├── .gitignore ├── .vscode └── settings.json ├── .vsconfig ├── Assets ├── AddressableAssetsData.meta ├── AddressableAssetsData │ ├── AddressableAssetSettings.asset │ ├── AddressableAssetSettings.asset.meta │ ├── AssetGroupTemplates.meta │ ├── AssetGroupTemplates │ │ ├── Packed Assets.asset │ │ └── Packed Assets.asset.meta │ ├── AssetGroups.meta │ ├── AssetGroups │ │ ├── Built In Data.asset │ │ ├── Built In Data.asset.meta │ │ ├── Default Local Group.asset │ │ ├── Default Local Group.asset.meta │ │ ├── Schemas.meta │ │ └── Schemas │ │ │ ├── Built In Data_PlayerDataGroupSchema.asset │ │ │ ├── Built In Data_PlayerDataGroupSchema.asset.meta │ │ │ ├── Default Local Group_BundledAssetGroupSchema.asset │ │ │ ├── Default Local Group_BundledAssetGroupSchema.asset.meta │ │ │ ├── Default Local Group_ContentUpdateGroupSchema.asset │ │ │ └── Default Local Group_ContentUpdateGroupSchema.asset.meta │ ├── DataBuilders.meta │ ├── DataBuilders │ │ ├── BuildScriptFastMode.asset │ │ ├── BuildScriptFastMode.asset.meta │ │ ├── BuildScriptPackedMode.asset │ │ ├── BuildScriptPackedMode.asset.meta │ │ ├── BuildScriptPackedPlayMode.asset │ │ ├── BuildScriptPackedPlayMode.asset.meta │ │ ├── BuildScriptVirtualMode.asset │ │ └── BuildScriptVirtualMode.asset.meta │ ├── DefaultObject.asset │ ├── DefaultObject.asset.meta │ ├── OSX.meta │ ├── ProfileDataSourceSettings.asset │ ├── ProfileDataSourceSettings.asset.meta │ └── Windows.meta ├── Example.meta ├── Example │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── ChildTimeline.prefab │ │ ├── ChildTimeline.prefab.meta │ │ ├── Cube.prefab │ │ ├── Cube.prefab.meta │ │ ├── Sphere.prefab │ │ └── Sphere.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Bootstrap.unity │ │ ├── Bootstrap.unity.meta │ │ ├── TimelineAuthoring.unity │ │ └── TimelineAuthoring.unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── Bootstrap.cs │ │ └── Bootstrap.cs.meta │ ├── Timeline.meta │ └── Timeline │ │ ├── ChildTimeline.playable │ │ ├── ChildTimeline.playable.meta │ │ ├── Timeline.playable │ │ ├── Timeline.playable.meta │ │ ├── Timeline.prefab │ │ └── Timeline.prefab.meta ├── StreamingAssets.meta ├── TimelineController.meta └── TimelineController │ ├── Editor.meta │ ├── Editor │ ├── ShowAsReadOnlyDrawer.cs │ ├── ShowAsReadOnlyDrawer.cs.meta │ ├── TimelineControllerEditor.cs │ └── TimelineControllerEditor.cs.meta │ ├── ShowAsReadOnlyAttribute.cs │ ├── ShowAsReadOnlyAttribute.cs.meta │ ├── TimelineController.cs │ ├── TimelineController.cs.meta │ ├── TimelineReference.cs │ └── TimelineReference.cs.meta ├── LICENSE ├── 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 └── README_ASSETS ├── Nov-05-2022 17-22-53.gif ├── TimelineAuthoringScene1.png ├── TimelineController.png ├── TimelineEditor.png └── TimelineGameObject.png /.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/main/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 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 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 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": 3 | { 4 | "**/.DS_Store":true, 5 | "**/.git":true, 6 | "**/.gitmodules":true, 7 | "**/*.booproj":true, 8 | "**/*.pidb":true, 9 | "**/*.suo":true, 10 | "**/*.user":true, 11 | "**/*.userprefs":true, 12 | "**/*.unityproj":true, 13 | "**/*.dll":true, 14 | "**/*.exe":true, 15 | "**/*.pdf":true, 16 | "**/*.mid":true, 17 | "**/*.midi":true, 18 | "**/*.wav":true, 19 | "**/*.gif":true, 20 | "**/*.ico":true, 21 | "**/*.jpg":true, 22 | "**/*.jpeg":true, 23 | "**/*.png":true, 24 | "**/*.psd":true, 25 | "**/*.tga":true, 26 | 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fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Example/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 279b5ea9167f346fb91fc7b471fd72db 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Example/Scripts/Bootstrap.