26 | CtrlV,
27 | CtrlX,
28 | Delete
29 | }
30 |
31 | //控件
32 | public enum ControllerType
33 | {
34 | Play,
35 | ToPre,
36 | ToNext,
37 | ToMostBegin,
38 | ToMostEnd,
39 | }
40 | }
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/Assets/AE_SkillEditor_Plus/Editor/Event/AEUIEventType.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 6ba08c2a4d814f8f8577b19f462e41a6
3 | timeCreated: 1712824764
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/Assets/AE_SkillEditor_Plus/Editor/Event/EventCenter.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using AE_SkillEditor_Plus.Editor.Window;
4 |
5 | namespace AE_SkillEditor_Plus.AEUIEvent
6 | {
7 | public static class EventCenter
8 | {
9 | private static Dictionary> events;
10 |
11 | static EventCenter()
12 | {
13 | events = new Dictionary>();
14 | }
15 |
16 | public static void AddEventListener(AETimelineEditorWindow window, Action callback)
17 | {
18 | if (events.ContainsKey(window)) events[window] = callback;
19 | else events.Add(window, callback);
20 | }
21 |
22 | public static void RemoveEventListener(AETimelineEditorWindow window, Action callback)
23 | {
24 | if (events.ContainsKey(window)) events.Remove(window);
25 | }
26 |
27 | public static void TrigerEvent(AETimelineEditorWindow window, BaseEvent baseEvent)
28 | {
29 | events[window]?.Invoke(baseEvent);
30 | }
31 | }
32 | }
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/Assets/AE_SkillEditor_Plus/Editor/Event/EventCenter.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 0e5ce8e9ea644e929ac0778902b3f47a
3 | timeCreated: 1712824854
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events.meta:
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1 | fileFormatVersion: 2
2 | guid: 38a16e21380f48e5bb04f456e4ab6c70
3 | timeCreated: 1712825482
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/BaseEvent.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class BaseEvent
4 | {
5 | public AEUIEventType EventType { get; protected set; }
6 | }
7 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/BaseEvent.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: db292d4980254e6bbafc7c3a3566a814
3 | timeCreated: 1713004834
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/BodyRightClick.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class BodyRightClick : BaseEvent
4 | {
5 | public int TrackIndex;
6 | public int MouseFrameID;
7 | public BodyRightClick()
8 | {
9 | this.EventType = AEUIEventType.BodyRightClick;
10 | }
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/BodyRightClick.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 6b9651f521fc40ad919d8f06ea01aa82
3 | timeCreated: 1713528526
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/ClipEvent.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class ClipEvent : BaseEvent
4 | {
5 | public int TrackIndex;
6 | public int ClipIndex;
7 | }
8 |
9 | public class ClipMoveEvent : ClipEvent
10 | {
11 | public ClipMoveEvent()
12 | {
13 | this.EventType = AEUIEventType.ClipMove;
14 | }
15 |
16 | public float OffsetMouseX; //鼠标相对Start的偏移 单位是Rect的x
17 | }
18 |
19 | public class ClipMoveEndEvent : ClipEvent
20 | {
21 | public ClipMoveEndEvent()
22 | {
23 | this.EventType = AEUIEventType.ClipMoveEnd;
24 | }
25 | }
26 |
27 | public class ClipClickEvent : ClipEvent
28 | {
29 | public ClipClickEvent()
30 | {
31 | this.EventType = AEUIEventType.ClipClick;
32 | }
33 |
34 | public float OffsetMouseX; //鼠标相对Start的偏移 单位是Rect的x
35 | }
36 |
37 | public class ClipResizeEvent : ClipEvent
38 | {
39 | public ClipResizeEvent()
40 | {
41 | this.EventType = AEUIEventType.ClipResize;
42 | }
43 |
44 | public float OffsetMouseX; //鼠标相对End的偏移 单位是Rect的x
45 | }
46 |
47 | public class ClipResizeEndEvent : ClipEvent
48 | {
49 | public ClipResizeEndEvent()
50 | {
51 | this.EventType = AEUIEventType.ClipResizeEnd;
52 | }
53 | }
54 |
55 | public class ClipRightClickEvent : ClipEvent
56 | {
57 | public ClipRightClickEvent()
58 | {
59 | this.EventType = AEUIEventType.ClipRightClick;
60 | }
61 | }
62 |
63 | public class KeyboradEvent : ClipEvent
64 | {
65 | public KeyboradEvent()
66 | {
67 | this.EventType = AEUIEventType.ClipKeyborad;
68 | }
69 |
70 | public Shortcut Shortcut;
71 | }
72 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/ClipEvent.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: f4433bfe280f49b7b4137b767cc854cd
3 | timeCreated: 1712824753
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/ControllerEvent.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class ControllerEvent : BaseEvent
4 | {
5 | public ControllerEvent()
6 | {
7 | this.EventType = AEUIEventType.Controller;
8 | }
9 |
10 | public ControllerType ControllerType;
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/ControllerEvent.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 9b7ae73bcd174814af8501b1b5f631e6
3 | timeCreated: 1713004929
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/HeadRightClickEvent.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class HeadRightClickEvent : BaseEvent
4 | {
5 | public int TrackIndex;
6 |
7 | public HeadRightClickEvent()
8 | {
9 | EventType = AEUIEventType.HeadRightClick;
10 | }
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/HeadRightClickEvent.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: acd82ccfa9fe4bf8b1854ef4347bac44
3 | timeCreated: 1713189418
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/LeftMouseUpEvent.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class LeftMouseUpEvent : BaseEvent
4 | {
5 | public LeftMouseUpEvent()
6 | {
7 | EventType = AEUIEventType.LeftMouseUp;
8 | }
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/LeftMouseUpEvent.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: ea961b74e3284553b1a41cac987645e9
3 | timeCreated: 1714214667
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/Assets/AE_SkillEditor_Plus/Editor/Event/Events/Timeline.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.AEUIEvent
2 | {
3 | public class TimelineScaleEvent : BaseEvent
4 | {
5 | public TimelineScaleEvent()
6 | {
7 | this.EventType = AEUIEventType.TimelineScale;
8 | }
9 | }
10 |
11 | public class TimelineDragEndEvent : BaseEvent
12 | {
13 | public TimelineDragEndEvent()
14 | {
15 | this.EventType = AEUIEventType.TimelineDragEnd;
16 | }
17 | }
18 |
19 | public class TimelineDragEvent : BaseEvent
20 | {
21 | public TimelineDragEvent()
22 | {
23 | this.EventType = AEUIEventType.TimelineDrag;
24 | }
25 | }
26 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Event/Events/Timeline.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: e257297c66374b53af395c002c7d17ad
3 | timeCreated: 1713005116
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/Assets/AE_SkillEditor_Plus/Editor/Factory.meta:
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1 | fileFormatVersion: 2
2 | guid: 96cd46cd4c4c4950a45ecb63b908d18a
3 | timeCreated: 1713442683
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/Assets/AE_SkillEditor_Plus/Editor/Factory/AETimelineAssetsCreator.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using System.IO;
3 | using System.Runtime.Serialization.Formatters.Binary;
4 | using AE_SkillEditor_Plus.RunTime;
5 | // using AE_SkillEditor_Plus.TempAndTest.TestData;
6 | using UnityEditor;
7 | using UnityEditor.ProjectWindowCallback;
8 | using UnityEngine;
9 |
10 | namespace AE_SkillEditor_Plus.Factory
11 | {
12 | public static class AETimelineAssetsCreator
13 | {
14 | //TODO: 序列化形式
15 | public const string SUFFIX = "asset";
16 | // public const string SUFFIX = "aetimeline";
17 |
18 | [MenuItem("Assets/Create/AETimeline编辑器/AETimelineAsset")]
19 | private static void CreatoFile()
20 | {
21 | AETimelineAssetsCreatorEndAction creatorEndAction =
22 | ScriptableObject.CreateInstance();
23 | string name = GetName();
24 | ProjectWindowUtil.StartNameEditingIfProjectWindowExists(creatorEndAction.GetInstanceID(), creatorEndAction,
25 | name, null, null);
26 | }
27 |
28 | private static string GetName(string tempName = "New AETimelineAsset")
29 | {
30 | int i = 0;
31 | string name = $"{tempName}_{i}";
32 | string[] files = AssetDatabase.FindAssets(name);
33 |
34 | for (i += 1; files != null && files.Length > 0; i++)
35 | {
36 | name = $"{tempName}_{i}";
37 | files = AssetDatabase.FindAssets(name);
38 | }
39 |
40 | return $"{name}.{SUFFIX}";
41 | }
42 | }
43 |
44 | public class AETimelineAssetsCreatorEndAction : EndNameEditAction
45 | {
46 | //按回车执行Action方法
47 | public override void Action(int instanceId, string pathName, string resourceFile)
48 | {
49 | //TODO: 序列化形式
50 | // var asset = new AETimelineAsset();
51 | var asset = ScriptableObject.CreateInstance();
52 | // AETimelineFactory.Save(asset,pathName);
53 | AssetDatabase.CreateAsset(asset,pathName);
54 | //TODO:设置文件的图标 为内置图标light
55 | // Texture2D icon = EditorGUIUtility.IconContent("Light Icon").image as Texture2D;
56 | //刷新
57 | AssetDatabase.Refresh();
58 | }
59 | }
60 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Factory/AETimelineAssetsCreator.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: c220b77ff1504aefb58c7f60e921f44f
3 | timeCreated: 1713531550
