-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathTimeline.cs
664 lines (555 loc) · 15.2 KB
/
Timeline.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
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
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
using UnityEngine;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
public class Timeline: TimelineSpan
{
public readonly TimelineFrameType FrameType = TimelineFrameType.Update;
public TimelineState State { get; private set; }
public MonoBehaviour Script { get; private set; }
public Coroutine Coroutine { get; private set; }
public int LoopsCompleted { get; private set; }
List<TimelineEvent> _events;
Dictionary<string, object> _vars = null;
float _lastWaitMarker = 0f;
float _longestSequenceDuration = 0f;
float _currentTimecode = 0f;
public Timeline(MonoBehaviour script, TimelineFrameType mode = TimelineFrameType.Update)
{
this.State = TimelineState.Editable;
this.Script = script;
this.LoopsCompleted = 0;
this.FrameType = mode;
_events = new List<TimelineEvent>();
}
void AssertWritable()
{
if (this.State != TimelineState.Editable)
throw new InvalidOperationException("The timeline is readonly once it has been started.");
}
void AssertRoot()
{
if (this.Timeline != null)
throw new InvalidOperationException("A nested timeline can't be controlled directly - use Play, Stop and JumpTo on the root timeline only.");
}
public float CurrentTimecode
{
get
{
return this.Timeline == null ?
_currentTimecode :
this.Timeline.CurrentTimecode - this.EventTimecode;
}
}
public override float Duration
{
get
{
return _lastWaitMarker;
}
}
public bool IsEnded
{
get { return CurrentTimecode >= Duration; }
}
public bool IsPlaying
{
get { return this.Coroutine != null; }
}
public float LastFrameDuration
{
get
{
return this.FrameType == TimelineFrameType.FixedUpdate ? Time.fixedDeltaTime :
this.FrameType == TimelineFrameType.Realtime ? Time.unscaledDeltaTime :
Time.deltaTime;
}
}
#region Vars
// ..............................................................
public Timeline Var<T>(string name, T val)
{
if (_vars == null)
_vars = new Dictionary<string, object>();
_vars[name] = val;
return this;
}
public T Var<T>(string name)
{
object val;
if (_vars == null || !_vars.TryGetValue(name, out val))
throw new ArgumentException(name + " is not defined in the timeline vars.");
return (T)val;
}
public IEnumerable<string> Vars
{
get { if (_vars == null) return null; else return _vars.Keys.AsEnumerable(); }
}
// ..............................................................
#endregion
#region Event queuing methods
// ..............................................................
// TODO: allow naming sequences
private Timeline Tween(string sequenceName, float duration, Action<TimelineSequence> action)
{
AssertWritable();
_events.Add(new TimelineSequence()
{
Timeline = this,
EventIndex = _events.Count,
EventTimecode = _lastWaitMarker,
Name = sequenceName,
DurationInternal = duration,
UpdateAction = action
});
if (duration > _longestSequenceDuration)
_longestSequenceDuration = duration;
return this;
}
public Timeline Tween(float duration, Action<TimelineSequence> action)
{
return Tween(null, duration, action);
}
public Timeline Frames(float duration, int frameCount, Action<TimelineSequence, int> action)
{
int? prevFrame = -1;
