1007 lines
25 KiB
C#
1007 lines
25 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//-----------------------------------------------------------------------------
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// Copyright 2015-2022 RenderHeads Ltd. All rights reserved.
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//-----------------------------------------------------------------------------
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namespace RenderHeads.Media.AVProVideo
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{
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[System.Serializable]
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public class MediaPlaylist
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{
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[System.Serializable]
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public class MediaItem
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{
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public enum SourceType
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{
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AVProVideoPlayer,
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//Texture2D,
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}
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[SerializeField] public string name = string.Empty;
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[SerializeField] public SourceType sourceType = SourceType.AVProVideoPlayer;
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[SerializeField] public MediaPath mediaPath = new MediaPath();
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[SerializeField] public Texture2D texture = null;
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[SerializeField] public float textureDuration;
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[SerializeField] public bool loop = false;
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[SerializeField] public PlaylistMediaPlayer.StartMode startMode = PlaylistMediaPlayer.StartMode.Immediate;
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[SerializeField] public PlaylistMediaPlayer.ProgressMode progressMode = PlaylistMediaPlayer.ProgressMode.OnFinish;
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[SerializeField] public float progressTimeSeconds = 0.5f;
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[SerializeField] public bool isOverrideTransition = false;
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[SerializeField] public PlaylistMediaPlayer.Transition overrideTransition = PlaylistMediaPlayer.Transition.None;
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[SerializeField] public float overrideTransitionDuration = 1f;
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[SerializeField] public PlaylistMediaPlayer.Easing.Preset overrideTransitionEasing = PlaylistMediaPlayer.Easing.Preset.Linear;
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}
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[SerializeField] List<MediaItem> _items = new List<MediaItem>(8);
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public List<MediaItem> Items { get { return _items; } }
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public bool HasItemAt(int index)
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{
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return (index >= 0 && index < _items.Count);
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}
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}
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/// <summary>
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/// This is a BETA component
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/// </summary>
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[AddComponentMenu("AVPro Video/Playlist Media Player (BETA)", -80)]
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[HelpURL("https://www.renderheads.com/products/avpro-video/")]
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public class PlaylistMediaPlayer : MediaPlayer, ITextureProducer
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{
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public enum Transition
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{
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None,
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Fade,
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Black,
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White,
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Transparent,
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Horiz,
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Vert,
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Diag,
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MirrorH,
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MirrorV,
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MirrorD,
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ScrollV,
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ScrollH,
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Circle,
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Diamond,
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Blinds,
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Arrows,
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SlideH,
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SlideV,
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Zoom,
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RectV,
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Random,
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}
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public enum PlaylistLoopMode
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{
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None,
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Loop,
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}
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public enum StartMode
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{
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Immediate,
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//AfterSeconds,
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Manual,
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}
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public enum ProgressMode
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{
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OnFinish,
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BeforeFinish,
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//AfterTime,
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Manual,
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}
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[SerializeField] Shader _transitionShader = null;
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[SerializeField] MediaPlayer _playerA = null;
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[SerializeField] MediaPlayer _playerB = null;
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[SerializeField] bool _playlistAutoProgress = true;
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[Tooltip("Close the video on the other MediaPlayer when it is not visible any more. This is useful for freeing up memory and GPU decoding resources.")]
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[SerializeField] bool _autoCloseVideo = true;
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[SerializeField] PlaylistLoopMode _playlistLoopMode = PlaylistLoopMode.None;
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[SerializeField] MediaPlaylist _playlist = new MediaPlaylist();
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[Tooltip("Pause the previously playing video. This is useful for systems that will struggle to play 2 videos at once")]
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[SerializeField] bool _pausePreviousOnTransition = true;
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[SerializeField] Transition _defaultTransition = Transition.None;
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[SerializeField] float _defaultTransitionDuration = 1f;
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[SerializeField] Easing.Preset _defaultTransitionEasing = Easing.Preset.Linear;
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private static readonly LazyShaderProperty PropFromTex = new LazyShaderProperty("_FromTex");
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private static readonly LazyShaderProperty PropFade = new LazyShaderProperty("_Fade");
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private bool _isPaused = false;
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private int _playlistIndex = 0;
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private MediaPlayer _nextPlayer;
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private Material _material;
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private Transition _currentTransition = Transition.None;
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private string _currentTransitionName = "LERP_NONE";
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private float _currentTransitionDuration = 1f;
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private Easing.Preset _currentTransitionEasing = Easing.Preset.Linear;
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private float _textureTimer;
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private float _transitionTimer;
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private System.Func<float, float> _easeFunc;
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private RenderTexture _rt;
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private MediaPlaylist.MediaItem _currentItem;
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private MediaPlaylist.MediaItem _nextItem;
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public MediaPlayer CurrentPlayer
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{
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get
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{
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if (NextPlayer == _playerA)
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{
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return _playerB;
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}
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return _playerA;
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}
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}
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public MediaPlayer NextPlayer