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/Assets/AE_SkillEditor_Plus/Editor/Factory/AETimelineFactory.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 3f411e285c0345baa51e112d212b0152
3 | timeCreated: 1713442733
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/Assets/AE_SkillEditor_Plus/Editor/Factory/AETimelineSearchWindow.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using Unity.Plastic.Newtonsoft.Json.Serialization;
5 | using UnityEditor.Experimental.GraphView;
6 | using UnityEngine;
7 |
8 | namespace AE_SkillEditor_Plus.Factory
9 | {
10 | public class AETimelineSearchWindow : ScriptableObject, ISearchWindowProvider
11 | {
12 | public List paths;
13 |
14 | public List CreateSearchTree(SearchWindowContext context)
15 | {
16 | var entries = new List();
17 | entries.Add(new SearchTreeGroupEntry(new GUIContent("搜索文件"))); //添加了一个一级菜单
18 | for (var index = 0; index < paths.Count; index++)
19 | {
20 | var path = paths[index];
21 | entries.Add(new SearchTreeEntry(new GUIContent(path.Split("/").Last().Split(".")[0]))
22 | { level = 1, userData = paths[index] });
23 | }
24 |
25 | return entries;
26 | }
27 |
28 | public Action Callbakc;
29 |
30 | public bool OnSelectEntry(SearchTreeEntry SearchTreeEntry, SearchWindowContext context)
31 | {
32 | // Debug.Log(SearchTreeEntry.userData as string);
33 | Callbakc?.Invoke(SearchTreeEntry.userData as string);
34 | return true;
35 | }
36 | }
37 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Factory/AETimelineSearchWindow.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 381b1620dbce4fd1a155ae01ea39ffa9
3 | timeCreated: 1713538455
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/Assets/AE_SkillEditor_Plus/Editor/Inspector.meta:
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1 | fileFormatVersion: 2
2 | guid: cce576e07bdb42b7a02ff2b46dcfd13c
3 | timeCreated: 1713788798
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/Assets/AE_SkillEditor_Plus/Editor/Inspector/AETimelineInspector.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.Editor.Window;
3 | using AE_SkillEditor_Plus.Factory;
4 | using AE_SkillEditor_Plus.RunTime;
5 | // using AE_SkillEditor_Plus.TempAndTest.TestData;
6 | using Unity.VisualScripting;
7 | using UnityEditor;
8 | using UnityEngine;
9 |
10 | namespace AE_SkillEditor_Plus.Editor.Inspector
11 | {
12 | ///
13 | /// 序列化面板
14 | ///
15 | public class AETimelineInspector //: ScriptableObject
16 | {
17 | // [SerializeReference] public StandardClip Clip;
18 | // public static AETimelineEditorWindow Window;
19 | // public static AETimelineInspector _instance;
20 |
21 | // public static AETimelineInspector Instance
22 | // {
23 | // get
24 | // {
25 | // if (_instance == null)
26 | // {
27 | // _instance = CreateInstance();
28 | // }
29 | //
30 | // return _instance;
31 | // }
32 | // }
33 |
34 | public static void ShowInspector(AETimelineEditorWindow window, StandardClip clip)
35 | {
36 | // Window = window;
37 | // Instance.Clip = clip;
38 | // Selection.activeObject = Instance;
39 | Selection.activeObject = clip;
40 | }
41 |
42 | public void OnValidate()
43 | {
44 | //if (Window != null) AETimelineFactory.Save(Window.Asset, Window.AssetPath);
45 | }
46 | }
47 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Inspector/AETimelineInspector.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 8df6eaa5755b4c7b99533603ef94e64b
3 | timeCreated: 1713789467
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/Assets/AE_SkillEditor_Plus/Editor/Interface.meta:
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1 | fileFormatVersion: 2
2 | guid: 4cd94dede256445fadd37821081157f5
3 | timeCreated: 1713447552
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/Assets/AE_SkillEditor_Plus/Editor/Interface/ClipUIAction.cs:
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1 | using AE_SkillEditor_Plus.Editor.Window;
2 | using UnityEngine;
3 |
4 | namespace AE_SkillEditor_Plus.RunTime.Interface
5 | {
6 | public delegate void ClipUIAction(AETimelineEditorWindow window,Rect rect, int[] hightLight, Color color,
7 | string clipName, float widthPerFrame,int trackIndex, int clipIndex);
8 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Interface/ClipUIAction.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: c4a71b56d4554025930bffeabf9eb13d
3 | timeCreated: 1714618743
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/Assets/AE_SkillEditor_Plus/Editor/Interface/IClipStyle.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.RunTime.Interface
2 | {
3 | public interface IClipStyle
4 | {
5 | public ClipUIAction UpdateUI { get; }
6 | }
7 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/Interface/IClipStyle.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: e5e81f49b13a40659c3fa64efdc80b83
3 | timeCreated: 1714622490
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/Assets/AE_SkillEditor_Plus/Editor/UI.meta:
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1 | fileFormatVersion: 2
2 | guid: 9a25149cac71446cb6b68e65c3edd7ba
3 | timeCreated: 1712740154
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/Assets/AE_SkillEditor_Plus/Editor/UI/Controller.meta:
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1 | fileFormatVersion: 2
2 | guid: 6259719409554e3ba0999a15abf80edf
3 | timeCreated: 1712935362
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/Assets/AE_SkillEditor_Plus/Editor/UI/Controller/Controller.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using AE_SkillEditor_Plus.Editor.Window;
5 | using AE_SkillEditor_Plus.AEUIEvent;
6 | using AE_SkillEditor_Plus.Factory;
7 | using AE_SkillEditor_Plus.RunTime;
8 | using OpenCover.Framework.Model;
9 | using UnityEditor;
10 | using UnityEditor.Experimental.GraphView;
11 | using UnityEngine;
12 | using UnityEditor.Timeline;
13 |
14 | namespace AE_SkillEditor_Plus.Editor.UI.Controller
15 | {
16 | public static class Controller
17 | {
18 | private static ControllerEvent controllerEvent;
19 |
20 | static Controller()
21 | {
22 | controllerEvent = new ControllerEvent();
23 | }
24 |
25 | public static void UpdateGUI(AETimelineEditorWindow window, Rect rect)
26 | {
27 | rect = new Rect(rect.x + 10f, rect.y, rect.width - 20f, rect.height);
28 | float topHeight = rect.height * 0.5f;
29 | //绘制帧率
30 | float FPSWidth = rect.width / 4;
31 | var FPSRect = new Rect(rect.x, rect.y, FPSWidth, topHeight);
32 | if (GUI.Button(FPSRect, window.FPS + "帧", EditorStyles.popup))
33 | {
34 | GenericMenu menu = new GenericMenu();
35 | // 添加菜单项
36 | //拿到所有StandardTrack的子类型
37 | menu.AddItem(new GUIContent("30"), window.FPS == 30, () => window.FPS = 30);
38 | menu.AddItem(new GUIContent("60"), window.FPS == 60, () => window.FPS = 60);
39 | menu.AddItem(new GUIContent("120"), window.FPS == 120, () => window.FPS = 120);
40 | // 显示菜单
41 | menu.ShowAsContext();
42 | }
43 |
44 | float rectX = rect.x + FPSWidth;
45 |
46 | //绘制ObjectFIled
47 | float contextObjectWidth = rect.width / 4;
48 | var contextObject = new Rect(rectX, rect.y, contextObjectWidth, topHeight);
49 | //绘制一个灰色的box lable为 点击选择文件
50 | {
51 | window.Context =
52 | EditorGUI.ObjectField(contextObject, window.Context, typeof(GameObject), true) as GameObject;
53 | }
54 | rectX += contextObjectWidth;
55 |
56 | //TODO: 序列化形式
57 | //绘制ObjectFIled
58 | var objectFiledRect = new Rect(rectX, rect.y, rect.width - FPSWidth - contextObjectWidth, topHeight);
59 | //绘制一个灰色的box lable为 点击选择文件
60 | {
61 | var tempObj = EditorGUI.ObjectField(objectFiledRect, window.Asset, typeof(AETimelineAsset), false);
62 | if (tempObj != window.Asset)
63 | {
64 | window.AssetPath = AssetDatabase.GetAssetPath(tempObj);
65 | }
66 | }
67 |
68 | // {
69 | // if (GUI.Button(objectFiledRect, window.AssetPath.Split("/").Last().Split(".")[0], EditorStyles.popup))
70 | // {
71 | // //搜索文件
72 | // var res = AssetDatabase.FindAssets("glob:\"Assets/**/*.aetimeline\"",
73 | // new string[] { "Assets" });
74 | // var paths = new List();
75 | // foreach (var VAR in res)
76 | // {
77 | // var path = AssetDatabase.GUIDToAssetPath(VAR);
78 | // paths.Add(path);
79 | // // Debug.Log(path);
80 | // }
81 | //
82 | // //弹出窗口
83 | // var searchWindow = ScriptableObject.CreateInstance();
84 | // searchWindow.paths = paths;
85 | // //回调点击文件
86 | // searchWindow.Callbakc = s => window.AssetPath = s;
87 | // //打开窗口
88 | // SearchWindow.Open(
89 | // new SearchWindowContext(GUIUtility.GUIToScreenPoint(UnityEngine.Event.current.mousePosition)),
90 | // searchWindow
91 | // );
92 | // }
93 | // }
94 |
95 | //绘制控件
96 | float itemWidth = rect.width / 5;
97 | float x = 0;
98 | for (int i = 0; i < 5; i++)
99 | {
100 | var itemRect = new Rect(rect.x + x, rect.y + topHeight, itemWidth,
101 | rect.height - topHeight);
102 | GUI.backgroundColor = new Color(200 / 255f, 200 / 255f, 200 / 255f, 1f);
103 | switch (i)
104 | {
105 | case 0:
106 | ToMostBegin(window, itemRect);
107 | break;
108 | case 1:
109 | ToPreFrame(window, itemRect);
110 | break;
111 | case 2:
112 | Play(window, itemRect);
113 | break;
114 | case 3:
115 | ToNextFrame(window, itemRect);
116 | break;
117 | case 4:
118 | ToMostEnd(window, itemRect);
119 | break;
120 | }
121 |
122 | x += itemWidth;
123 | }
124 | }
125 |
126 | private static void ToMostBegin(AETimelineEditorWindow window, Rect rect)
127 | {
128 | GUIContent gotoBeginingContent =