return Tween(duration, s =>
{
int currentFrame = Mathf.FloorToInt(s.NormalizedTime * frameCount);
if (currentFrame < frameCount && currentFrame != prevFrame.Value)
{
prevFrame = currentFrame;
action(s, currentFrame);
}
});
}
public Timeline Frames(Sprite[] frames, float fps, SpriteRenderer renderer)
{
return Frames(
frames.Length / fps,
frames.Length,
(s, i) => renderer.sprite = frames[i]
);
}
public Timeline Nest(Action<Timeline> init)
{
AssertWritable();
Timeline nested = this.Script.Timeline(this.FrameType);
nested.Timeline = this;
init(nested);
Nest(nested);
return this;
}
public Timeline Nest(Timeline nested)
{
AssertWritable();
if (nested == null)
throw new System.ArgumentNullException("nested");
if (nested.State != TimelineState.Editable)
throw new InvalidOperationException("Can't nest a timeline that has already been started.");
if (nested.Timeline != null && nested.Timeline != this)
throw new InvalidOperationException("The timeline is already nested in a different parent timeline.");
if (nested._events.Any(ev => ev is TimelineLoopMarker))
throw new InvalidOperationException("A nested timeline can't contain any loops. Use Repeat() instead.");
if (nested.Script.gameObject != this.Script.gameObject)
throw new System.ArgumentException("Nested timeline must be created from the same game object as the parent timeline.");
if (nested.FrameType != this.FrameType)
throw new System.ArgumentException("Nested timeline frame type must be the same as the parent frame type.");
nested.Timeline = this;
nested.EventIndex = _events.Count;
nested.EventTimecode = _lastWaitMarker;
nested.Prepare();
if (nested.Duration > _longestSequenceDuration)
_longestSequenceDuration = nested.Duration;
_events.Add(nested);
return this;
}
public Timeline Do(Action<TimelineAction> action)
{
AssertWritable();
_events.Add(new TimelineAction()
{
Timeline = this,
EventIndex = _events.Count,
EventTimecode = _lastWaitMarker,
Action = action
});
return this;
}
public Timeline Wait()
{
AssertWritable();
// Don't add redundant / unnecessary waits
if (_events.Count == 0 || _events[_events.Count - 1] is TimelineWaitMarker)
return this;
_lastWaitMarker += _longestSequenceDuration;
_longestSequenceDuration = 0f;
_events.Add(new TimelineWaitMarker()
{
Timeline = this,
EventIndex = _events.Count,
EventTimecode = _lastWaitMarker
});
return this;
}
public Timeline Hold(float duration)
{
AssertWritable();
Wait();
_events.Add(new TimelineSequence()
{
Timeline = this,
DurationInternal = duration,
EventIndex = _events.Count,
EventTimecode = _lastWaitMarker
});
_lastWaitMarker += duration;
_longestSequenceDuration = 0f;
Wait();
return this;
}
public Timeline LoopBegin(int loopCount = -1)
{
AssertWritable();
Wait();
_events.Add(new TimelineLoopMarker()
{
Timeline = this,
EventIndex = _events.Count,
EventTimecode = _lastWaitMarker,
MarkerType = TimelineLoopMarkerType.Begin,
LoopCount = loopCount
});
return this;
}
public Timeline LoopEnd()
{
AssertWritable();
Wait();
_events.Add(new TimelineLoopMarker()
{
Timeline = this,
EventIndex = _events.Count,
EventTimecode = _lastWaitMarker,
MarkerType = TimelineLoopMarkerType.End
});
return this;
}
// ..............................................................
#endregion
#region Control methods
// ..............................................................