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | using UnityEngine.AddressableAssets; 4 | using UnityEngine.ResourceManagement.AsyncOperations; 5 | 6 | public class Bootstrap : MonoBehaviour 7 | { 8 | private AsyncOperationHandle sphereHandle; 9 | private AsyncOperationHandle cubeHandle; 10 | private AsyncOperationHandle childTimelineHandle; 11 | private AsyncOperationHandle timelineHandle; 12 | // Start is called before the first frame update 13 | IEnumerator Start() 14 | { 15 | // Load dependent GameObjects 16 | cubeHandle = Addressables.LoadAssetAsync("Assets/Example/Prefabs/Cube.prefab"); 17 | yield return cubeHandle; 18 | GameObject cube = Instantiate(cubeHandle.Result); 19 | 20 | sphereHandle = Addressables.LoadAssetAsync("Assets/Example/Prefabs/Sphere.prefab"); 21 | yield return sphereHandle; 22 | // There are multiple instances of the sphere prefab. 23 | // You need select which one to bind or it will bind the instance created first 24 | GameObject sphere1 = Instantiate(sphereHandle.Result); 25 | sphere1.name = "Sphere1"; 26 | GameObject sphere2 = Instantiate(sphereHandle.Result); 27 | sphere2.name = "Sphere2"; 28 | 29 | // Load child timeline 30 | childTimelineHandle = Addressables.LoadAssetAsync("Assets/Example/Prefabs/ChildTimeline.prefab"); 31 | yield return childTimelineHandle; 32 | GameObject childTimeline = Instantiate(childTimelineHandle.Result); 33 | 34 | // Load timeline GameObject 35 | timelineHandle = Addressables.LoadAssetAsync("Assets/Example/Timeline/Timeline.prefab"); 36 | yield return timelineHandle; 37 | var timelineObj = Instantiate(timelineHandle.Result); 38 | var timelineController = timelineObj.GetComponent(); 39 | // Select the instance to bind 40 | timelineController.AddRuntimeObject(sphere2); 41 | // Play the timeline 42 | timelineController.Play(() => Debug.Log("TimelineController Complete")); 43 | } 44 | 45 | private void OnDestroy() 46 | { 47 | Addressables.Release(timelineHandle); 48 | Addressables.Release(sphereHandle); 49 | Addressables.Release(cubeHandle); 50 | Addressables.Release(childTimelineHandle); 51 | } 52 | } 53 | -------------------------------------------------------------------------------- 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2} 83 | -------------------------------------------------------------------------------- /Assets/Example/Timeline/Timeline.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 11898c47f4a904a5c80a6a28aca568b6 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/StreamingAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b2d0b068141fde4eafffb92b36e9972 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TimelineController.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da9a7c6b59e0f4e55abb6a7ecfc41666 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TimelineController/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc387a265caebfc4ba1cb8e002561842 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TimelineController/Editor/ShowAsReadOnlyDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | 5 | [CustomPropertyDrawer(typeof(ShowAsReadOnlyAttribute))] 6 | public class ShowAsReadOnlyDrawer : PropertyDrawer 7 | { 8 | public override float GetPropertyHeight(SerializedProperty property, GUIContent label) 9 | { 10 | return EditorGUI.GetPropertyHeight(property, label, true); 11 | } 12 | 13 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) 14 | { 15 | using (new EditorGUI.DisabledGroupScope(true)) 16 | EditorGUI.PropertyField(position, property, label, true); 17 | } 18 | } 19 | 20 | -------------------------------------------------------------------------------- /Assets/TimelineController/Editor/ShowAsReadOnlyDrawer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 