129 | L10n.IconContent("Animation.FirstKey", "Go to the beginning of the timeline");
130 | if (GUI.Button(rect, gotoBeginingContent))
131 | {
132 | controllerEvent.ControllerType = ControllerType.ToMostBegin;
133 | EventCenter.TrigerEvent(window, controllerEvent);
134 | }
135 | }
136 |
137 | private static void ToPreFrame(AETimelineEditorWindow window, Rect rect)
138 | {
139 | GUIContent previousFrameContent = L10n.IconContent("Animation.PrevKey", "Go to the previous frame");
140 | if (GUI.Button(rect, previousFrameContent))
141 | {
142 | controllerEvent.ControllerType = ControllerType.ToPre;
143 | EventCenter.TrigerEvent(window, controllerEvent);
144 | }
145 | }
146 |
147 | private static void Play(AETimelineEditorWindow window, Rect rect)
148 | {
149 | GUIContent playContent = L10n.IconContent("Animation.Play", "Play the timeline (Space)");
150 | if (GUI.Button(rect, playContent, "Button"))
151 | {
152 | controllerEvent.ControllerType = ControllerType.Play;
153 | EventCenter.TrigerEvent(window, controllerEvent);
154 | }
155 | }
156 |
157 | private static void ToNextFrame(AETimelineEditorWindow window, Rect rect)
158 | {
159 | GUIContent nextFrameContent = L10n.IconContent("Animation.NextKey", "Go to the next frame");
160 | if (GUI.Button(rect, nextFrameContent))
161 | {
162 | controllerEvent.ControllerType = ControllerType.ToNext;
163 | EventCenter.TrigerEvent(window, controllerEvent);
164 | }
165 | }
166 |
167 | private static void ToMostEnd(AETimelineEditorWindow window, Rect rect)
168 | {
169 | GUIContent gotoEndContent =
170 | L10n.IconContent("Animation.LastKey", "Go to the end of the timeline");
171 | if (GUI.Button(rect, gotoEndContent))
172 | {
173 | controllerEvent.ControllerType = ControllerType.ToMostEnd;
174 | EventCenter.TrigerEvent(window, controllerEvent);
175 | }
176 | }
177 | }
178 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/UI/Controller/Controller.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: c02f57e5af25484ea1774602ef54f291
3 | timeCreated: 1712935377
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/Assets/AE_SkillEditor_Plus/Editor/UI/Controller/TimeLine.cs:
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1 | using AE_SkillEditor_Plus.Editor.Window;
2 | using AE_SkillEditor_Plus.AEUIEvent;
3 | using AE_SkillEditor_Plus.UI;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | namespace AE_SkillEditor_Plus.Editor.UI.Controller
8 | {
9 | public static class TimeLine
10 | {
11 | private static TimelineScaleEvent scaleEvent;
12 | private static TimelineDragEvent dragEvent;
13 |
14 | const float oneNumWidth = 7.5f; //一个数字的宽度
15 | public static bool leftMouseDown;
16 |
17 | static TimeLine()
18 | {
19 | scaleEvent = new TimelineScaleEvent();
20 | dragEvent = new TimelineDragEvent();
21 | }
22 |
23 | public static void UpdateGUI(AETimelineEditorWindow window, int currentFrameID,
24 | float widthPreFrame, Rect rect)
25 | {
26 | EditorGUI.DrawRect(rect, new Color(35f / 255f, 35f / 255f, 40f / 255f));
27 |
28 | //绘制时间轴
29 | Handles.color = Color.white; // 设置线条颜色
30 | float x = rect.x;
31 | //计算大间隔 与小间隔
32 | int smallLineInterval;
33 | int bigLineInterval;
34 | bigLineInterval = Mathf.Max((int)(100 / widthPreFrame), 5);
35 | bigLineInterval = bigLineInterval - (bigLineInterval % 5);
36 | bigLineInterval = Mathf.Max(bigLineInterval, 5);
37 | smallLineInterval = bigLineInterval / 5;
38 | // Debug.Log(bigLineInterval);
39 | int i = 0;
40 | int end = i + (int)(rect.width / widthPreFrame);
41 | while (i < end)
42 | {
43 | string numStr = i.ToString();
44 | if ((i) % bigLineInterval == 0)
45 | {
46 | GUI.Label(new Rect(x, rect.y + rect.height * 0.2f, numStr.Length * (oneNumWidth + 5f), 20f),
47 | numStr); // 绘制数字
48 | Handles.DrawLine(new Vector2(x, rect.y + rect.height * 0.6f), new Vector2(x, rect.yMax)); // 绘制线条
49 | }
50 | else
51 | {
52 | Handles.DrawLine(new Vector2(x, rect.y + rect.height * 0.8f), new Vector2(x, rect.yMax)); // 绘制线条
53 | }
54 |
55 | i += smallLineInterval;
56 | x += widthPreFrame * smallLineInterval; // 根据每帧间隔移动位置
57 | }
58 |
59 | // UpdateCurFrameUI(window, currentFrameID, widthPreFrame, rect);
60 |
61 | ProcessEvent(window, rect);
62 | }
63 |
64 | public static void UpdateCurFrameUI(AETimelineEditorWindow window, int currentFrameID, float widthPreFrame,
65 | Rect rect)
66 | {
67 | //绘制当前帧指向线条
68 | Handles.color = Color.white; // 设置线条颜色
69 | float currentFrameRectX = rect.x + (currentFrameID) * widthPreFrame;
70 | Handles.DrawLine(new Vector2(currentFrameRectX, rect.y + rect.height * 0.5f),
71 | new Vector2(currentFrameRectX, window.position.yMax)); // 绘制线条\
72 | //绘制标签
73 | GUI.backgroundColor = Color.white;
74 | GUI.Box(new Rect(currentFrameRectX - 5f, rect.y, 10f, rect.height - 5f), "", "WhiteBackground");
75 | //绘制帧数
76 | string currentFrameIDStr = (currentFrameID).ToString();
77 | int strLength = currentFrameIDStr.Length;
78 |
79 | GUI.color = Color.black;
80 | GUI.Label(
81 | new Rect(currentFrameRectX - oneNumWidth * 0.5f * strLength, rect.y, oneNumWidth * strLength,
82 | rect.height - 15f),
83 | "", "WhiteBackground");
84 | GUI.color = Color.white;
85 | GUI.Label(
86 | new Rect(currentFrameRectX - oneNumWidth * 0.5f * strLength, rect.y, oneNumWidth * strLength,
87 | rect.height - 15f),
88 | currentFrameIDStr, "WhiteBackground");
89 | }
90 |
91 | private static void ProcessEvent(AETimelineEditorWindow window, Rect rect)
92 | {
93 | if (rect.Contains(UnityEngine.Event.current.mousePosition) &&
94 | UnityEngine.Event.current.type == UnityEngine.EventType.MouseDown &&
95 | UnityEngine.Event.current.button == 0)
96 | {
97 | EventCenter.TrigerEvent(window, dragEvent);
98 | leftMouseDown = true;
99 | }
100 |
101 | Rect windowRect = new Rect(rect.x, 0, window.position.width-rect.x, window.position.height);
102 | if ((UnityEngine.Event.current.type == UnityEngine.EventType.MouseUp &&
103 | UnityEngine.Event.current.button == 0) ||
104 | !windowRect.Contains(UnityEngine.Event.current.mousePosition))
105 | {
106 | leftMouseDown = false;
107 | EventCenter.TrigerEvent(window, new TimelineDragEndEvent());
108 | // Debug.Log("TimelineDragUp");
109 | //TODO:临时这样写
110 | TrackClipStyle.moveEventMouseDown = false;
111 | }
112 |
113 | if (leftMouseDown &&
114 | UnityEngine.Event.current.type == UnityEngine.EventType.MouseDrag &&
115 | UnityEngine.Event.current.button == 0)
116 | {
117 | EventCenter.TrigerEvent(window, dragEvent);
118 | }
119 |
120 | if (rect.Contains(UnityEngine.Event.current.mousePosition) &&
121 | UnityEngine.Event.current.type == UnityEngine.EventType.ScrollWheel)
122 | {
123 | EventCenter.TrigerEvent(window, scaleEvent);
124 | // UnityEngine.Event.current.Use();
125 | }
126 | }
127 | }
128 | }
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/Assets/AE_SkillEditor_Plus/Editor/UI/Controller/TimeLine.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 6c530354da0b4bdca95fa85390231be1
3 | timeCreated: 1712935385
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1 | fileFormatVersion: 2
2 | guid: 9edbd75e191549e7a38d3929c8a14452
3 | timeCreated: 1712740508
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/Assets/AE_SkillEditor_Plus/Editor/UI/Data/ClipStyleData.cs:
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1 | using UnityEngine;
2 |
3 | namespace AE_SkillEditor_Plus.UI.Data
4 | {
5 | public class ClipStyleData
6 | {
7 | public string Name;
8 | public int StartID;
9 | public int EndID;
10 | }
11 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/UI/Data/ClipStyleData.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 372598a6ec0f4ec280ed447fef7a706c
3 | timeCreated: 1712740524
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/Assets/AE_SkillEditor_Plus/Editor/UI/Data/TrackStyleData.cs:
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1 | using System.Collections.Generic;
2 | using System.Security.Policy;
3 | using AE_SkillEditor_Plus.AEUIEvent;
4 | using AE_SkillEditor_Plus.RunTime.Interface;
5 | using UnityEngine;
6 |
7 | namespace AE_SkillEditor_Plus.UI.Data
8 | {
9 | public class TrackStyleData
10 | {
11 | public string Name;
12 | public Color Color;
13 | public List Clips;
14 | public ClipUIAction UpdateUI;
15 | public bool OverrideUI;
16 | }
17 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Editor/UI/Data/TrackStyleData.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: fe58d345604d42feae4c63e4a1eda5c0
3 | timeCreated: 1712740517
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track.meta:
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1 | fileFormatVersion: 2
2 | guid: a976f2015b9e43d4a5a29260fa60ff20
3 | timeCreated: 1712847101
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track/TrackBodyStyle.cs:
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1 | using System.Collections.Generic;
2 | using AE_SkillEditor_Plus.Editor.Window;
3 | using AE_SkillEditor_Plus.AEUIEvent;
4 | using AE_SkillEditor_Plus.UI.Data;
5 | using UnityEditor;
6 | using UnityEngine;
7 |
8 | namespace AE_SkillEditor_Plus.UI
9 | {
10 | //轨道体
11 | public static class TrackBodyStyle
12 | {
13 | public static void UpdateUI(AETimelineEditorWindow window, Rect rect, int[] highLight, float widthPreFrame,
14 | TrackStyleData data,
15 | int trackIndex)
16 | {
