├── .gitignore ├── ScreenShoot ├── vwz24-ki4zl.gif └── QQ图片20210720115727.png ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── XRSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── Assets ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity.meta │ ├── Cube.anim.meta │ ├── Cube.mat.meta │ ├── Cube.controller.meta │ ├── Cube_Green.mat.meta │ ├── TimeLineTimeline.playable.meta │ ├── PlayableDirectEventTest.cs.meta │ ├── PlayableDirectEventTest.cs │ ├── Cube.controller │ ├── Cube.mat │ ├── Cube_Green.mat │ ├── Cube.anim │ ├── TimeLineTimeline.playable │ └── SampleScene.unity ├── Script.meta └── Script │ ├── Editor.meta │ ├── TitleAttribute.cs.meta │ ├── PlayableDirectorEventNode.cs.meta │ ├── PlayableDirectorEventController.cs.meta │ ├── Editor │ ├── PlayableDirectorEventNodeWindow.cs.meta │ ├── PlayableDirectorEventControllerEditor.cs.meta │ ├── PlayableDirectorEventNodeWindow.cs │ └── PlayableDirectorEventControllerEditor.cs │ ├── PlayableDirectorEventNode.cs │ ├── PlayableDirectorEventController.cs │ └── TitleAttribute.cs ├── README.md ├── LICENSE └── Packages ├── manifest.json └── packages-lock.json /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | Temp 3 | Library 4 | Packages 5 | .vs 6 | obj 7 | .vsconfig 8 | *.csproj 9 | *.sln -------------------------------------------------------------------------------- /ScreenShoot/vwz24-ki4zl.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/corle-bell/UnityTimeLineEvent/HEAD/ScreenShoot/vwz24-ki4zl.gif -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.4.9f1 2 | m_EditorVersionWithRevision: 2019.4.9f1 (50fe8a171dd9) 3 | -------------------------------------------------------------------------------- /ScreenShoot/QQ图片20210720115727.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/corle-bell/UnityTimeLineEvent/HEAD/ScreenShoot/QQ图片20210720115727.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: [] 8 | m_configObjects: {} 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Assets/Scenes/Cube.anim.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e673ab0b3ffb4374388bdea8063746f4 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Cube.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 872ace589e2fffd4498fb7a933ac26ec 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Cube.controller.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: efd05bc8644087a46b5000648bc1993d 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Cube_Green.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2e0af9ba3cf39243a6197f0741d5ba6 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/TimeLineTimeline.playable.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 951d5c68dc11c6944bea7e5d9e830906 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/Script/TitleAttribute.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f497910cabb47c489ee6f3d6d187f69 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scenes/PlayableDirectEventTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7063664f60aa662418b58ade6da44833 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/PlayableDirectorEventNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a1b3949901d54744a8fe8077f20661b7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/PlayableDirectorEventController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5056ca8e0fc74246b288d61a388a3a3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/Editor/PlayableDirectorEventNodeWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c911e98d306ae4b4fa246b55812c7db1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/Editor/PlayableDirectorEventControllerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c28942e9a104da40ba0043d030cda0e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityTimeLineEvent 2 | 3 | 方便快捷的为TimeLine添加回调函数 4 | 5 | # 示例: 6 | 7 | ![Image text](https://github.com/corle-bell/UnityTimeLineEvent/blob/main/ScreenShoot/QQ%E5%9B%BE%E7%89%8720210720115727.png) 8 | ![Image text](https://github.com/corle-bell/UnityTimeLineEvent/blob/main/ScreenShoot/vwz24-ki4zl.gif) 9 | 10 | 11 | 12 | ## Star History 13 | 14 | ![Star History Chart](https://api.star-history.com/svg?repos=corle-bell/UnityTimeLineEvent) 15 | -------------------------------------------------------------------------------- /Assets/Script/PlayableDirectorEventNode.