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- using System;
- using System.Collections.Generic;
- using System.IO;
- using UnityEngine;
- using UnityEngine.Timeline;
- using Object = UnityEngine.Object;
- namespace UnityEditor.Timeline.Signals
- {
- class SignalManager : IDisposable
- {
- static SignalManager m_Instance;
- readonly List<SignalAsset> m_assets = new List<SignalAsset>();
- internal static SignalManager instance
- {
- get
- {
- if (m_Instance == null)
- {
- m_Instance = new SignalManager();
- m_Instance.Refresh();
- }
- return m_Instance;
- }
- set { m_Instance = value; }
- }
- internal SignalManager()
- {
- SignalAsset.OnEnableCallback += Register;
- }
- public static IEnumerable<SignalAsset> assets
- {
- get
- {
- foreach (var asset in instance.m_assets)
- {
- if (asset != null)
- yield return asset;
- }
- }
- }
- public static SignalAsset CreateSignalAssetInstance(string path)
- {
- var newSignal = ScriptableObject.CreateInstance<SignalAsset>();
- newSignal.name = Path.GetFileNameWithoutExtension(path);
- var asset = AssetDatabase.LoadMainAssetAtPath(path) as SignalAsset;
- if (asset != null)
- {
- TimelineUndo.PushUndo(asset, Styles.UndoCreateSignalAsset);
- EditorUtility.CopySerialized(newSignal, asset);
- Object.DestroyImmediate(newSignal);
- return asset;
- }
- AssetDatabase.CreateAsset(newSignal, path);
- return newSignal;
- }
- public void Dispose()
- {
- SignalAsset.OnEnableCallback -= Register;
- }
- void Register(SignalAsset a)
- {
- m_assets.Add(a);
- }
- void Refresh()
- {
- var guids = AssetDatabase.FindAssets("t:SignalAsset");
- foreach (var g in guids)
- {
- var path = AssetDatabase.GUIDToAssetPath(g);
- var asset = AssetDatabase.LoadAssetAtPath<SignalAsset>(path);
- m_assets.Add(asset);
- }
- }
- }
- }
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