191a908916b4e874aa2247d08edd0fe9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TimelineController/Editor/TimelineControllerEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | 5 | [CustomEditor(typeof(TimelineController))] 6 | public class TimelineControllerEditor : Editor 7 | { 8 | TimelineController timelineController; 9 | private void OnEnable() 10 | { 11 | timelineController = serializedObject.targetObject as TimelineController; 12 | } 13 | 14 | 15 | public override void OnInspectorGUI() 16 | { 17 | if (timelineController.gameObject.scene != null && timelineController.gameObject.scene.isLoaded) 18 | { 19 | EditorGUI.BeginChangeCheck(); 20 | timelineController.ActiveInScene = EditorGUILayout.Toggle("Activate", timelineController.ActiveInScene, GUILayout.MinWidth(50f)); 21 | if (EditorGUI.EndChangeCheck()) 22 | { 23 | timelineController.gameObject.SetActive(timelineController.ActiveInScene); 24 | if (timelineController.ActiveInScene) 25 | { 26 | if (TimelineController.LastActiveTimeline != null && TimelineController.LastActiveTimeline != timelineController) 27 | { 28 | TimelineController.LastActiveTimeline.ActiveInScene = false; 29 | TimelineController.LastActiveTimeline.gameObject.SetActive(false); 30 | TimelineController.LastActiveTimeline = null; 31 | } 32 | TimelineController.LastActiveTimeline = timelineController; 33 | timelineController.InstallRuntimeBindings(); 34 | } 35 | } 36 | 37 | GameObject prefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(timelineController.gameObject); 38 | if (prefab && PrefabUtility.HasPrefabInstanceAnyOverrides(timelineController.gameObject, false)) 39 | { 40 | if (GUILayout.Button("Save")) 41 | { 42 | PrefabUtility.ApplyPrefabInstance(timelineController.gameObject, InteractionMode.AutomatedAction); 43 | } 44 | } 45 | } 46 | using (new EditorGUI.DisabledGroupScope(true)) 47 | base.OnInspectorGUI(); 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /Assets/TimelineController/Editor/TimelineControllerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6728d09b76a1afa4fa8bc4e8765f58b2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TimelineController/ShowAsReadOnlyAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | [AttributeUsage(AttributeTargets.Field)] 6 | public class ShowAsReadOnlyAttribute : PropertyAttribute 7 | { 8 | } 9 | 10 | -------------------------------------------------------------------------------- /Assets/TimelineController/ShowAsReadOnlyAttribute.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e83d5a95189ff14b9c5b879394bac17 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TimelineController/TimelineController.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Playables; 5 | using UnityEngine.Timeline; 6 | #if UNITY_EDITOR 7 | using UnityEditor; 8 | #endif 9 | 10 | [Serializable] 11 | public class TrackBinding 12 | { 13 | public int trackIndex; 14 | public string id; 15 | } 16 | 17 | [Serializable] 18 | public class NestedTimlineBinding 19 | { 20 | public int trackIndex; 21 | public int clipIndex; 22 | public string id; 23 | public List nestedTimelineTrackBindings; 24 | public PlayableAsset timelineAsset; 25 | } 26 | 27 | [RequireComponent(typeof(PlayableDirector))] 28 | [ExecuteInEditMode] 29 | public class TimelineController : MonoBehaviour 30 | { 31 | [SerializeField] 32 | List trackBindings = new List(); 33 | [SerializeField] 34 | List nestedTimelineBindings = new List(); 35 | PlayableDirector playableDirector; 36 | Action onComplete; 37 | // 运行时绑定对象 38 | Dictionary runtimeObjMap = new Dictionary(); 39 | List timelineReferences = new List(10); 40 | 41 | 42 | #if UNITY_EDITOR 43 | 44 | [NonSerialized] 45 | public bool ActiveInScene; 46 | public List NestedTimelineBindings 47 | { 48 | get { return nestedTimelineBindings; } 49 | } 50 | 51 | public static TimelineController LastActiveTimeline; 52 | 53 | void OnValidate() 54 | { 55 | playableDirector = GetComponent(); 56 | } 57 | 58 | private void Awake() 59 | { 60 | if (UnityEditor.SceneManagement.EditorSceneManager.IsPreviewSceneObject(this)) 61 | { 62 | return; 63 | } 64 | if (!EditorApplication.isPlaying) 65 | { 66 | ActiveInScene = true; 67 | if (LastActiveTimeline != null) 68 | { 69 | LastActiveTimeline.ActiveInScene = false; 70 | LastActiveTimeline.gameObject.SetActive(false); 71 | LastActiveTimeline = null; 72 | } 73 | LastActiveTimeline = this; 74 | 75 | playableDirector = GetComponent(); 76 | Debug.Log("Editor causes this Awake"); 77 | InstallRuntimeBindings(); 78 | enabled = true; 79 | } 80 | else 81 | { 82 | playableDirector = GetComponent(); 83 | InstallRuntimeBindings(); 84 | } 85 | } 86 | #endif 87 | 88 | void OnEnable() 89 | { 90 | if (!Application.isPlaying) 91 | return; 92 | playableDirector = GetComponent(); 93 | playableDirector.stopped += OnPlayableDirectorStopped; 94 | } 95 | 96 | private void OnDisable() 97 | { 98 | if (!Application.isPlaying) 99 | return; 100 | 101 | runtimeObjMap.Clear(); 102 | playableDirector.stopped -= OnPlayableDirectorStopped; 103 | onComplete = null; 104 | } 105 | 106 | 107 | public void Play(Action onComplete) 108 | { 109 | InstallRuntimeBindings(); 110 | playableDirector.Play(); 111 | this.onComplete = onComplete; 112 | } 113 | 114 | // 添加动态对象 115 | public void AddRuntimeObject(GameObject bindingObject) 116 | { 117 | timelineReferences.Clear(); 118 | bindingObject.GetComponentsInChildren(true, timelineReferences); 119 | if (timelineReferences.Count == 0) 120 | return; 121 | 122 | foreach (var timelineRef in timelineReferences) 123 | { 124 | runtimeObjMap.Add(timelineRef.Id, timelineRef.gameObject); 125 | } 126 | } 127 | 128 | void OnPlayableDirectorStopped(PlayableDirector playableDirector) 129 | { 130 | if (onComplete != null) 131 | { 132 | onComplete(); 133 | } 134 | } 135 | 136 | #if UNITY_EDITOR 137 | void Update() 138 | { 139 | if (Application.isPlaying) 140 | return; 141 | 142 | if (!ActiveInScene) 143 | return; 144 | 145 | UpdateBindingList(playableDirector, trackBindings, false); 146 | UpdateNestedTimelineBindingList(playableDirector, nestedTimelineBindings); 147 | } 148 | #endif 149 | 150 | #if UNITY_EDITOR 151 | static bool IsChildOf(Transform child, Transform parent) 152 | { 153 | if (parent == null || child == null) 154 | return false; 155 | 156 | do 157 | { 158 | if (child == parent) 159 | return true; 160 | } while (child = child.parent); 161 | 162 | return false; 163 | } 164 | 165 | string GetTimelineId(GameObject owner) 166 | { 167 | var timelineRef = owner.GetComponent(); 168 | if (timelineRef == null) 169 | { 170 | bool hasPrefab = false; 171 | 172 | GameObject ownerPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(owner); 173 | if (ownerPrefab != null && (ownerPrefab.hideFlags & HideFlags.NotEditable) == 0) 174 | { 175 | hasPrefab = true; 176 | timelineRef = ownerPrefab.AddComponent(); 177 | PrefabUtility.SavePrefabAsset(ownerPrefab.transform.root.gameObject); 178 | } 179 | 180 | if (!hasPrefab) 181 | { 182 | timelineRef = owner.AddComponent(); 183 | 184 | UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(owner.scene); 185 | } 186 | } 187 | return timelineRef.Id; 188 | } 189 | 190 | void UpdateBindingList(PlayableDirector playableDirector, List trackBindings, bool includeChildObject) 191 | { 192 | var timelineAsset = playableDirector.playableAsset as TimelineAsset; 193 | if (timelineAsset == null) 194 | return; 195 | 196 | PrefabUtility.RecordPrefabInstancePropertyModifications(this); 197 | 198 | trackBindings.Clear(); 199 | for (int i = 0; i < timelineAsset.outputTrackCount; i++) 200 | { 201 | TrackAsset trackAsset = timelineAsset.GetOutputTrack(i); 202 | if (trackAsset == null) 203 | continue; 204 | 205 | var outputs = trackAsset.outputs; 206 | bool hasOutput = false; 207 | foreach (var output in outputs) 208 | { 209 | if (output.outputTargetType == null || !typeof(UnityEngine.Object).IsAssignableFrom(output.outputTargetType) || output.sourceObject == null) 210 | continue; 211 | else 212 | { 213 | hasOutput = true; 214 | break; 215 | } 216 | } 217 | 218 | TrackBinding trackBinding = null; 219 | 220 | if (hasOutput) 221 | { 222 | var owner = playableDirector.GetGenericBinding(trackAsset) as GameObject; 223 | var comp = playableDirector.GetGenericBinding(trackAsset) as Component; 224 | if (comp != null) 225 | owner = comp.gameObject; 226 | 227 | if (owner != null) 228 | { 229 | // 如果binding的对象是子节点,不用动态绑定 230 | if (!includeChildObject && IsChildOf(owner.transform, playableDirector.transform)) 231 | continue; 232 | 233 | var guid = GetTimelineId(owner); 234 | trackBinding = new TrackBinding() { trackIndex = i, id = guid }; 235 | } 236 | } 237 | if (trackBinding != null) 238 | { 239 | trackBinding.trackIndex = i; 240 | trackBindings.Add(trackBinding); 241 | } 242 | } 243 | } 244 | 245 | void UpdateNestedTimelineBindingList(PlayableDirector playableDirector, List nestedTimelineBindings) 246 | { 247 | var timelineAsset = playableDirector.playableAsset as TimelineAsset; 248 | if (timelineAsset == null) 249 | return; 250 | 251 | nestedTimelineBindings.Clear(); 252 | 253 | for (int trackIndex = 0; trackIndex < timelineAsset.outputTrackCount; trackIndex++) 254 | { 255 | TrackAsset trackAsset = timelineAsset.GetOutputTrack(trackIndex); 256 | ControlTrack controlTrack = trackAsset as ControlTrack; 257 | if (controlTrack == null) 258 | continue; 259 | 260 | int clipIndex = -1; 261 | foreach (TimelineClip clip in controlTrack.GetClips()) 262 | { 263 | clipIndex++; 264 | ControlPlayableAsset playableAsset = (ControlPlayableAsset)clip.asset; 265 | GameObject resolvedObj = playableAsset.sourceGameObject.Resolve(playableDirector); 266 | if (resolvedObj == null) 267 | continue; 268 | 269 | PlayableDirector resolvedDirector = resolvedObj.GetComponent(); 270 | if (resolvedDirector == null) 271 | continue; 272 | 273 | // 如果binding的对象是子节点,不用动态绑定 274 | if (IsChildOf(resolvedObj.transform, transform)) 275 | continue; 276 | 277 | var timelineRef = resolvedObj.GetComponent(); 278 | if (timelineRef == null) 279 | { 280 | bool hasPrefab = false; 281 | 282 | GameObject resovledObjInPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(resolvedObj); 283 | if (resovledObjInPrefab != null) 284 | { 285 | hasPrefab = true; 286 | timelineRef = resovledObjInPrefab.AddComponent(); 287 | PrefabUtility.SavePrefabAsset(resovledObjInPrefab.transform.root.gameObject); 288 | } 289 | 290 | if (!hasPrefab) 291 | { 292 | timelineRef = resolvedObj.AddComponent(); 293 | UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(resolvedObj.scene); 294 | } 295 | } 296 | 297 | List trackBindings = new List(); 298 | UpdateBindingList(resolvedDirector, trackBindings, true); 299 | 300 | NestedTimlineBinding binding = new NestedTimlineBinding() 301 | { 302 | trackIndex = trackIndex, 303 | clipIndex = clipIndex, 304 | id = timelineRef.Id, 305 | timelineAsset = resolvedDirector.playableAsset, 306 | nestedTimelineTrackBindings = trackBindings, 307 | }; 308 | nestedTimelineBindings.Add(binding); 309 | } 310 | } 311 | } 312 | #endif 313 | 314 | GameObject GetBindTarget(string id) 315 | { 316 | // 首先获取动态对象 317 | if (runtimeObjMap.TryGetValue(id, out var bindTarget)) 318 | { 319 | return bindTarget; 320 | } 321 | 322 | List instances; 323 | if (!TimelineReference.IdMap.TryGetValue(id, out instances)) 324 | return null; 325 | 326 | if (instances.Count == 0) 327 | return null; 328 | 329 | return instances[0]; 330 | } 331 | 332 | bool BindTrack(PlayableDirector playableDirector, TrackBinding binding) 333 | { 334 | TimelineAsset timelineAsset = playableDirector.playableAsset as TimelineAsset; 335 | 336 | if (binding.trackIndex >= timelineAsset.outputTrackCount) 337 | { 338 | Debug.LogWarningFormat("trackIndex out of bounds:{0}, {1}", timelineAsset.ToString(), binding.trackIndex); 339 | return false; 340 | } 341 | TrackAsset trackAsset = timelineAsset.GetOutputTrack(binding.trackIndex); 342 | 343 | Type outputType = null; 344 | var outputs = trackAsset.outputs; 345 | foreach (var output in outputs) 346 | { 347 | outputType = output.outputTargetType; 348 | break; 349 | } 350 | 351 | if (outputType == null) 352 | return false; 353 | 354 | bool isComponent = typeof(Component).IsAssignableFrom(outputType); 355 | bool isGameObject = typeof(GameObject).IsAssignableFrom(outputType); 356 | if (!isComponent && !isGameObject) 357 | return false; 358 | 359 | GameObject bindTarget = GetBindTarget(binding.id); 360 | 361 | if (bindTarget == null) 362 | { 363 | Debug.LogWarningFormat("Bind failed, didn't find bind object: {0}, {1}, {2}", timelineAsset.ToString(), trackAsset.ToString(), binding.id); 364 | return false; 365 | } 366 | 367 | UnityEngine.Object target = bindTarget; 368 | 369 | if (isComponent) 370 | { 371 | target = bindTarget.GetComponent(outputType); 372 | } 373 | 374 | var oldBinding = playableDirector.GetGenericBinding(trackAsset); 375 | if (oldBinding != target) 376 | { 377 | playableDirector.SetGenericBinding(trackAsset, target); 378 | } 379 | 380 | return true; 381 | } 382 | 383 | public void InstallRuntimeBindings() 384 | { 385 | // install main timeline bindings 386 | foreach (var entry in trackBindings) 387 | { 388 | if (string.IsNullOrEmpty(entry.id)) 389 | continue; 390 | 391 | BindTrack(playableDirector, entry); 392 | } 393 | 394 | // install nested timeline binding 395 | for (int i = 0; i < nestedTimelineBindings.Count; i++) 396 | { 397 | NestedTimlineBinding entry = nestedTimelineBindings[i]; 398 | if (entry.timelineAsset == null || string.IsNullOrEmpty(entry.id)) 399 | continue; 400 | 401 | GameObject owner = GetBindTarget(entry.id); 402 | if (owner == null) 403 | continue; 404 | TimelineAsset timelineAsset = playableDirector.playableAsset as TimelineAsset; 405 | 406 | int clipIndex = -1; 407 | if (entry.trackIndex >= timelineAsset.outputTrackCount) 408 | { 409 | Debug.LogWarningFormat("trackIndex out of bounds: {0}, {1}", timelineAsset.ToString(), entry.trackIndex); 410 | continue; 411 | } 412 | TrackAsset trackAsset = timelineAsset.GetOutputTrack(entry.trackIndex); 413 | clipIndex = -1; 414 | ControlPlayableAsset clipAsset = null; 415 | foreach (var clip in trackAsset.GetClips()) 416 | { 417 | clipIndex++; 418 | if (clipIndex == entry.clipIndex) 419 | { 420 | clipAsset = clip.asset as ControlPlayableAsset; 421 | break; 422 | } 423 | } 424 | playableDirector.SetReferenceValue(clipAsset.sourceGameObject.exposedName, owner); 425 | PlayableDirector nestedPlayableDirector = owner.GetComponent(); 426 | nestedPlayableDirector.playableAsset = entry.timelineAsset; 427 | 428 | // nested timeline 429 | foreach (var binding in entry.nestedTimelineTrackBindings) 430 | { 431 | if (string.IsNullOrEmpty(binding.id)) 432 | { 433 | Debug.LogWarningFormat("Bind child timeline failed,empty id: {0}, {1}", 434 | nestedPlayableDirector.playableAsset.ToString(), playableDirector.playableAsset.ToString()); 435 | } 436 | else 437 | { 438 | BindTrack(nestedPlayableDirector, binding); 439 | } 440 | } 441 | nestedPlayableDirector.RebuildGraph(); 442 | } 443 | } 444 | } -------------------------------------------------------------------------------- /Assets/TimelineController/TimelineController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca24a3bf5575046a08547cf23a1db07c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/TimelineController/TimelineReference.