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Events; 5 | 6 | namespace Bm 7 | { 8 | [System.Serializable] 9 | public class PlayableDirectorEventNode 10 | { 11 | [EnumName("名称")] 12 | public string name = ""; 13 | 14 | [Range(0, 1)] 15 | public float progress = 0; 16 | 17 | [HideInInspector] 18 | public bool isDo = false; 19 | 20 | public UnityEvent mEvent; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Scenes/PlayableDirectEventTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Events; 5 | 6 | public class PlayableDirectEventTest : MonoBehaviour 7 | { 8 | public Bm.PlayableDirectorEventController directorEventController; 9 | // Start is called before the first frame update 10 | void Awake() 11 | { 12 | directorEventController.AddEventByPercent("进度", 0.5f, ()=> { 13 | Log("进度"); 14 | }); 15 | 16 | 17 | directorEventController.AddEventByTime("时间", 1.0f, () => { 18 | Log("时间"); 19 | }); 20 | 21 | directorEventController.AddEventByPercent("进度", 1.0f, () => { 22 | Log("结束了"); 23 | }); 24 | } 25 | 26 | 27 | public void Log(string _text) 28 | { 29 | Debug.Log("PlaybleEvent: "+_text); 30 | } 31 | 32 | 33 | } 34 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 Badman 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 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 9 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | 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SerializedObject(target); 26 | serializedProperty = serializedObject.FindProperty("events"); 27 | serializedProperty = serializedProperty.GetArrayElementAtIndex(nodeid); 28 | node = target.events[nodeid]; 29 | } 30 | 31 | 32 | private void OnGUI() 33 | { 34 | EditorGUILayout.Space(); 35 | 36 | serializedObject.Update(); 37 | EditorGUILayout.PropertyField(serializedProperty.FindPropertyRelative("name")); 38 | EditorGUILayout.PropertyField(serializedProperty.FindPropertyRelative("progress")); 39 | EditorGUILayout.PropertyField(serializedProperty.FindPropertyRelative("mEvent")); 40 | serializedObject.ApplyModifiedProperties(); 41 | 42 | time = node.progress * duration; 43 | float _a = time; 44 | time = EditorGUILayout.FloatField("执行事件的事件节点(s):", time); 45 | if(_a!=time) 46 | { 47 | node.progress = time / duration; 48 | EditorUtility.SetDirty(target); 49 | } 50 | if (GUILayout.Button("保存")) 51 | { 52 | this.Close(); 53 | } 54 | } 55 | 56 | public static void Open(PlayableDirectorEventController target, int _id, float _duration) 57 | { 58 | PlayableDirectorEventNodeWindow window = EditorWindow.GetWindow(typeof(PlayableDirectorEventNodeWindow)) as PlayableDirectorEventNodeWindow; 59 | window.duration = _duration; 60 | window.nodeid = _id; 61 | window.target = target; 62 | window.Init(); 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, 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-------------------------------------------------------------------------------- /Assets/Script/PlayableDirectorEventController.