17 | // Debug.Log(rect);
18 | //绘制背景
19 | EditorGUI.DrawRect(new Rect(rect.x, rect.y, rect.width, rect.height),
20 | new Color(64f / 255, 64f / 255, 64f / 255));
21 | //划分
22 | for (int i = 0; i < data.Clips.Count; i++)
23 | {
24 | var clipData = data.Clips[i];
25 | //为Clip划分rect
26 | var clipRect = new Rect(
27 | rect.x + clipData.StartID * widthPreFrame,
28 | rect.y,
29 | (clipData.EndID - clipData.StartID) * widthPreFrame,
30 | rect.height);
31 | TrackClipStyle.UpdateUI(window, clipRect, highLight, data.Color, clipData.Name, trackIndex, i,widthPreFrame,data.UpdateUI,data.OverrideUI);
32 | }
33 |
34 | //处理事件
35 | ProcessEvent(window, rect, highLight, widthPreFrame, data, trackIndex);
36 | }
37 |
38 | private static void ProcessEvent(AETimelineEditorWindow window, Rect rect, int[] highLight, float widthPreFrame,
39 | TrackStyleData data, int trackIndex)
40 | {
41 | if (rect.Contains(UnityEngine.Event.current.mousePosition) &&
42 | UnityEngine.Event.current.type == UnityEngine.EventType.MouseDown &&
43 | UnityEngine.Event.current.button == 1)
44 | {
45 | EventCenter.TrigerEvent(window,
46 | new BodyRightClick() { MouseFrameID = window.MouseCurrentFrameID, TrackIndex = trackIndex });
47 | }
48 | }
49 | }
50 | }
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track/TrackBodyStyle.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: cf5079c16eb044e1bc1ee99fb9b468c7
3 | timeCreated: 1712739905
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1 | fileFormatVersion: 2
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3 | timeCreated: 1712739911
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track/TrackHeadStyle.cs:
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1 | using AE_SkillEditor_Plus.Editor.Window;
2 | using AE_SkillEditor_Plus.AEUIEvent;
3 | using AE_SkillEditor_Plus.UI.Data;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | namespace AE_SkillEditor_Plus.UI
8 | {
9 | //轨道头
10 | public static class TrackHeadStyle
11 | {
12 | public static void UpdateUI(AETimelineEditorWindow window, Rect rect, TrackStyleData data, int trackIndex)
13 | {
14 | rect = new Rect(rect.x + 10f, rect.y, rect.width - 20f, rect.height);
15 | // Debug.Log(data.Name + rect);
16 | //绘制背景
17 | EditorGUI.DrawRect(rect, new Color(97f / 255, 97f / 255, 97f / 255));
18 | //绘制轨道颜色标识
19 | EditorGUI.DrawRect(new Rect(rect.x + 2f, rect.y + 1.5f, rect.width * 0.05f, rect.height - 3f), data.Color);
20 | //绘制标签
21 | GUI.Label(rect, data.Name, "Box");
22 |
23 | ProcessEvent(window, rect, trackIndex);
24 | }
25 |
26 | private static void ProcessEvent(AETimelineEditorWindow window, Rect rect, int trackIndex)
27 | {
28 | if (rect.Contains(UnityEngine.Event.current.mousePosition) &&
29 | UnityEngine.Event.current.type == UnityEngine.EventType.MouseDown &&
30 | UnityEngine.Event.current.button == 1)
31 | {
32 | EventCenter.TrigerEvent(window, new HeadRightClickEvent() { TrackIndex = trackIndex });
33 | }
34 | }
35 | }
36 | }
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track/TrackHeadStyle.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: e7e1a4ad325b4ec69be1a80fea8e8301
3 | timeCreated: 1712739898
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track/TrackStyle.cs:
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1 | using AE_SkillEditor_Plus.Editor.Window;
2 | using AE_SkillEditor_Plus.UI.Data;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.UI
6 | {
7 | public class TrackStyle
8 | {
9 | // public void UpdateUI(AETimelineEditorWindow window, Rect rect, int[] highLight, float widthPreFrame, float headWidth,
10 | // TrackStyleData data, int trackIndex)
11 | // {
12 | // //划分
13 | // var headRect = new Rect(rect.x + 10f, rect.y, headWidth - 10f,
14 | // rect.height);
15 | // TrackHeadStyle.UpdateUI(window, headRect, data, trackIndex);
16 | // //划分
17 | // var bodyRect = new Rect(rect.x + headWidth,
18 | // rect.y,
19 | // rect.width - headWidth,
20 | // rect.height);
21 | // TrackBodyStyle.UpdateUI(window, bodyRect, highLight, widthPreFrame, data, trackIndex);
22 | // }
23 | }
24 | }
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/Assets/AE_SkillEditor_Plus/Editor/UI/Track/TrackStyle.cs.meta:
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2 | guid: c85dfcd0e4624aa280d2d74874acd3d5
3 | timeCreated: 1712739891
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/Assets/AE_SkillEditor_Plus/Editor/Window/AETimelineEditorWindow.cs.meta:
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3 | timeCreated: 1714634241
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/Assets/AE_SkillEditor_Plus/Excample/AETimelineDirector.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using AE_SkillEditor_Plus.RunTime.Driver;
4 | using UnityEngine;
5 |
6 | namespace AE_SkillEditor_Plus.Example
7 | {
8 | public class AETimelineDirector : MonoBehaviour
9 | {
10 | private AETimelineTick Tick;
11 | public AETimelineAsset StartAsset;
12 |
13 | private void Start()
14 | {
15 | Tick = new AETimelineTick();
16 | Tick.PlayAsset(StartAsset,gameObject);
17 | }
18 |
19 | private void Update()
20 | {
21 | Tick.Tick(Time.deltaTime, gameObject);
22 | }
23 | }
24 | }
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/Assets/AE_SkillEditor_Plus/Excample/AETimelineDirector.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 86ff32a2fcdf41bfbd618b4e6a3ceefd
3 | timeCreated: 1714721212
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1 | fileFormatVersion: 2
2 | guid: 88d95c3dd4529d442b0c24e8a949db25
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationClip.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.Example.BuiltTracks
6 | {
7 | [Serializable]
8 | public class AEAnimationClip : StandardClip
9 | {
10 | public AnimationClip AnimationClip;
11 | public float FadeIn;
12 | #if UNITY_EDITOR
13 | public Vector3 StartPosition;
14 | #endif
15 | }
16 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationClip.cs.meta:
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationEditorBehaviour.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using AE_SkillEditor_Plus.RunTime.Driver;
4 | using UnityEngine;
5 |
6 | namespace AE_SkillEditor_Plus.Example.BuiltTracks
7 | {
8 | public class AEAnimationEditorBehaviour : AEPlayableBehaviour
9 | {
10 | private AEAnimationClip Clip;
11 |
12 | public AEAnimationEditorBehaviour(StandardClip clip) : base(clip)
13 | {
14 | Clip = (clip as AEAnimationClip);
15 | }
16 |
17 | public override void Tick(int currentFrameID, int fps, GameObject context)
18 | {
19 | if (context == null) return;
20 | if (Clip.AnimationClip == null) return;
21 | base.Tick(currentFrameID, fps, context);
22 | Clip.AnimationClip.SampleAnimation(context, (float)currentFrameID / fps);
23 | context.transform.position += Clip.StartPosition;
24 | }
25 |
26 | public override void OnExit(GameObject context,int fps, int currentFrameID)
27 | {
28 | base.OnExit(context,fps, currentFrameID);
29 | }
30 | }
31 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationEditorBehaviour.cs.meta:
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2 | guid: cbc75c967be649be9a1d93c50a8ea711
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationRuntimeBehaviour.cs:
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1 | using AE_SkillEditor_Plus.RunTime;
2 | using AE_SkillEditor_Plus.RunTime.Driver;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.Example.BuiltTracks
6 | {
7 | public class AEAnimationRuntimeBehaviour : AEPlayableBehaviour
8 | {
9 | private Animator Animator;
10 | private AEAnimationClip Clip;
11 | private float interval;
12 |
13 | public AEAnimationRuntimeBehaviour(StandardClip clip) : base(clip)
14 | {
15 | Clip = clip as AEAnimationClip;
16 | }
17 |
18 | public override void OnEnter(GameObject context,int fps, int currentFrameID)
19 | {
20 | base.OnEnter(context,fps, currentFrameID);
21 | // Debug.Log("Enter " + currentFrameID);
22 | Animator = context.GetComponent();
23 | Animator.CrossFade(Clip.AnimationClip.name, Clip.FadeIn);
24 | interval = Time.time;
25 | }
26 |
27 | public override void OnExit(GameObject context,int fps, int currentFrameID)
28 | {
29 | base.OnExit(context,fps, currentFrameID);
30 | interval = Time.time - interval;
31 | Debug.Log(interval);
32 | }
33 | }
34 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationRuntimeBehaviour.cs.meta:
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationTrack.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using AE_SkillEditor_Plus.RunTime.Attribute;
4 | using AE_SkillEditor_Plus.RunTime.Driver;
5 | using AE_SkillEditor_Plus.RunTime.Interface;
6 | using UnityEditor;
7 | using UnityEngine;
8 |
9 | namespace AE_SkillEditor_Plus.Example.BuiltTracks
10 | {
11 | [AETrackName(Name = "动画")]
12 | [AETrackColor(127f / 255, 252f / 255, 228f / 255)]
13 | [AEBindClip(ClipType = typeof(AEAnimationClip))]
14 | [AEClipStyle(ClassName = "AE_SkillEditor_Plus.Example.BuiltTracks.CustomAnimationClip")]
15 | [Serializable]
16 | public class AEAnimationTrack : StandardTrack, IEditorBehaviour, IRuntimeBehaviour
17 | {
18 | public AEPlayableBehaviour CreateEditorBehaviour(StandardClip clip) => new AEAnimationEditorBehaviour(clip);
19 | public AEPlayableBehaviour CreateRuntimeBehaviour(StandardClip clip) => new AEAnimationRuntimeBehaviour(clip);