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{
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get
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{
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return _nextPlayer;
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}
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}
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public MediaPlaylist Playlist { get { return _playlist; } }
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public int PlaylistIndex { get { return _playlistIndex; } }
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public MediaPlaylist.MediaItem PlaylistItem { get { if (_playlist.HasItemAt(_playlistIndex)) return _playlist.Items[_playlistIndex]; return null; } }
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/// <summary>
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/// The default transition to use if the transition is not overridden in the MediaItem
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/// </summary>
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public Transition DefaultTransition { get { return _defaultTransition; } set { _defaultTransition = value; } }
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/// <summary>
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/// The default duration the transition will take (in seconds) if the transition is not overridden in the MediaItem
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/// </summary>
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public float DefaultTransitionDuration { get { return _defaultTransitionDuration; } set { _defaultTransitionDuration = value; } }
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/// <summary>
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/// The default easing the transition will use if the transition is not overridden in the MediaItem
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/// </summary>
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public Easing.Preset DefaultTransitionEasing { get { return _defaultTransitionEasing; } set { _defaultTransitionEasing = value; } }
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/// <summary>
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/// Closes videos that aren't playing. This will save memory but adds extra overhead
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/// </summary>
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public bool AutoCloseVideo { get { return _autoCloseVideo; } set { _autoCloseVideo = value; } }
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/// <summary>
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/// None: Do not loop the playlist when the end is reached.<br/>Loop: Rewind the playlist and play again when the each is reached
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/// </summary>
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public PlaylistLoopMode LoopMode { get { return _playlistLoopMode; } set { _playlistLoopMode = value; } }
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/// <summary>
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/// Enable the playlist to progress to the next item automatically, or wait for manual trigger via scripting
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/// </summary>
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public bool AutoProgress { get { return _playlistAutoProgress; } set { _playlistAutoProgress = value; } }
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/// <summary>
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/// Returns the IMediaInfo interface for the MediaPlayer that is playing the current active item in the playlist (returned by CurrentPlayer property). This will change during each transition.
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/// </summary>
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public override IMediaInfo Info
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{
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get { if (CurrentPlayer != null) return CurrentPlayer.Info; return null; }
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}
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/// <summary>
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/// Returns the IMediaControl interface for the MediaPlayer that is playing the current active item in the playlist (returned by CurrentPlayer property). This will change during each transition.
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/// </summary>
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public override IMediaControl Control
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{
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get { if (CurrentPlayer != null) return CurrentPlayer.Control; return null; }
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}
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public override ITextureProducer TextureProducer
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{
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get
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{
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if (CurrentPlayer != null)
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{
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if (IsTransitioning())
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{
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return this;
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}
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/*if (_currentItem != null && _currentItem.sourceType == MediaPlaylist.MediaItem.SourceType.Texture2D && _currentItem.texture != null)
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{
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return this;
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}*/
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return CurrentPlayer.TextureProducer;
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}
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return null;
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}
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}
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[SerializeField, Range(0.0f, 1.0f)] float _playlistAudioVolume = 1.0f;
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[SerializeField] bool _playlistAudioMuted = false;
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public override float AudioVolume
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{
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get { return _playlistAudioVolume; }
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set { _playlistAudioVolume = Mathf.Clamp01(value); if (!IsTransitioning() && CurrentPlayer != null) CurrentPlayer.AudioVolume = _playlistAudioVolume; }
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}
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public override bool AudioMuted
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{
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get { return _playlistAudioMuted; }
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set { _playlistAudioMuted = value; if (!IsTransitioning() && CurrentPlayer != null) CurrentPlayer.AudioMuted = _playlistAudioMuted; }
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}
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public override void Play()
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{
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_isPaused = false;
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if (Control != null)
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{
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Control.Play();
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}
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if (IsTransitioning())
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{
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if (!_pausePreviousOnTransition && NextPlayer.Control != null)
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{
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NextPlayer.Control.Play();
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}
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}
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}
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public override void Pause()
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{
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_isPaused = true;
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if (Control != null)
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{
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Control.Pause();
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}
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if (IsTransitioning())
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{
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if (NextPlayer.Control != null)
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{
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NextPlayer.Control.Pause();
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}
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}
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}
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public bool IsPaused()
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{
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return _isPaused;
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}
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private void SwapPlayers()
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{
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// Pause the previously playing video
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// This is useful for systems that will struggle to play 2 videos at once
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if (_pausePreviousOnTransition)
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{
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CurrentPlayer.Pause();
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}
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// Tell listeners that the playlist item has changed
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Events.Invoke(this, MediaPlayerEvent.EventType.PlaylistItemChanged, ErrorCode.None);
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// Start the transition
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if (_currentTransition != Transition.None)
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{
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// Create a new transition texture if required