void Prepare()
{
if (this.State == TimelineState.Started)
throw new InvalidOperationException("Timeline has already been prepared and started.");
// Close any open loops
bool openLoop = false;
for (int i = 0; i < _events.Count; i++)
{
if (_events[i] is TimelineLoopMarker)
{
var loopMarker = (TimelineLoopMarker)_events[i];
openLoop = loopMarker.MarkerType == TimelineLoopMarkerType.Begin;
}
}
if (openLoop)
{
// A loop was left open, so close it (will also add a wait)
this.LoopEnd();
}
else
{
// Add a wait marker to the end of the sequence list, so that the coroutine will wait for all the timeline to finish
this.Wait();
}
this.State = TimelineState.Started;
}
internal override void Update(float timecode)
{
ScrubTo(timecode-this.EventTimecode);
}
public Timeline ScrubTo(float timecode)
{
if (this.State != TimelineState.Started)
Prepare();
if (this.IsPlaying)
throw new InvalidOperationException("Can't scrub timeline while it is playing. Call Pause() first.");
using (var currentEvents = GetEventsAtTime(timecode))
{
while (currentEvents.MoveNext())
{
TimelineEvent ev = currentEvents.Current;
if (ev is TimelineAction)
{
// Invoke the action immediately
var action = (TimelineAction)ev;
action.Invoke();
}
else if (ev is TimelineSpan)
{
var span = (TimelineSpan)ev;
span.Update(timecode);
}
}
}
_currentTimecode = timecode;
return this;
}
public Timeline Play()
{
AssertRoot();
if (this.IsPlaying)
throw new System.InvalidOperationException("Timeline is already playing.");
if (this.State != TimelineState.Started)
Prepare();
// Create the enumerator that will run the timeline
this.Coroutine = this.Script.StartCoroutine(PlayInternal());
return this;
}
public Timeline Pause()
{
if (this.Script != null && this.Coroutine != null)
this.Script.StopCoroutine(this.Coroutine);
return this;
}
bool Looping(int i, int max, bool reverse)
{
return reverse ? i >= 0 : i < max;
}
IEnumerator<TimelineEvent> GetEventsAtTime(float timecode, TimelineTraversal behavior = TimelineTraversal.Scrub)
{
bool reverse = this.CurrentTimecode > timecode;
int start = reverse ? _events.Count - 1 : 0;
float lastFrameDeltaTime = this.LastFrameDuration;
for (int i = start; Looping(i, _events.Count, reverse); i = reverse ? i-1 : i+1)
{
TimelineEvent ev = _events[i];
if (ev is TimelineSpan)
{
// Add the frame delta to the timespan check so that span can always perform a 100% update
var span = (TimelineSpan)ev;
if (span.EventTimecode <= timecode && span.EventTimecode + span.Duration > timecode - lastFrameDeltaTime)
yield return span;
}
else
{
if (behavior == TimelineTraversal.Scrub)
{
if (ev.EventTimecode == timecode)
yield return ev;
}
else if (behavior == TimelineTraversal.Skip)
{
if (
(!reverse && ev.EventTimecode > this.CurrentTimecode && ev.EventTimecode <= timecode) ||
(reverse && ev.EventTimecode < this.CurrentTimecode && ev.EventTimecode >= timecode)
)
yield return ev;
}
}
}
}
System.Collections.IEnumerator PlayInternal()
{
bool ended = false;
float timecode = this.CurrentTimecode;
TimelineLoopMarker loopStartMarker = null;
while (timecode < Duration || !ended)
{
// If it is ended, play one more frame at the final position
if (timecode >= Duration)
{
timecode = Duration;
ended = true;
}
var currentEvents = GetEventsAtTime(timecode);
try
{
while (currentEvents.MoveNext())
{
TimelineEvent ev = currentEvents.Current;
if (ev is TimelineAction)
{
// Invoke the action immediately
var action = (TimelineAction)ev;
action.Invoke();
}
else if (ev is TimelineSpan)
{
var span = (TimelineSpan)ev;
span.Update(timecode);
}
else if (ev is TimelineLoopMarker)
{
var loopMarker = (TimelineLoopMarker)ev;
if (loopMarker.MarkerType == TimelineLoopMarkerType.Begin && loopMarker != loopStartMarker)
{
// Start a new loop from here
loopStartMarker = loopMarker;
this.LoopsCompleted = 0;
}
else if (loopMarker.MarkerType == TimelineLoopMarkerType.End)
{
// Stop the current loop
if (loopStartMarker != null)
{
this.LoopsCompleted++;
if (loopStartMarker.LoopCount > 0 && this.LoopsCompleted == loopStartMarker.LoopCount)
{
// End the current loop
loopStartMarker = null;
}
else
{
// Jump to the loop start time, and re-retrieve the events at the new time
_currentTimecode = loopStartMarker.EventTimecode;
timecode -= loopMarker.EventTimecode - loopStartMarker.EventTimecode;
ended = false;
currentEvents.Dispose();
currentEvents = GetEventsAtTime(timecode);
}
}
else
Debug.LogError("LoopEnd found with no matching LoopBegin");
}
}
}
}
finally
{
currentEvents.Dispose();
}
_currentTimecode = timecode;
// Wait for a frame
yield return this.FrameType == TimelineFrameType.FixedUpdate ?