20 | }
21 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/AEAnimationTrack.cs.meta:
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2 | guid: 71c46f6d2b0c4052bc4216af8cc9c9a6
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/Editor/CustomAnimationClip.cs:
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1 | using AE_SkillEditor_Plus.Editor.Window;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using UnityEditor;
4 | using UnityEngine;
5 |
6 | namespace AE_SkillEditor_Plus.Example.BuiltTracks
7 | {
8 | public static class CustomAnimationClip
9 | {
10 | public static void UpdateUI(AETimelineEditorWindow window, Rect rect, int[] hightLight, Color color,
11 | string clipName, float widthPerFrame, int trackIndex, int clipIndex)
12 | {
13 | // Debug.Log("额外的Clip样式");
14 | if (trackIndex >= window.Asset.Tracks.Count) return;
15 | var track = window.Asset.Tracks[trackIndex];
16 | if (clipIndex >= track.Clips.Count) return;
17 | var clip = track.Clips[clipIndex];
18 | var animationClip = (clip as AEAnimationClip).AnimationClip;
19 | if (animationClip != null)
20 | {
21 | int animationDuration = (int)(animationClip.length * window.FPS);
22 | float x = rect.x + animationDuration * window.WidthPreFrame;
23 | // Debug.Log(animationDuration + " " + clip.Duration);
24 | if (animationDuration == clip.Duration)
25 | {
26 | // Debug.Log("刚刚好");
27 | EditorGUI.DrawRect(new Rect(x - 5, rect.y, 5, rect.height), Color.green);
28 | }
29 | else if (x < rect.x + rect.width)
30 | {
31 | var nameRect = new Rect(rect.x + 5f, rect.y + 5f, x - rect.x - 5f, rect.height - 12f);
32 | EditorGUI.DrawRect(nameRect, new Color(83f / 255, 93f / 255, 105f / 255));
33 | EditorGUI.LabelField(nameRect, clip.Name);
34 |
35 | EditorGUI.DrawRect(new Rect(x - 5, rect.y, 5, rect.height), Color.red);
36 | GUI.contentColor = Color.white;
37 |
38 | var loopOrHoldRect = new Rect(x, rect.y + 5f, rect.width - (x - rect.x) - 5f, rect.height - 12f);
39 | EditorGUI.DrawRect(loopOrHoldRect, Color.grey);
40 | EditorGUI.LabelField(loopOrHoldRect, "LoopOrHold");
41 | }
42 | }
43 | }
44 | }
45 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Aniamtion/Editor/CustomAnimationClip.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 83a91b1413f747cf9fff5c30b4e18fe3
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioClip.cs:
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1 | using AE_SkillEditor_Plus.RunTime;
2 | using UnityEngine;
3 |
4 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Audio
5 | {
6 | public class AEAudioClip : StandardClip
7 | {
8 | public AudioClip AudioClip;
9 | public Vector3 Position;
10 | public float Volume;
11 | }
12 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioClip.cs.meta:
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioEditorBehaviour.cs:
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1 | using AE_SkillEditor_Plus.RunTime;
2 | using AE_SkillEditor_Plus.RunTime.Driver;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Audio
6 | {
7 | public class AEAudioEditorBehaviour : AEPlayableBehaviour
8 | {
9 | private AEAudioClip Clip;
10 | private GameObject temp;
11 |
12 | public AEAudioEditorBehaviour(StandardClip clip) : base(clip)
13 | {
14 | Clip = clip as AEAudioClip;
15 | }
16 |
17 | public override void OnEnter(GameObject context,int fps, int currentFrameID)
18 | {
19 | base.OnEnter(context,fps, currentFrameID);
20 | if (context == null) return;
21 | // Debug.Log("VAR");
22 | if (currentFrameID == 0 && Clip.AudioClip != null)
23 | {
24 | var position = context.transform.TransformPoint(Clip.Position);
25 | temp = new GameObject("One shot audio");
26 | temp.transform.position = position;
27 | AudioSource audioSource = (AudioSource)temp.AddComponent(typeof(AudioSource));
28 | audioSource.clip = Clip.AudioClip;
29 | audioSource.spatialBlend = 1f;
30 | audioSource.volume = Clip.Volume;
31 | audioSource.Play();
32 | }
33 | }
34 |
35 | public override void OnExit(GameObject context,int fps, int currentFrameID)
36 | {
37 | base.OnExit(context,fps, currentFrameID);
38 | if (temp != null) GameObject.DestroyImmediate(temp);
39 | }
40 | }
41 | }
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioEditorBehaviour.cs.meta:
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3 | timeCreated: 1714217545
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioRuntimeBehaviour.cs:
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1 | using AE_SkillEditor_Plus.RunTime;
2 | using UnityEngine;
3 |
4 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Audio
5 | {
6 | public class AEAudioRuntimeBehaviour : AEAudioEditorBehaviour
7 | {
8 | private AEAudioClip Clip;
9 |
10 | public AEAudioRuntimeBehaviour(StandardClip clip) : base(clip)
11 | {
12 | Clip = clip as AEAudioClip;
13 | }
14 |
15 | public override void OnEnter(GameObject context,int fps, int currentFrameID)
16 | {
17 | base.OnEnter(context,fps, currentFrameID);
18 | if (context == null) return;
19 | // Debug.Log("VAR");
20 | if (Clip.AudioClip != null)
21 | {
22 | var position = context.transform.TransformPoint(Clip.Position);
23 | AudioSource.PlayClipAtPoint(Clip.AudioClip, position);
24 | }
25 | }
26 | }
27 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioRuntimeBehaviour.cs.meta:
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Audio/AEAudioTrack.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using AE_SkillEditor_Plus.RunTime;
3 | using AE_SkillEditor_Plus.RunTime.Attribute;
4 | using AE_SkillEditor_Plus.RunTime.Driver;
5 | using AE_SkillEditor_Plus.RunTime.Interface;
6 |
7 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Audio
8 | {
9 | [AETrackName(Name = "音频")]
10 | [AETrackColor(253f / 255, 194f / 255, 4f / 255)]
11 | [AEBindClip(ClipType = typeof(AEAudioClip))]
12 | [Serializable]
13 | public class AEAudioTrack : StandardTrack, IEditorBehaviour, IRuntimeBehaviour
14 | {
15 | public AEPlayableBehaviour CreateEditorBehaviour(StandardClip clip) => new AEAudioEditorBehaviour(clip);
16 | public AEPlayableBehaviour CreateRuntimeBehaviour(StandardClip clip) => new AEAudioRuntimeBehaviour(clip);
17 | }
18 | }
--------------------------------------------------------------------------------
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/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Effect/AEEffectBehaviour.cs:
--------------------------------------------------------------------------------
1 | using AE_SkillEditor_Plus.RunTime;
2 | using AE_SkillEditor_Plus.RunTime.Driver;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Effect
6 | {
7 | public class AEEffectBehaviour : AEPlayableBehaviour
8 | {
9 | public AEEffectClip Clip;
10 | public GameObject temp;
11 |
12 | public AEEffectBehaviour(StandardClip clip) : base(clip)
13 | {
14 | Clip = clip as AEEffectClip;
15 | }
16 |
17 | public override void OnEnter(GameObject context, int fps, int currentFrameID)
18 | {
19 | base.OnEnter(context, fps, currentFrameID);
20 | if (Clip.Prefab == null) return;
21 | if (context == null) return;
22 | var position = context.transform.TransformPoint(Clip.Position);
23 | var rotation = Quaternion.Euler(Clip.Rotarion);
24 | //设置随机种子
25 | var particleSystems = Clip.Prefab.GetComponentsInChildren();
26 | foreach (var item in particleSystems)
27 | {
28 | item.randomSeed = (uint)Clip.SeedRandom;
29 | }
30 |
31 | temp = GameObject.Instantiate(Clip.Prefab, position, rotation);
32 | }
33 |
34 | public override void Tick(int currentFrameID, int fps, GameObject context)
35 | {
36 | // Debug.Log(Clip.Prefab?.name);
37 | base.Tick(currentFrameID, fps, context);
38 | if (context == null) return;
39 | if (temp == null) return;
40 | if (Clip.Follow)
41 | {
42 | var position = context.transform.TransformPoint(Clip.Position);
43 | temp.transform.position = position;
44 | }
45 |
46 | ParticleSystem[] particleSystems = temp.GetComponentsInChildren();
47 | for (int i = 0; i < particleSystems.Length; i++)
48 | {
49 | ParticleSystem.MainModule ps = particleSystems[i].main;
50 | ps.loop = false; //禁止循环
51 | particleSystems[i].Simulate((float)currentFrameID / fps, true);
52 | }
53 | }
54 |
55 | public override void OnExit(GameObject context, int fps, int currentFrameID)
56 | {
57 | base.OnExit(context, fps, currentFrameID);
58 | #if UNITY_EDITOR
59 | if (temp != null) GameObject.DestroyImmediate(temp);
60 | #else
61 | if (temp != null) GameObject.Destroy(temp);
62 | #endif
63 | }
64 | }
65 | }
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Effect/AEEffectClip.cs:
--------------------------------------------------------------------------------
1 | using AE_SkillEditor_Plus.RunTime;
2 | using UnityEngine;
3 |
4 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Effect
5 | {
6 | public class AEEffectClip : StandardClip
7 | {
8 | public GameObject Prefab;
9 | public Vector3 Position;
10 | public Vector3 Rotarion;
11 | public uint SeedRandom;
12 | public bool Follow;
13 | }
14 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Effect/AEEffectClip.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 654eabb3209d4a9a80f1b85c60859977
3 | timeCreated: 1714213727
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Effect/AEEffectTrack.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.ComponentModel;