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | 6 | [ExecuteInEditMode] 7 | [DisallowMultipleComponent] 8 | public class TimelineReference : MonoBehaviour 9 | { 10 | public static readonly Dictionary> IdMap = new Dictionary>(); 11 | 12 | [SerializeField, ShowAsReadOnly] 13 | public string Id = Guid.NewGuid().ToString(); 14 | 15 | void Awake() 16 | { 17 | Register(); 18 | } 19 | 20 | 21 | void Register() 22 | { 23 | List instances; 24 | if (!IdMap.TryGetValue(Id, out instances)) 25 | { 26 | instances = new List(); 27 | IdMap.Add(Id, instances); 28 | } 29 | 30 | instances.Add(gameObject); 31 | } 32 | 33 | void OnDestroy() 34 | { 35 | if(IdMap.TryGetValue(Id, out var instances)) 36 | { 37 | instances.Remove(gameObject); 38 | if (instances.Count == 0) 39 | { 40 | IdMap.Remove(Id); 41 | } 42 | } 43 | } 44 | } -------------------------------------------------------------------------------- /Assets/TimelineController/TimelineReference.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41daa27b1b2f94e64a45a657670d2187 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 carlself 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.addressables": "1.19.19", 4 | "com.unity.collab-proxy": "1.17.2", 5 | "com.unity.feature.development": "1.0.1", 6 | "com.unity.ide.rider": "3.0.15", 7 | "com.unity.ide.visualstudio": "2.0.16", 8 | "com.unity.ide.vscode": "1.2.5", 9 | "com.unity.test-framework": "1.1.31", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.timeline": "1.6.4", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.7.8", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.androidjni": "1.0.0", 16 | "com.unity.modules.animation": "1.0.0", 17 | "com.unity.modules.assetbundle": "1.0.0", 18 | "com.unity.modules.audio": "1.0.0", 19 | "com.unity.modules.cloth": "1.0.0", 20 | "com.unity.modules.director": "1.0.0", 21 | "com.unity.modules.imageconversion": "1.0.0", 22 | "com.unity.modules.imgui": "1.0.0", 23 | "com.unity.modules.jsonserialize": "1.0.0", 24 | "com.unity.modules.particlesystem": "1.0.0", 25 | "com.unity.modules.physics": "1.0.0", 26 | "com.unity.modules.physics2d": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.terrain": "1.0.0", 29 | "com.unity.modules.terrainphysics": "1.0.0", 30 | "com.unity.modules.tilemap": "1.0.0", 31 | "com.unity.modules.ui": "1.0.0", 32 | "com.unity.modules.uielements": "1.0.0", 33 | "com.unity.modules.umbra": "1.0.0", 34 | "com.unity.modules.unityanalytics": "1.0.0", 35 | "com.unity.modules.unitywebrequest": "1.0.0", 36 | 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https://raw.githubusercontent.com/carlself/TimelineController/41026edd0eb4a8d47fb69cb808bd94da49e7fc1b/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # TimelineController 2 | 3 | Unity Timeline is a great tool to create rich content using your game objects, animations, sounds, particles and other scene elements. However, due to its inconvenience of binding runtime objects, it can be quite limited for some game-play heavy scenarios where runtime objects don't exist when timeline is being authored. 4 | 5 | `TimelineController` solves this problem by assigning a unique id to any Prefab or scene GameObject it controls when authoring timeline and saving the associations between timeline track and the unique id. 6 | 7 | In runtime, `TimelineController` finds object by the unique id and bind the object to the associated track using `PlayableDirector.SetGenericBinding`. 8 | 9 | `TimelineController` tries to minimize the friction of usage. You just need add a `TimelineController` component to a `PlayableDirector` GameObject, then you can author timeline almost like before. 