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| using DG.Tweening;
using Sirenix.OdinInspector;
using System;
using UnityEngine;
using UnityEngine.Playables;
[RequireComponent(typeof(PlayableDirector))]
public class PlayableController : MonoBehaviour
{
#region ENUM
public enum Status
{
NULL,
PLAYING,
PAUSED,
STOPPED,
}
public enum Direction
{
NULL,
FORWARD,
BACKWARD
}
#endregion
[SerializeField] private PlayableDirector m_playableDirector;
/// <summary>
/// 当前播放状态(如果用不到可是删除,现在这个字段只是一个状态的记录)
/// </summary>
public Status CurrentPlayStatus { get; private set; } = Status.NULL;
/// <summary>
/// 当前播放方向(如果用不到可是删除,现在这个字段只是一个状态的记录)
/// </summary>
public Direction CurrentPlayDirection { get; private set; } = Direction.NULL;
/// <summary>
/// 当前播放进度
/// </summary>
public double FullProgress { get; private set; } = 0d;
/// <summary>
/// 片段进度
/// </summary>
//public double ClipProgress { get; private set; } = 0d;
/// <summary>
/// 当前播放进度归一化
/// </summary>
public double CurrentNormalizedProgress => FullProgress / Duration;
[Range(0f, 5f)] public float PlaySpeed = 1f;
/// <summary>
/// 播放模式
/// </summary>
public WrapMode WrapMode = WrapMode.Once;
/// <summary>
/// 开始播放事件, 返回时 时间点,和触发时方向
/// </summary>
public Action<double, Direction> OnPlay;
/// <summary>
/// 暂停播放事件, 返回时 时间点,和触发时方向
/// </summary>
public Action<double, Direction> OnPause;
/// <summary>
/// 停止播放事件, 返回时 时间点,和触发时方向
/// </summary>
public Action<double, Direction> OnStop;
/// <summary>
/// 继续播放事件, 返回时 时间点,和触发时方向
/// </summary>
public Action<double, Direction> OnContinue;
/// <summary>
/// 当播放自动停止,既本次的ProgressExecute播放到指定事件点时触发;
/// </summary>
public Action<double> OnAutoStop;
public Action<double> OnUpdate;
/// <summary>
/// Timeline长度
/// </summary>
public double Duration { get; private set; } = -1f;
private Tweener m_timeTween;
public bool TweenActive => m_timeTween.IsActive();
private void Awake()
{
m_playableDirector = GetComponent<PlayableDirector>();
m_playableDirector.playOnAwake = false;
Duration = m_playableDirector.duration;
CurrentPlayStatus = Status.STOPPED;
}
/// <summary>
/// 继续播放
/// </summary>
[Button]
public void Continue()
{
if (m_timeTween.IsActive())
{
CurrentPlayStatus = Status.PLAYING;
m_timeTween.Play();
}
OnContinue?.Invoke(FullProgress, CurrentPlayDirection);
}
/// <summary>
/// 从暂停时间点正向播放, 应用在倒播中途暂停后切换为正播
/// </summary>
[Button]
public void ContinuePlayForwardByPausePoint()
{
CurrentPlayStatus = Status.PLAYING;
CurrentPlayDirection = Direction.FORWARD;
m_timeTween.Kill();
ProgressExecute(Duration);
OnContinue?.Invoke(FullProgress, CurrentPlayDirection);
}
/// <summary>
/// 从暂停时间点反向播放, 应用在正播中途暂停后切换为倒播
/// </summary>
[Button]
public void ContinuePlayBackwardByPausePoint()
{
CurrentPlayStatus = Status.PLAYING;
CurrentPlayDirection = Direction.BACKWARD;
m_timeTween.Kill();
ProgressExecute(0);
OnContinue?.Invoke(FullProgress, CurrentPlayDirection);
}
public void PlayClip(double start, double stop)
{
if (start == stop) return;
CurrentPlayStatus = Status.PLAYING;
CurrentPlayDirection = start < stop ? Direction.FORWARD : Direction.BACKWARD;
m_timeTween.Kill();
FullProgress = start;
ProgressExecute(stop);
OnPlay?.Invoke(start, CurrentPlayDirection);
}
/// <summary>
/// 从开始播放
/// </summary>
[Button]
public void PlayForward()
{
CurrentPlayStatus = Status.PLAYING;
CurrentPlayDirection = Direction.FORWARD;
m_timeTween.Kill();
FullProgress = 0d;
ProgressExecute(Duration);
OnPlay?.Invoke(FullProgress, CurrentPlayDirection);
}
/// <summary>
/// 从结尾倒放
/// </summary>
[Button]
public void PlayBackward()
{
CurrentPlayStatus = Status.PLAYING;
CurrentPlayDirection = Direction.BACKWARD;
m_timeTween.Kill();
FullProgress = Duration;
ProgressExecute(0);
OnPlay?.Invoke(FullProgress, CurrentPlayDirection);
}
/// <summary>
/// 暂停播放
/// </summary>
[Button]
public void Pause()
{
CurrentPlayStatus = Status.PAUSED;
m_timeTween.Pause();
OnPause?.Invoke(FullProgress, CurrentPlayDirection);
}
/// <summary>
/// 停止播放
/// </summary>
[Button]
public void Stop()
{
CurrentPlayStatus = Status.STOPPED;
m_timeTween.Kill();
FullProgress = 0d;
m_playableDirector.time = FullProgress;
m_playableDirector.Evaluate();
OnStop?.Invoke(FullProgress, CurrentPlayDirection);
}
[Button]
public void JumpTo(double progress)
{
// 直接取样
m_playableDirector.time = progress;
m_playableDirector.Evaluate();
FullProgress = progress;
OnUpdate?.Invoke(progress);
}
[Button]
public void ForceKill()
{
m_timeTween.Kill();
CurrentPlayStatus = Status.PAUSED;
}
private void ProgressExecute(double targetProgress)
{
// 使用DoTween最当前时间进行线性过渡
m_timeTween = DOTween.To(() => FullProgress, x => FullProgress = x, targetProgress, PlaySpeed).SetSpeedBased()
.SetEase(Ease.Linear);
// 做出限制避免bug
FullProgress = Clamp(FullProgress, 0d, Duration);
m_timeTween.OnUpdate(() => { JumpTo(FullProgress); });
m_timeTween.OnComplete(() =>
{
CurrentPlayStatus = FullProgress == Duration ? Status.STOPPED : Status.PAUSED;
OnAutoStop?.Invoke(FullProgress);
});
m_timeTween.Play();
}
/// <summary>
/// 针对Double的Clamp
/// </summary>
private static double Clamp(double value, double min, double max)
{
if (value < min)
value = min;
else if (value > max)
value = max;
return value;
}
}
|