3 | using AE_SkillEditor_Plus.RunTime;
4 | using AE_SkillEditor_Plus.RunTime.Attribute;
5 | using AE_SkillEditor_Plus.RunTime.Driver;
6 | using AE_SkillEditor_Plus.RunTime.Interface;
7 |
8 | namespace AE_SkillEditor_Plus.Example.BuiltTracks.Effect
9 | {
10 | [AETrackName(Name = "特效")]
11 | [AETrackColor(127f / 255, 214f / 255, 252f / 255)]
12 | [AEBindClip(ClipType = typeof(AEEffectClip))]
13 | [Serializable]
14 | public class AEEffectTrack : StandardTrack, IEditorBehaviour, IRuntimeBehaviour
15 | {
16 | public AEPlayableBehaviour CreateEditorBehaviour(StandardClip clip) => new AEEffectBehaviour(clip);
17 | public AEPlayableBehaviour CreateRuntimeBehaviour(StandardClip clip) => new AEEffectBehaviour(clip);
18 | }
19 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/Excample/BuiltTracks/Effect/AEEffectTrack.cs.meta:
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2 | guid: 232f7a218bc8453b9755d8f6fbedab47
3 | timeCreated: 1714213683
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2 | guid: 66d3713c6ec94bcdbbecff0b728706ff
3 | timeCreated: 1713275179
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/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AEBindClipAttribute.cs:
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1 | using System;
2 |
3 | namespace AE_SkillEditor_Plus.RunTime.Attribute
4 | {
5 | ///
6 | /// 描述轨道绑定的Clip类型
7 | ///
8 | public class AEBindClipAttribute : System.Attribute
9 | {
10 | public Type ClipType;
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AEBindClipAttribute.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 5d2b829b3c304e40bcbfedadcdc3a647
3 | timeCreated: 1713443971
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AEClipStyleAttribute.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.RunTime.Attribute
2 | {
3 | ///
4 | /// 描述自定义Clip样式
5 | ///
6 | public class AEClipStyleAttribute : System.Attribute
7 | {
8 | public string ClassName; //定义自定义样式的类名
9 | public bool Override; //覆盖还是新增
10 | }
11 | }
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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2 | guid: bc0bd468d8e44c78911bd7db0fbadaa1
3 | timeCreated: 1714580089
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AETrackColorAttribute.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace AE_SkillEditor_Plus.RunTime.Attribute
4 | {
5 | ///
6 | /// 描述轨道颜色
7 | ///
8 | public class AETrackColorAttribute : System.Attribute
9 | {
10 | public Color Color;
11 |
12 | public AETrackColorAttribute(float r, float g, float b)
13 | {
14 | Color = new Color(r, g, b);
15 | }
16 | }
17 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AETrackColorAttribute.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 83c4fd410bb54ad5b8deecd032158237
3 | timeCreated: 1713443958
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AETrackNameAttribute.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.RunTime.Attribute
2 | {
3 | ///
4 | /// 描述轨道名称
5 | ///
6 | public class AETrackNameAttribute : System.Attribute
7 | {
8 | public string Name;
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/Attribute/AETrackNameAttribute.cs.meta:
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2 | guid: f610388032e7467c8c9154e89084fadb
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/Assets/AE_SkillEditor_Plus/RunTime/BaseData/AETimelineAsset.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | // using AE_SkillEditor_Plus.TempAndTest.TestData;
4 | using UnityEngine;
5 |
6 | namespace AE_SkillEditor_Plus.RunTime
7 | {
8 | [Serializable] //TODO: 序列化形式
9 | public class AETimelineAsset : ScriptableObject
10 | {
11 | // public string Name;
12 | [SerializeReference] public List Tracks;
13 | public int Duration;
14 | public int FPS;
15 |
16 | public AETimelineAsset()
17 | {
18 | Tracks = new List();
19 | }
20 | }
21 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/BaseData/AETimelineAsset.cs.meta:
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2 | guid: 6163eb00cd2144c29cca170a518c1b91
3 | timeCreated: 1713442223
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/Assets/AE_SkillEditor_Plus/RunTime/BaseData/StandardClip.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 | namespace AE_SkillEditor_Plus.RunTime
5 | {
6 | [Serializable]
7 | //DO:修改为ScriptableObject嵌套
8 | public class StandardClip : ScriptableObject
9 | {
10 | public string Name;
11 | public int StartID;
12 | public int Duration;
13 | }
14 | }
--------------------------------------------------------------------------------
/Assets/AE_SkillEditor_Plus/RunTime/BaseData/StandardClip.cs.meta:
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2 | guid: 0a12219afb3b452398cae5470a4e66df
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/Assets/AE_SkillEditor_Plus/RunTime/BaseData/StandardTrack.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.RunTime
6 | {
7 | [Serializable]
8 | //DO:修改为ScriptableObject嵌套
9 | public class StandardTrack //: ScriptableObject
10 | {
11 | [SerializeReference] public List Clips;
12 |
13 | public StandardTrack()
14 | {
15 | Clips = new List();
16 | }
17 | }
18 | }
--------------------------------------------------------------------------------
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/Assets/AE_SkillEditor_Plus/RunTime/Driver/AEPlayableBehaviour.cs:
--------------------------------------------------------------------------------
1 | using AE_SkillEditor_Plus.RunTime;
2 | using UnityEngine;
3 |
4 | namespace AE_SkillEditor_Plus.RunTime.Driver
5 | {
6 | public class AEPlayableBehaviour
7 | {
8 | public AEPlayableStateEnum State { get; protected set; }
9 |
10 | public AEPlayableBehaviour(StandardClip clip)
11 | {
12 | }
13 |
14 | public virtual void OnEnter(GameObject context, int fps, int currentFrameID)
15 | {
16 | State = AEPlayableStateEnum.Running;
17 | // Debug.LogWarning("OnEnter");
18 | }
19 |
20 | public virtual void Tick(int currentFrameID, int fps, GameObject context)
21 | {
22 | // if (State != AEPlayableStateEnum.Running) return;
23 | // Debug.Log("OnUpdate " + currentFrameID);
24 | }
25 |
26 | public virtual void OnExit(GameObject context, int fps, int currentFrameID)
27 | {
28 | State = AEPlayableStateEnum.Exit;
29 | // Debug.LogWarning("OnExit");
30 | }
31 |
32 | public virtual void OnTimelineEnd(GameObject context, int fps, int currentFrameID)
33 | {
34 | if (State != AEPlayableStateEnum.Exit) OnExit(context, fps, currentFrameID);
35 | }
36 | }
37 | }
--------------------------------------------------------------------------------
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/Assets/AE_SkillEditor_Plus/RunTime/Driver/AEPlayableStateEnum.cs:
--------------------------------------------------------------------------------
1 | namespace AE_SkillEditor_Plus.RunTime.Driver
2 | {
3 | public enum AEPlayableStateEnum
4 | {
5 | Exit,
6 | Running
7 | }
8 | }
--------------------------------------------------------------------------------
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/Assets/AE_SkillEditor_Plus/RunTime/Driver/AETimelineTick.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using AE_SkillEditor_Plus.RunTime.Interface;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.RunTime.Driver
6 | {
7 | public class AETimelineTick
8 | {
9 | private List> Behaviours;
10 | private float Timer;
11 | private int currentFrameID;
12 | private AETimelineAsset m_asset;
13 | private float interval;
14 |
15 | public void PlayAsset(AETimelineAsset asset, GameObject context)
16 | {
17 | OnTimelineExit(context);
18 |
19 | // Debug.Log("VAR");
20 | Timer = 0;
21 | currentFrameID = 0;
22 | m_asset = asset;
23 | if (asset.FPS == 0)
24 | {
25 | Debug.LogError("FPS 不能为0");
26 | return;
27 | }
28 |
29 | interval = 1f / m_asset.FPS;
30 | Behaviours = new List>();
31 | for (var trackIndex = 0; trackIndex < m_asset.Tracks.Count; trackIndex++)
32 | {
33 | var track = m_asset.Tracks[trackIndex];
34 | Behaviours.Add(new List());
35 | for (var clipIndex = 0; clipIndex < track.Clips.Count; clipIndex++)
36 | {
37 | var clip = track.Clips[clipIndex];
38 | Behaviours[trackIndex].Add((track as IRuntimeBehaviour)?.CreateRuntimeBehaviour(clip));
39 | }
40 | }
41 | }
42 |
43 | private void OnTimelineExit(GameObject context)
44 | {
45 | if (m_asset == null) return;
46 | for (var trackIndex = 0; trackIndex < m_asset.Tracks.Count; trackIndex++)
47 | {
48 | var track = m_asset.Tracks[trackIndex];
49 | for (var clipIndex = 0; clipIndex < track.Clips.Count; clipIndex++)
50 | {
51 | var clip = track.Clips[clipIndex];
52 | var behavior = Behaviours[trackIndex][clipIndex];
53 | if (behavior == null) break;
54 | behavior.OnTimelineEnd(context, m_asset.FPS, currentFrameID);
55 | }
56 | }
57 | }
58 |
59 | public void Tick(float delta, GameObject context)
60 | {
61 | if (Behaviours == null) return;
62 | if (interval == 0)
63 | {
64 | return;
65 | }
66 |
67 | Timer += delta;
68 | if (Timer >= interval)
69 | {
70 | currentFrameID += 1;
71 | Timer = 0;
72 | TickPrivate(m_asset.FPS, context);
73 | // interval = Time.time - interval;
74 | // Debug.Log("Tick " + interval);
75 | // Debug.Log("FPS " + 1f / FPS);
76 | // interval = Time.time;
