add qlist transition system

This commit is contained in:
Chikashi Miyama 2019-11-30 11:40:15 +01:00
parent cdc0a7139d
commit 705d72fe28
23 changed files with 3062 additions and 1580 deletions

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@ -1,9 +1,9 @@
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@ -67,11 +80,27 @@
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<e p="BokehBind.cs" t="Include" /> <e p="BokehBind.cs" t="Include" />
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<e p="Qlist" t="Include">
<e p="Scripts" t="Include">
<e p="QlistMarker.cs" t="Include" />
<e p="TimelineController.cs" t="Include" />
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@ -2,9 +2,26 @@
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@ -0,0 +1,14 @@
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace cylvester
{
[CustomStyle("Annotation")]
public class QlistMarker : Marker, INotification
{
[TextArea] public string stateName;
public PropertyName id => stateName;
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,48 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
using UnityEngine.Playables;
namespace cylvester
{
public class TimelineController : MonoBehaviour, INotificationReceiver
{
[SerializeField] private PlayableDirector playableDirector;
[SerializeField] private StateManager stateManager;
private IList<QlistMarker> qlistMarkers_;
public void Start()
{
var timeline = (TimelineAsset)playableDirector.playableAsset;
var markerTrack = timeline.markerTrack;
var markers = markerTrack.GetMarkers();
qlistMarkers_ = new Boo.Lang.List<QlistMarker>();
foreach (var marker in markers)
qlistMarkers_.Add((QlistMarker)marker);
}
public void OnStateChanged(IStateReader stateManager)
{
var stateName = stateManager.CurrentState.Title;
foreach (var qlistMarker in qlistMarkers_)
{
if (qlistMarker.id != stateName) continue;
playableDirector.Stop();
playableDirector.time = qlistMarker.time;
playableDirector.Play();
break;
}
}
public void OnNotify(Playable origin, INotification notification, object context)
{
if (!stateManager.NextState.HasValue)
return;
var nextState = stateManager.NextState.Value;
if(notification.id == nextState.Title)
playableDirector.Pause(); // reaches the next state (marker) in timeline
}
}
}

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@ -1,6 +1,6 @@
 
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 16 # Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{5B580621-09B4-68CB-B5F4-5B9DD210A60F}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{5B580621-09B4-68CB-B5F4-5B9DD210A60F}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{3CC9D2C0-C461-07D9-EDF3-4FFB4DE5C299}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{3CC9D2C0-C461-07D9-EDF3-4FFB4DE5C299}"

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@ -5,4 +5,5 @@
&lt;Assembly Path="C:\Users\chikashi\Development\Soundvision\UnityProject\Assets\Plugins\NSubstitute.dll" /&gt;&#xD; &lt;Assembly Path="C:\Users\chikashi\Development\Soundvision\UnityProject\Assets\Plugins\NSubstitute.dll" /&gt;&#xD;
&lt;/AssemblyExplorer&gt;</s:String> &lt;/AssemblyExplorer&gt;</s:String>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Kinect/@EntryIndexedValue">True</s:Boolean> <s:Boolean x:Key="/Default/UserDictionary/Words/=Kinect/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=qlist/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Shmem/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary> <s:Boolean x:Key="/Default/UserDictionary/Words/=Shmem/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>