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Events; 5 | using UnityEngine.EventSystems; 6 | using UnityEngine.Serialization; 7 | using UnityEngine.Playables; 8 | using UnityEngine.Events; 9 | 10 | namespace Bm 11 | { 12 | 13 | 14 | public class PlayableDirectorEventController : MonoBehaviour 15 | { 16 | [HideInInspector] 17 | public List events = new List(); 18 | 19 | [EnumName("动画控制器:")] 20 | public PlayableDirector director; 21 | 22 | [EnumName("进度:")] 23 | public float percent; 24 | 25 | [EnumName("运行时间:")] 26 | public float time; 27 | 28 | private int status = 0; 29 | private void Awake() 30 | { 31 | time = 0; 32 | 33 | } 34 | 35 | private void OnEnable() 36 | { 37 | FixEnable(); 38 | } 39 | 40 | private void OnDisable() 41 | { 42 | if (!director.playOnAwake) 43 | { 44 | director.played -= OnPlay; 45 | director.paused -= OnPause; 46 | director.stopped -= OnEnd; 47 | } 48 | else 49 | { 50 | status = 0; 51 | director.stopped -= OnEnd; 52 | } 53 | } 54 | 55 | 56 | void OnPlay(PlayableDirector director) 57 | { 58 | status = 1; 59 | Clear(); 60 | } 61 | 62 | void OnPause(PlayableDirector director) 63 | { 64 | status = 0; 65 | } 66 | 67 | void OnEnd(PlayableDirector director) 68 | { 69 | status = 0; 70 | ExecEvent(1); 71 | } 72 | 73 | private void Update() 74 | { 75 | switch(status) 76 | { 77 | case 1: 78 | _Update(); 79 | break; 80 | } 81 | } 82 | 83 | public void _Update() 84 | { 85 | percent = (float)(director.time / director.duration); 86 | 87 | if (percent >= 1) 88 | { 89 | percent = 1; 90 | status = 0; 91 | } 92 | ExecEvent(percent); 93 | } 94 | 95 | protected void ExecEvent(float _percent) 96 | { 97 | if (!Application.isPlaying) return; 98 | 99 | for (int i = 0; i < events.Count; i++) 100 | { 101 | if (_percent >= events[i].progress && !events[i].isDo) 102 | { 103 | events[i].isDo = true; 104 | events[i].mEvent.Invoke(); 105 | } 106 | } 107 | } 108 | 109 | private void Clear() 110 | { 111 | for (int i = 0; i < events.Count; i++) 112 | { 113 | events[i].isDo = false; 114 | } 115 | } 116 | 117 | private void FixEnable() 118 | { 119 | if (director == null) return; 120 | if (!director.playOnAwake) 121 | { 122 | director.played += OnPlay; 123 | director.paused += OnPause; 124 | director.stopped += OnEnd; 125 | } 126 | else 127 | { 128 | Clear(); 129 | status = 1; 130 | director.stopped += OnEnd; 131 | } 132 | } 133 | 134 | public void Reset() 135 | { 136 | director = GetComponent(); 137 | } 138 | 139 | 140 | public void AddEventByTime(string _name, float _time, UnityAction _event = null) 141 | { 142 | AddEventByPercent(_name, _time / (float)director.duration, _event); 143 | } 144 | 145 | public void AddEventByPercent(string _name, float _progress, UnityAction _event=null) 146 | { 147 | var t = new PlayableDirectorEventNode(); 148 | t.name = _name; 149 | t.progress = _progress; 150 | if(_event!=null) 151 | { 152 | t.mEvent = new UnityEvent(); 153 | t.mEvent.AddListener(_event); 154 | } 155 | events.Add(t); 156 | } 157 | 158 | /// 159 | /// 160 | /// 161 | /// 162 | /// 163 | public void SetDirector(PlayableDirector _director, bool fixEnable=true) 164 | { 165 | director = _director; 166 | if(fixEnable) 167 | { 168 | FixEnable(); 169 | } 170 | } 171 | } 172 | } 173 | -------------------------------------------------------------------------------- /Assets/Script/TitleAttribute.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | #if UNITY_EDITOR 3 | using System; 4 | using UnityEditor; 5 | using System.Reflection; 6 | using System.Text.RegularExpressions; 7 | #endif 8 | 9 | /// 10 | /// 标题属性 11 | /// ZhangYu 2018-06-21 12 | /// 13 | #if UNITY_EDITOR 14 | [AttributeUsage(AttributeTargets.Field)] 15 | #endif 16 | public class TitleAttribute : PropertyAttribute { 17 | 18 | /// 标题名称 19 | public string title; 20 | /// 标题颜色 21 | public string htmlColor; 22 | 23 | /// 在属性上方添加一个标题 24 | /// 标题名称 25 | /// 标题颜色 26 | public TitleAttribute(string title, string htmlColor = "#FFFFFF") { 27 | this.title = title; 28 | this.htmlColor = htmlColor; 29 | } 30 | 31 | } 32 | 33 | #if