77 | }
78 | }
79 |
80 | private void TickPrivate(int FPS, GameObject context)
81 | {
82 | if (currentFrameID > m_asset.Duration) return;
83 | for (var trackIndex = 0; trackIndex < m_asset.Tracks.Count; trackIndex++)
84 | {
85 | var track = m_asset.Tracks[trackIndex];
86 | for (var clipIndex = 0; clipIndex < track.Clips.Count; clipIndex++)
87 | {
88 | var clip = track.Clips[clipIndex];
89 | var behavior = Behaviours[trackIndex][clipIndex];
90 | if (behavior == null) break;
91 | if (currentFrameID >= clip.StartID && currentFrameID < clip.StartID + clip.Duration)
92 | {
93 | if (behavior.State == AEPlayableStateEnum.Exit)
94 | {
95 | // Debug.Log(clip.Name + "OnEnter");
96 | behavior.OnEnter(context, FPS, currentFrameID);
97 | }
98 |
99 | behavior.Tick(currentFrameID - clip.StartID, FPS, context);
100 | // (track as ITrackEditorDriver)?.Tick((int)(currentFrameID * FPS), FPS, clip);
101 | // Debug.Log(clip.Name + "Playing" + currentFrameID);
102 | }
103 | else if ((currentFrameID < clip.StartID || currentFrameID >= clip.StartID + clip.Duration) &&
104 | behavior.State == AEPlayableStateEnum.Running)
105 | {
106 | behavior.OnExit(context, FPS, currentFrameID);
107 | }
108 | }
109 | }
110 | }
111 | }
112 | }
--------------------------------------------------------------------------------
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime.Driver;
3 |
4 | namespace AE_SkillEditor_Plus.RunTime.Interface
5 | {
6 | public interface IEditorBehaviour
7 | {
8 | public AEPlayableBehaviour CreateEditorBehaviour(StandardClip clip);
9 | }
10 | }
--------------------------------------------------------------------------------
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/Assets/AE_SkillEditor_Plus/RunTime/Driver/Interface/IRuntimeBehaviour.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime.Driver;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.RunTime.Interface
6 | {
7 | public interface IRuntimeBehaviour
8 | {
9 | public AEPlayableBehaviour CreateRuntimeBehaviour(StandardClip clip);
10 | }
11 | }
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/Assets/TempAndTest/OtherTest/Father.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace AE_SkillEditor_Plus.TempAndTest
5 | {
6 | [Serializable]
7 | public class Father
8 | {
9 |
10 | }
11 | }
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/Assets/TempAndTest/OtherTest/Son.cs:
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1 | using System;
2 |
3 | namespace AE_SkillEditor_Plus.TempAndTest
4 | {
5 | [Serializable]
6 | public class Son : Father
7 | {
8 | public int num;
9 | public string str;
10 | }
11 | }
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/Assets/TempAndTest/OtherTest/Test.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.TempAndTest
6 | {
7 | public class Test
8 | {
9 | [MenuItem("Test/写入子类 测试SO中父子类")]
10 | public static void TestFunWrite()
11 | {
12 | var test = ScriptableObject.CreateInstance();
13 | test.Fathers = new List()
14 | {
15 | new Son()
16 | {
17 | num = 10,
18 | str = "hello"
19 | }
20 | };
21 | string path = "Assets/Temp/TestOS.asset"; // 指定保存路径
22 | AssetDatabase.CreateAsset(test, path);
23 | AssetDatabase.SaveAssets();
24 | AssetDatabase.Refresh();
25 | Debug.Log("TestOS created at " + path);
26 | }
27 |
28 | [MenuItem("Test/读取 测试SO中父子类")]
29 | public static void TestFunRead()
30 | {
31 | string path = "Assets/Temp/TestOS.asset"; // 指定保存路径
32 | var test = AssetDatabase.LoadAssetAtPath(path);
33 | if (test != null)
34 | {
35 | Debug.Log("TestOS loaded from " + path);
36 | // 在这里可以使用加载的TestOS对象
37 | Debug.Log("num " + (test.Fathers[0] as Son).num + " str " + (test.Fathers[0] as Son).str);
38 | }
39 | else
40 | {
41 | Debug.LogError("Failed to load TestOS from " + path);
42 | }
43 | }
44 | }
45 | }
--------------------------------------------------------------------------------
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/Assets/TempAndTest/OtherTest/TestCustomInspector.cs:
--------------------------------------------------------------------------------
1 | using AE_SkillEditor_Plus.TempAndTest;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace TempAndTest.OtherTest
6 | {
7 | // [CustomEditor(typeof(TestInspector))]
8 | public class TestCustomInspector : Editor
9 | {
10 | public override void OnInspectorGUI()
11 | {
12 | base.OnInspectorGUI();
13 | serializedObject.Update();
14 |
15 | var fatherProperty = serializedObject.FindProperty("Father");
16 | // EditorGUILayout.PropertyField(fatherProperty);
17 | // var sobj = fatherProperty.serializedObject;
18 | // var obj = sobj.targetObject;
19 | // Debug.Log(fatherProperty.type);
20 | // if (fatherProperty.objectReferenceValue != null)
21 | // {
22 | // var fatherType = fatherProperty.objectReferenceValue.GetType();
23 | // if (fatherType == typeof(Son))
24 | // {
25 | // var numProperty = fatherProperty.FindPropertyRelative("num");
26 | // var strProperty = fatherProperty.FindPropertyRelative("str");
27 | // EditorGUILayout.PropertyField(numProperty);
28 | // EditorGUILayout.PropertyField(strProperty);
29 | // }
30 | // else
31 | // {
32 | // EditorGUILayout.LabelField("Unsupported Type", EditorStyles.boldLabel);
33 | // }
34 | // }
35 |
36 | serializedObject.ApplyModifiedProperties();
37 | }
38 | }
39 | }
--------------------------------------------------------------------------------
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/Assets/TempAndTest/OtherTest/TestData.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.Timeline;
5 |
6 | namespace AE_SkillEditor_Plus
7 | {
8 | [TrackColor(0, 0, 1)]
9 | public class TestTrackData
10 | {
11 | public string Name;
12 | public List Clips;
13 | }
14 |
15 | public class TestClipData
16 | {
17 | public string Name;
18 | public int StartID;
19 | public int Duration;
20 | }
21 |
22 | [AttributeUsage(AttributeTargets.Class)]
23 | public class TrackColorAttribute : Attribute
24 | {
25 | public Color Color;
26 | public TrackColorAttribute(float r, float g, float b)
27 | {
28 | Color = new Color(r, g, b);
29 | }
30 | }
31 | }
--------------------------------------------------------------------------------
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/Assets/TempAndTest/OtherTest/TestInspector.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using AE_SkillEditor_Plus.RunTime;
4 | using AE_SkillEditor_Plus.TempAndTest;
5 | using AE_SkillEditor_Plus.TempAndTest.TestData;
6 | using UnityEngine;
7 |
8 | public class TestInspector : MonoBehaviour
9 | {
10 | // [SerializeReference] //加上这个标签就可以了
11 | // public StandardClip Father = new TestClipData();
12 | }
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/Assets/TempAndTest/OtherTest/TestInterface.cs:
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1 | using System;
2 |
3 | namespace AE_SkillEditor_Plus.TempAndTest
4 | {
5 | public interface TestInterface
6 | {
7 | public Action EditorTick { get; }
8 | public Action RuntimeTick { get; }
9 | }
10 |
11 | public static class Dirver
12 | {
13 | public static void Tick(int cur)
14 | {
15 | }
16 | }
17 |
18 | public class TestTrack : TestInterface
19 | {
20 | public Action EditorTick => Dirver.Tick;
21 | public Action RuntimeTick => Dirver.Tick;
22 | }
23 | }
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/Assets/TempAndTest/OtherTest/TestOS.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace AE_SkillEditor_Plus.TempAndTest
6 | {
7 | [CreateAssetMenu(menuName = "Test/TestOS")]
8 | public class TestOS : ScriptableObject
9 | {
10 | public List Fathers;
11 | }
12 | }
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/Assets/TempAndTest/OtherTest/测试Insert.cs:
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1 | using System.Collections.Generic;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace TempAndTest.OtherTest
6 | {
7 | public static class 测试Insert
8 | {
9 | [MenuItem("Test/测试Insert")]
10 | public static void TestFun()
11 | {
12 | var testList = new List() { 0, 1, 2, 3 };
13 | testList.Insert(4, 10);
14 | foreach (var item in testList)
15 | {
16 | Debug.Log(item);
17 | }
18 | }
19 | }
20 | }
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/Assets/TempAndTest/PlayableTest/TestPlayable.cs:
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1 | using System;
2 | using UnityEngine;
3 | using UnityEngine.Playables;
4 |
5 | namespace TempAndTest.PlayableTest
6 | {
7 | public class TestBehaviour : PlayableBehaviour
8 | {
9 | }
10 |
11 | public class TestPlayable : MonoBehaviour
12 | {
13 | private PlayableGraph grapah;
14 | private TestBehaviour Behaviour;
15 | private PlayableOutput outPut;
16 | private void Start()
17 | {
18 | grapah = new PlayableGraph();
19 | ScriptPlayable.Create(grapah);
20 | ScriptPlayableOutput.Create(grapah,"scriptable");
21 | }
22 |
23 | private void Update()
24 | {
25 |
26 | }
27 | }
28 | }
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/Assets/TempAndTest/TestAniamtin/TestAnimation.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | [ExecuteInEditMode]
7 | public class TestAnimation : MonoBehaviour
8 | {
9 | public AnimationClip Clip;
10 | public float Timer;
11 |
12 | public void Update()
13 | {
14 | if (Clip != null)
15 | Clip.SampleAnimation(gameObject, Timer);
16 | }