new WaitForFixedUpdate() :
null;
// Advance the time
timecode += LastFrameDuration;
}
}
/*
System.Collections.IEnumerator PlayInternalOld()
{
this.CurrentTimeCode = 0f;
this.LoopsCompleted = 0;
TimelineLoopMarker loopStartMarker = null;
for (int eventIndex = 0; eventIndex < _events.Count; eventIndex++)
{
TimelineEvent timelineEvent = _events[eventIndex];
// ......................
// TimelineAction
if (timelineEvent is TimelineAction)
{
// Invoke the action immediately
((TimelineAction)timelineEvent).Invoke();
}
// ......................
// TimelineWaitMarker
else if (timelineEvent is TimelineWaitMarker)
{
var waitMarker = (TimelineWaitMarker) timelineEvent;
while (true)
{
// Wait for all previous sequences to end
bool alldone = true;
for (int j = eventIndex - 1; j >= 0; j--)
{
var prevEvent = _events[j] as TimelineSpan;
if (prevEvent is TimelineSequence && !prevEvent.IsEnded)
(prevEvent as TimelineSequence).Advance();
if (prevEvent != null)
alldone &= prevEvent.IsEnded;
}
if (alldone)
{
break;
}
else
{
yield return this.FrameType == TimelineFrameType.FixedUpdate ?
new WaitForFixedUpdate() :
null;
// Maybe this component or gameObject has been destroyed - in that case, stop immediately
if (this.Script == null)
{
this.Stop();
yield break;
}
this.CurrentTimeCode +=
this.FrameType == TimelineFrameType.FixedUpdate ? Time.fixedDeltaTime :
this.FrameType == TimelineFrameType.Realtime ? Time.unscaledDeltaTime :
Time.deltaTime;
}
}
}
// ......................
// TimelineLoopMarker
else if (timelineEvent is TimelineLoopMarker)
{
var loopMarker = (TimelineLoopMarker)timelineEvent;
if (loopMarker.MarkerType == TimelineLoopMarkerType.Begin)
{
// Start a new loop from here
loopStartMarker = loopMarker;
this.LoopsCompleted = 0;
}
else if (loopMarker.MarkerType == TimelineLoopMarkerType.End)
{
// Stop the current loop
if (loopStartMarker != null)
{
this.LoopsCompleted ++;
if (loopStartMarker.LoopCount > 0 && this.LoopsCompleted == loopStartMarker.LoopCount)
{
// End the current loop
loopStartMarker = null;
}
else
{
// Restart the loop
eventIndex = loopStartMarker.EventIndex; // +1 in the for loop will actually advance this to the next event after the loop begin
this.CurrentTimeCode -= loopMarker.TimeCode - loopStartMarker.TimeCode;
}
}
else
Debug.LogError("LoopEnd found with no matching LoopBegin");
}
}
// ......................
// TimelineSpan
else if (timelineEvent is TimelineSpan)
{
var span = (TimelineSpan)timelineEvent;
span.Play();
}
}
}*/
// ..............................................................
#endregion
}
public static class TimelineExtenstions
{
public static Timeline Timeline(this MonoBehaviour script, TimelineFrameType mode = TimelineFrameType.Update)
{
return new Timeline(script, mode);
}
}
public enum TimelineFrameType
{
Update,
FixedUpdate,
Realtime
}
public enum TimelineState
{
Editable,
Started
}
public enum TimelineTraversal
{
Scrub,
Skip
}