UNITY_EDITOR 34 | [CustomPropertyDrawer(typeof(TitleAttribute))] 35 | public class TitleAttributeDrawer : DecoratorDrawer { 36 | 37 | // 文本样式 38 | private GUIStyle style = new GUIStyle(); 39 | 40 | public override void OnGUI(Rect position) { 41 | // 获取Attribute 42 | TitleAttribute attr = (TitleAttribute)attribute; 43 | 44 | // 转换颜色 45 | Color color = htmlToColor(attr.htmlColor); 46 | 47 | // 重绘GUI 48 | position = EditorGUI.IndentedRect(position); 49 | style.normal.textColor = color; 50 | GUI.Label(position, attr.title, style); 51 | } 52 | 53 | public override float GetHeight() { 54 | return base.GetHeight() - 4; 55 | } 56 | 57 | /// Html颜色转换为Color 58 | /// 59 | /// 60 | private Color htmlToColor(string hex) { 61 | // 默认黑色 62 | if (string.IsNullOrEmpty(hex)) return Color.black; 63 | 64 | // 转换颜色 65 | hex = hex.ToLower(); 66 | if (hex.IndexOf("#") == 0 && hex.Length == 7) { 67 | int r = Convert.ToInt32(hex.Substring(1, 2), 16); 68 | int g = Convert.ToInt32(hex.Substring(3, 2), 16); 69 | int b = Convert.ToInt32(hex.Substring(5, 2), 16); 70 | return new Color(r / 255f, g / 255f, b / 255f); 71 | } else if (hex == "red") { 72 | return Color.red; 73 | } else if (hex == "green") { 74 | return Color.green; 75 | } else if (hex == "blue") { 76 | return Color.blue; 77 | } else if (hex == "yellow") { 78 | return Color.yellow; 79 | } else if (hex == "black") { 80 | return Color.black; 81 | } else if (hex == "white") { 82 | return Color.white; 83 | } else if (hex == "cyan") { 84 | return Color.cyan; 85 | } else if (hex == "gray") { 86 | return Color.gray; 87 | } else if (hex == "grey") { 88 | return Color.grey; 89 | } else if (hex == "magenta") { 90 | return Color.magenta; 91 | } else { 92 | return Color.black; 93 | } 94 | } 95 | 96 | } 97 | #endif 98 | 99 | /// 100 | /// 设置枚举名称 101 | /// ZhangYu 2018-06-21 102 | /// 103 | 104 | #if UNITY_EDITOR 105 | [AttributeUsage(AttributeTargets.Field)] 106 | #endif 107 | public class EnumNameAttribute : PropertyAttribute { 108 | 109 | /// 枚举名称 110 | public string name; 111 | 112 | public EnumNameAttribute(string name) { 113 | this.name = name; 114 | } 115 | 116 | } 117 | 118 | #if UNITY_EDITOR 119 | [CustomPropertyDrawer(typeof(EnumNameAttribute))] 120 | public class EnumNameDrawer : PropertyDrawer { 121 | 122 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { 123 | // 替换属性名称 124 | EnumNameAttribute rename = (EnumNameAttribute)attribute; 125 | label.text = rename.name; 126 | 127 | // 重绘GUI 128 | bool isElement = Regex.IsMatch(property.displayName, "Element \\d+"); 129 | if (isElement) label.text = property.displayName; 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outSlope: 0 191 | tangentMode: 136 192 | weightedMode: 0 193 | inWeight: 0.33333334 194 | outWeight: 0.33333334 195 | m_PreInfinity: 2 196 | m_PostInfinity: 2 197 | m_RotationOrder: 4 198 | attribute: m_LocalScale.z 199 | path: 200 | classID: 4 201 | script: {fileID: 0} 202 | m_EulerEditorCurves: [] 203 | m_HasGenericRootTransform: 0 204 | m_HasMotionFloatCurves: 0 205 | m_Events: [] 206 | -------------------------------------------------------------------------------- /Assets/Script/Editor/PlayableDirectorEventControllerEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | using UnityEngine.Events; 5 | using UnityEngine.EventSystems; 6 | using UnityEngine.Serialization; 7 | using UnityEditor; 8 | 9 | namespace Bm 10 | { 11 | [CustomEditor(typeof(PlayableDirectorEventController))] 12 | public class PlayableDirectorEventControllerEditor : Editor 13 | { 14 | PlayableDirectorEventController script; 15 | private void OnEnable() 16 | { 17 | script = target as PlayableDirectorEventController; 18 | } 19 | 20 | public override void OnInspectorGUI() 21 | { 22 | base.OnInspectorGUI(); 23 | 24 | if(GUILayout.Button("添加事件")) 25 | { 26 | script.AddEventByPercent("", script.percent, null); 27 | EditorUtility.SetDirty(script); 28 | } 29 | 30 | GUI.backgroundColor = Color.white; 31 | Rect progressRect = GUILayoutUtility.GetRect(50, 20 * (script.events.Count + 1)); 32 | EditorGUI.DrawRect(progressRect, new Color(0.15f, 0.15f, 0.15f)); 33 | 34 | 35 | float buttonLen = 40; 36 | progressRect.width -= buttonLen*2; 37 | 38 | Rect groupRect = new Rect(progressRect); 39 | groupRect.height = 20; 40 | EditorGUI.ProgressBar(groupRect, script.percent, string.Format("{0} ( {1:f}S ) : 进度:{2:f} 时间:{3:f}", "Director", script.director.duration, script.percent, script.percent * script.director.duration)); 41 | 42 | 43 | for (int i = 0; i < script.events.Count; i++) 44 | { 45 | 46 | var node = script.events[i]; 47 | GUI.backgroundColor = node.isDo?Color.red:Color.green; 48 | 49 | //绘制节点进度条 50 | Rect t1 = new Rect(progressRect); 51 | t1.y += 20 * (i + 1); 52 | t1.height = 20; 53 | t1.width = progressRect.width; 54 | t1.x = progressRect.x; 55 | 56 | EditorGUI.ProgressBar(t1, node.progress, string.Format("{0} : 进度:{1:f3} 时间:{2:f3}",node.name, node.progress, node.progress*script.director.duration)); 57 | 58 | Rect line = new Rect(t1); 59 | line.width = progressRect.width; 60 | line.x = progressRect.x; 61 | line.height = 20; 62 | GUI.backgroundColor = i % 2 == 0 ? Color.white : Color.cyan; 63 | GUI.Box(line, ""); 64 | 65 | //绘制节点进度条左值滑动帧 66 | Rect t2 = new Rect(t1); 67 | t2.x = t1.width * node.progress+t1.xMin; 68 | t2.width = 6; 69 | 70 | MouseCheck(node, t2, i, t1); 71 | EditorGUI.DrawRect(t2, Color.green); 72 | EditorGUI.DrawTextureAlpha(t2, EditorGUIUtility.IconContent("mini btn on@2x").image); 73 | 74 | 75 | //绘制节点功能键 76 | GUI.backgroundColor = Color.red; 77 | GUI.contentColor = Color.white; 78 | t1.width = buttonLen; 79 | t1.x = progressRect.width + t1.width / 2 + 5; 80 | 81 | if (GUI.Button(t1, "Edit")) 82 | { 83 | PlayableDirectorEventNodeWindow.Open(script, i, (float)script.director.duration); 84 | } 85 | 86 | t1.width = buttonLen; 87 | t1.x = progressRect.width + t1.width / 2 + 5+buttonLen; 88 | if (GUI.Button(t1, "Del")) 89 | { 90 | script.events.Remove(node); 91 | } 92 | } 93 | 94 | //指针 95 | progressRect.x += progressRect.width * script.percent; 96 | progressRect.width = 1; 97 | EditorGUI.DrawRect(progressRect, Color.white); 98 | 99 | if(!Application.isPlaying) 100 | { 101 | script._Update(); 102 | } 103 | } 104 | 105 | #region Drag Frame 106 | Vector2 touchBegin; 107 | float startX; 108 | int selectId = 0; 109 | void MouseCheck(PlayableDirectorEventNode node, Rect _rect, int _id, Rect _max) 110 | { 111 | Event aEvent; 112 | aEvent = Event.current; 113 | switch (aEvent.type) 114 | { 115 | case EventType.MouseDown: 116 | if (_rect.Contains(aEvent.mousePosition)) 117 | { 118 | selectId = _id; 119 | touchBegin = aEvent.mousePosition; 120 | startX = _rect.xMin; 121 | } 122 | else 123 | { 124 | if (_max.Contains(aEvent.mousePosition)) 125 | { 126 | node.progress = (aEvent.mousePosition.x - _max.xMin) / _max.width; 127 | Repaint(); 128 | } 129 | } 130 | break; 131 | case EventType.MouseUp: 132 | selectId = -1; 133 | break; 134 | case EventType.MouseDrag: 135 | if (!_max.Contains(aEvent.mousePosition)) 136 | { 137 | return; 138 | } 139 | if (_id == selectId) 140 | { 141 | var t = aEvent.mousePosition - touchBegin; 142 | float a = (startX + t.x) - _max.xMin; 143 | node.progress = node.progress < 0.5f? node.progress = a / _max.width:(startX + t.x) / _max.width; 144 | node.progress = Mathf.Clamp(node.progress, 0, 1); 145 | 146 | 147 | Repaint(); 148 | } 149 | 150 | break; 151 | default: 152 | break; 153 | } 154 | } 155 | #endregion 156 | } 157 | } 158 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | 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