17 | }
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/Assets/TempAndTest/TestCustomTrack/TestClipData.cs:
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1 | using System;
2 | using AE_SkillEditor_Plus.RunTime.Driver;
3 | using AE_SkillEditor_Plus.RunTime;
4 | using AE_SkillEditor_Plus.RunTime.Attribute;
5 | using AE_SkillEditor_Plus.RunTime.Interface;
6 | using UnityEngine;
7 | using UnityEngine.Timeline;
8 |
9 | namespace AE_SkillEditor_Plus.TempAndTest.TestData
10 | {
11 | // [AETrackName(Name = "测试轨道1")]
12 | // [AEBindClip(ClipType = typeof(TestClipData))]
13 | // [AETrackColor(1, 0, 0)]
14 | // [Serializable] //测试轨道
15 | // public class TestTrackData : StandardTrack, IEditorBehaviour, IRuntimeBehaviour
16 | // {
17 | // public AEPlayableBehaviour CreateEditorBehaviour(StandardClip clip)
18 | // => new TestBehaviour(clip);
19 | //
20 | // public AEPlayableBehaviour CreateRuntimeBehaviour(StandardClip clip)
21 | // => new TestBehaviour(clip);
22 | // }
23 | //
24 | // [Serializable]
25 | // public class TestClipData : StandardClip //测试Clip
26 | // {
27 | // public string Str;
28 | // public string aniationName;
29 | // public AnimationClip aniationClip;
30 | // }
31 | //
32 | // public class TestBehaviour : AEPlayableBehaviour //测试Behaviour
33 | // {
34 | // public TestBehaviour(StandardClip clip) : base(clip)
35 | // {
36 | // }
37 | //
38 | // public override void OnEnter(GameObject context) //进入
39 | // {
40 | // base.OnEnter(context);
41 | // Debug.LogWarning("OnEnter");
42 | // }
43 | //
44 | // public override void Tick(int currentFrameID, int fps,GameObject context) //Running
45 | // {
46 | // base.Tick(currentFrameID, fps,context);
47 | // Debug.Log("OnUpdate " + currentFrameID);
48 | // }
49 | //
50 | // public override void OnExit(GameObject context) //退出
51 | // {
52 | // base.OnExit(context);
53 | // Debug.LogWarning("OnExit");
54 | // }
55 | // }
56 | }
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/Assets/TempAndTest/TestInspector/TestSOInspector.cs:
--------------------------------------------------------------------------------
1 | using AE_SkillEditor_Plus.RunTime;
2 | using AE_SkillEditor_Plus.TempAndTest.TestData;
3 | using UnityEditor;
4 | using UnityEngine;
5 |
6 | namespace TempAndTest.TestInspector
7 | {
8 | public class TestSOInspector : ScriptableObject
9 | {
10 | [SerializeReference] public StandardClip Clip;
11 |
12 | public static TestSOInspector _instance;
13 |
14 | public static TestSOInspector Instance
15 | {
16 | get
17 | {
18 | if (_instance == null)
19 | {
20 | _instance = CreateInstance();
21 | // _instance.Clip = new TestClipData();
22 | }
23 |
24 | return _instance;
25 | }
26 | }
27 |
28 | [MenuItem("Test/测试面板")]
29 | public static void TestFun()
30 | {
31 | Selection.activeObject = Instance;
32 | }
33 | }
34 | }
--------------------------------------------------------------------------------
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/Assets/TempAndTest/TestRunTime/TestRunTime.cs:
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1 | // using System;
2 | // using System.Collections.Generic;
3 | // using AE_SkillEditor_Plus.RunTime;
4 | // using AE_SkillEditor_Plus.RunTime.Driver;
5 | // using UnityEngine;
6 | //
7 | // namespace TempAndTest.TestRunTime
8 | // {
9 | // public class TestRunTime : MonoBehaviour
10 | // {
11 | // private AETimelineTick TimelineTick;
12 | //
13 | // public List Assets;
14 | // public int FPS;
15 | //
16 | // private void Start()
17 | // {
18 | // TimelineTick = new AETimelineTick();
19 | // }
20 | //
21 | // private void Update()
22 | // {
23 | // TimelineTick.Tick(Time.deltaTime, FPS, gameObject);
24 | // }
25 | //
26 | // [ContextMenu("测试运行时0")]
27 | // private void Test0Fun()
28 | // {
29 | // TimelineTick.PlayAsset(Assets[0]);
30 | // }
31 | //
32 | // [ContextMenu("测试运行时1")]
33 | // private void Test1Fun()
34 | // {
35 | // TimelineTick.PlayAsset(Assets[1]);
36 | // }
37 | // }
38 | // }
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!114 &11400000
4 | MonoBehaviour:
5 | m_ObjectHideFlags: 0
6 | m_CorrespondingSourceObject: {fileID: 0}
7 | m_PrefabInstance: {fileID: 0}
8 | m_PrefabAsset: {fileID: 0}
9 | m_GameObject: {fileID: 0}
10 | m_Enabled: 1
11 | m_EditorHideFlags: 0
12 | m_Script: {fileID: 11500000, guid: d765e9151a5a0074ebe4b32b85767374, type: 3}
13 | m_Name: New Test OS
14 | m_EditorClassIdentifier:
15 | Fathers: []
16 |
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/Assets/TempAndTest/TestSerialize/TestCopySO.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using System.Linq;
5 | using AE_SkillEditor_Plus.TempAndTest;
6 | using UnityEditor;
7 | using UnityEditor.Timeline.Actions;
8 | using UnityEngine;
9 |
10 |
11 | public class TestCopySO : MonoBehaviour
12 | {
13 | [MenuItem("Test/测试拷贝SO")]
14 | public static void TestFUn()
15 | {
16 | //复制资源
17 | var path = "Assets/TempAndTest/TestSerialize/New Test OS.asset";
18 | //创建临时文件夹
19 | var folderPath = Application.dataPath + "/TempAETimelineCopy";
20 | if (!Directory.Exists(folderPath)) Directory.CreateDirectory(folderPath);
21 | //拷贝
22 | var dest = "Assets/TempAETimelineCopy/" + path.Split("/").Last();
23 | FileUtil.CopyFileOrDirectory(path, dest);
24 | // //加载
25 | var tempAsset = AssetDatabase.LoadAssetAtPath(path);
26 | var destAsset = AssetDatabase.LoadAssetAtPath(dest);
27 | // //赋值
28 | // newClip = tempAsset.Tracks[trackIndex].Clips[clipIndex];
29 | Debug.LogWarning(tempAsset==destAsset);
30 | //销毁
31 | var files = Directory.GetFiles(folderPath);
32 | for (int i = 0; i < files.Length; i++)
33 | {
34 | File.Delete(files[i]);
35 | }
36 | AssetDatabase.Refresh();
37 | Directory.Delete(folderPath);
38 | }
39 | }
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/README.md:
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1 | ## 警告
2 |
3 | 在添加轨道或者Clip后切勿修改类名称,否则所有拥有该轨道或者Clip的资产失效!
4 |
5 | ## 视频讲解
6 |
7 | https://www.bilibili.com/video/BV1LD421s7Dn/?spm_id_from=333.788
8 |
9 | ## 创建资产
10 |
11 | 通过右键Create、AETimeline编辑器、AETimelineAssets创建资产。
12 |
13 | 
14 |
15 | ## 打开窗口
16 |
17 | 通过菜单项Tools、AETimeline编辑器打开编辑器窗口。
18 |
19 | 
20 |
21 | ## 选择资产
22 |
23 | 如图中左边ObjectField是AETimelineAssets附加到的对象,右边选择AETimelineAssets资产。
24 |
25 | 
26 |
27 | ## 编辑
28 |
29 | ### 右键
30 |
31 | 通过右键创建轨道与Clip项,如图所示,右键轨道头部分空白处,弹出上下文菜单,选择对应轨道创建。
32 |
33 | 
34 |
35 | 同理右键轨道头部,弹出上下文菜单,删除右键的轨道。
36 |
37 | 
38 |
39 | 右键轨道体空白处,在对应轨道体中添加Clip项。
40 |
41 | 
42 |
43 | ### 快捷键
44 |
45 | 操作Clip的快捷键有下面几种:
46 |
47 | Ctrl+C:复制对应Clip
48 |
49 | Ctrl+V:粘贴复制的Clip到鼠标位置
50 |
51 | Ctrl+X:剪切对应Clip
52 |
53 | Delete:删除对应Clip
54 |
55 | ### 操作Clip
56 |
57 | 用鼠标拖动Clip可以改变Clip起始位置。
58 |
59 | 将鼠标放在Clip的尾部,鼠标显示为Resize样式的时候,可以拖动改变Clip大小。
60 |
61 | ### 鼠标中键
62 |
63 | 鼠标中键在轨道右侧部分,可拖动轨道左右移动。
64 |
65 | ## 自定义轨道
66 |
67 | (AEAnimationTrack)
68 |
69 | 自定义轨道需要继承自标准轨道StandardTrack,自定义Clip需要继承自StandardClip,我们用特性AEBindClip将这两个类联系到一起。
70 |
71 | 继承自StandardTrack的类,会自动加入创建轨道上下文菜单中。
72 |
73 | 注意,在编写Clip类的时候,一定要将Clip类编写为单独文件,且文件名称与类名一致
74 |
75 | 
76 |
77 | ### 必要特性
78 |
79 | 下面这些特性是编写自定义轨道的时候必须要写的:
80 |
81 | AETrackName:用来描述轨道名称的特性
82 |
83 | AETrackColor:用来描述轨道颜色的特性
84 |
85 | AEBindClip:用来描述轨道的对应Clip类型的特性
86 |
87 | Serializable:用来标记为可序列化的特性
88 |
89 | 
90 |
91 | ### 自定义样式AEClipStyleAttribute
92 |
93 | (AEAnimationTrack、CustomAnimationClip)
94 |
95 | 当用户需要自定义Clip的样式的时候可以使用AEClipStyleAttribute特性,这个特性用来描述编写了自定义Clip样式函数的类。
96 |
97 | 其中ClassName一定要写全(Type.fullName),OverrideUI决定是覆盖原来的UI,还是在原来的UI基础上继续绘制。
98 |
99 | 
100 |
101 | 
102 |
103 | 使用时,传入自定义样式函数的类名。例如:AEAnimationTrack在CustomAnimationClip类中编写了自定义Clip样式的函数。于是我们传入了AE_SkillEditor_Plus.Excample.BuiltTracks.CustomAnimationClip作为ClassName。
104 |
105 | 注意,用户编写的其他自定义Clip样式的函数,一定要是静态函数,并且参数和CustomAnimationClip.UpdateUI一模一样。
106 |
107 | 否则会报错,且自定义函数不生效。
108 |
109 | 
110 |
111 | 自定义的样式类一定要放在Editor下。
112 |
113 | 
114 |
115 | ### 轨道驱动
116 |
117 | (AEAnimationEditorBehaviour)
118 |
119 | 
120 |
121 | 需要Track类继承 IEditorBehaviour,
122 | IRuntimeBehaviour,并且分别实现CreateEditorBehaviour和CreateRuntimeBehaviour方法,返回对应AEPlayableBehaviour。
123 |
124 | #### AEPlayableBehaviour
125 |
126 | 
127 |
128 | AEPlayableBehaviour中有生命周期函数:OnEnter、Tick、OnExit,供用户自定义Clip的行为。
129 |
130 | 要注意的是,子类重写OnEnter、OnExit方法一定要调用基类的对应方法。
131 |
132 | 我们在构造函数中拿到对应的Clip并且保存下来,在生命周期函数中就可以得到对应的Clip了。
133 |
134 | 例如:在AEAnimationEditorBehaviour中我们在构造函数中拿到了AEAnimationClip,在当前Clip的运行时间内,每一帧都都会调用Tick,我们在Tick中使用SampleAnimation来播放每一帧。
135 |
136 | ## Runtime模式
137 |
138 | 
139 |
140 | 要在Runtime下运行对应轨道,一定要实现IRuntimeBehaviour接口。具体的AEPlayableBehaviour实现在上面已经讲过了。
141 |
142 | 
143 |
144 | AETimelineTick是运行时的驱动器,我们要播放一个资产需要调用AETimelineTick.PlayAsset,传入对应的资产。
145 |
146 | 并且在Update函数中更新驱动器。
147 |
148 | ## 内置轨道
149 |
150 | ### 动画轨道
151 |
152 | 
153 |
154 | 在动画轨道中,Clip超出原本动画范围后,有一个红色的分界线表示动画的结束位置。这些是使用自定义Clip样式实现的,也就是上面提到的AEClipStyleAttribute。当刚刚好的时候分界线是绿色的。
155 |
156 | 为了在编辑器模式下使得多段动画的位移正常,使用了StartPosition记录本段Clip开始的位置。
157 |
158 | 
159 |
160 | 在播放到上一个动画末尾时,选中人物的Position,我们用Ctrl+C复制对应人物的Position,再回到Clip面板选中StartPositon,Ctrl+V,就可以粘贴对应位置。
161 |
162 | 
163 |
164 | ## 特效轨道声效轨道
165 |
166 | 特效轨道和声效轨道没有什么好讲的,正常使用即可。
167 |
168 | 注意,如果声效没有音量注意看Volume参数是否为0
169 |
170 | 特效轨道中注意Follow参数勾上后,特效会和gameObject保持Position的相对距离。
171 |
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