10 | 11 | ## Workflow 12 | 13 | >This is the recommended way not the only way 14 | 15 | 1. Create a timeline authoring scene 16 | 17 | 2. Place everything that timeline needs in the authoring scene 18 | ![Timeline Authoring Scene](./README_ASSETS/TimelineAuthoringScene1.png) 19 | 20 | 3. Create a GameObject with `PlayableDirector` and `TimelineController` components 21 | ![Timeline GameObject](./README_ASSETS/TimelineGameObject.png) 22 | 23 | 4. Edit the timeline 24 | ![TimelineEditor](./README_ASSETS/TimelineEditor.png) 25 | ![TimelineController](./README_ASSETS/TimelineController.png) 26 | The `TimelineController` component saves all the runtime bindings automatically when editing timeline 27 | 28 | 5. Save the timeline GameObject as a Prefab 29 | 30 | 6. Repeat 3-5 for more timelines 31 | 32 | 7. In runtime, make sure the dependent GameObjects exist in memory before playing timeline. 33 | 34 | ```C# 35 | // Load dependent GameObjects 36 | cubeHandle = Addressables.LoadAssetAsync("Assets/Example/Prefabs/Cube.prefab"); 37 | yield return cubeHandle; 38 | GameObject cube = Instantiate(cubeHandle.Result); 39 | 40 | sphereHandle = Addressables.LoadAssetAsync("Assets/Example/Prefabs/Sphere.prefab"); 41 | yield return sphereHandle; 42 | // There are multiple instances of the sphere prefab. 43 | // You need select which one to bind or it will bind the instance created first 44 | GameObject sphere1 = Instantiate(sphereHandle.Result); 45 | sphere1.name = "Sphere1"; 46 | GameObject sphere2 = Instantiate(sphereHandle.Result); 47 | sphere2.name = "Sphere2"; 48 | 49 | // Load child timeline 50 | childTimelineHandle = Addressables.LoadAssetAsync("Assets/Example/Prefabs/ChildTimeline.prefab"); 51 | yield return childTimelineHandle; 52 | GameObject childTimeline = Instantiate(childTimelineHandle.Result); 53 | 54 | // Load timeline GameObject 55 | timelineHandle = Addressables.LoadAssetAsync("Assets/Example/Timeline/Timeline.prefab"); 56 | yield return timelineHandle; 57 | var timelineObj = Instantiate(timelineHandle.Result); 58 | var timelineController = timelineObj.GetComponent(); 59 | // Select the instance to bind 60 | timelineController.AddRuntimeObject(sphere2); 61 | // Play the timeline 62 | timelineController.Play(() => Debug.Log("TimelineController Complete")); 63 | } 64 | ``` 65 | ![Runtime](./README_ASSETS/Nov-05-2022%2017-22-53.gif) -------------------------------------------------------------------------------- /README_ASSETS/Nov-05-2022 17-22-53.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carlself/TimelineController/41026edd0eb4a8d47fb69cb808bd94da49e7fc1b/README_ASSETS/Nov-05-2022 17-22-53.gif -------------------------------------------------------------------------------- /README_ASSETS/TimelineAuthoringScene1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carlself/TimelineController/41026edd0eb4a8d47fb69cb808bd94da49e7fc1b/README_ASSETS/TimelineAuthoringScene1.png -------------------------------------------------------------------------------- /README_ASSETS/TimelineController.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carlself/TimelineController/41026edd0eb4a8d47fb69cb808bd94da49e7fc1b/README_ASSETS/TimelineController.png -------------------------------------------------------------------------------- /README_ASSETS/TimelineEditor.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carlself/TimelineController/41026edd0eb4a8d47fb69cb808bd94da49e7fc1b/README_ASSETS/TimelineEditor.png -------------------------------------------------------------------------------- /README_ASSETS/TimelineGameObject.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/carlself/TimelineController/41026edd0eb4a8d47fb69cb808bd94da49e7fc1b/README_ASSETS/TimelineGameObject.png --------------------------------------------------------------------------------