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Texture currentTexture = GetCurrentTexture();
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Texture nextTexture = GetNextTexture();
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if (currentTexture != null && nextTexture != null)
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{
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int maxWidth = Mathf.Max(nextTexture.width, currentTexture.width);
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int maxHeight = Mathf.Max(nextTexture.height, currentTexture.height);
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if (_rt != null)
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{
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if (_rt.width != maxWidth || _rt.height != maxHeight)
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{
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RenderTexture.ReleaseTemporary(_rt);
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_rt = null;
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}
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}
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if (_rt == null)
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{
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_rt = RenderTexture.GetTemporary(maxWidth, maxHeight, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Default, 1);
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}
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Graphics.Blit(currentTexture, _rt);
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_material.SetTexture(PropFromTex.Id, currentTexture);
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_easeFunc = Easing.GetFunction(_currentTransitionEasing);
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_transitionTimer = 0f;
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}
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else
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{
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// Immediately complete the transition
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_transitionTimer = _currentTransitionDuration;
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// Immediately update the audio volume
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NextPlayer.AudioVolume = this.AudioVolume;
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CurrentPlayer.AudioVolume = 0f;
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if (_autoCloseVideo)
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{
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CurrentPlayer.MediaPath.Path = string.Empty;
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CurrentPlayer.CloseMedia();
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}
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}
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}
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// Swap the videos
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if (NextPlayer == _playerA)
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{
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_nextPlayer = _playerB;
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}
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else
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{
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_nextPlayer = _playerA;
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}
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// Swap the items
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_currentItem = _nextItem;
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_nextItem = null;
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}
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private Texture GetCurrentTexture()
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{
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/*if (_currentItem != null && _currentItem.sourceType == MediaPlaylist.MediaItem.SourceType.Texture2D && _currentItem.texture != null)
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{
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return _currentItem.texture;
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}
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else*/ if (CurrentPlayer != null && CurrentPlayer.TextureProducer != null)
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{
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return CurrentPlayer.TextureProducer.GetTexture();
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}
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return null;
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}
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private Texture GetNextTexture()
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{
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/*if (_nextItem != null && _nextItem.sourceType == MediaPlaylist.MediaItem.SourceType.Texture2D && _nextItem.texture != null)
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{
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return _nextItem.texture;
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}
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else*/ if (_nextPlayer != null && _nextPlayer.TextureProducer != null)
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{
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return _nextPlayer.TextureProducer.GetTexture();
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}
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return null;
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}
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private void Awake()
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{
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#if UNITY_IOS && !UNITY_EDITOR_OSX
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Application.targetFrameRate = 60;
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#endif
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_nextPlayer = _playerA;
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if (_transitionShader == null)
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{
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_transitionShader = Shader.Find("AVProVideo/Internal/Transition");
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if (_transitionShader == null)
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{
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Debug.LogError("[AVProVideo] Missing transition shader");
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}
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}
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_material = new Material(_transitionShader);
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_easeFunc = Easing.GetFunction(_defaultTransitionEasing);
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}
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protected override void OnDestroy()
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{
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if (_rt != null)
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{
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RenderTexture.ReleaseTemporary(_rt);
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_rt = null;
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}
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if (_material != null)
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{
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if (Application.isPlaying)
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{
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Material.Destroy(_material);
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}
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else
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{
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Material.DestroyImmediate(_material);
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}
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_material = null;
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}
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base.OnDestroy();
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}
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private void Start()
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{
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if (Application.isPlaying)
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{
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if (CurrentPlayer)
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{
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CurrentPlayer.Events.AddListener(OnVideoEvent);
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if (NextPlayer)
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{
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NextPlayer.Events.AddListener(OnVideoEvent);
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}
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}
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JumpToItem(0);
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}
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}
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public void OnVideoEvent(MediaPlayer mp, MediaPlayerEvent.EventType et, ErrorCode errorCode)
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{
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if (mp == CurrentPlayer)
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{
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Events.Invoke(mp, et, errorCode);
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}
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switch (et)
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{
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case MediaPlayerEvent.EventType.FirstFrameReady:
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if (mp == NextPlayer)
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{
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SwapPlayers();
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Events.Invoke(mp, et, errorCode);
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}
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break;
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case MediaPlayerEvent.EventType.FinishedPlaying:
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if (_playlistAutoProgress && mp == CurrentPlayer && _currentItem.progressMode == ProgressMode.OnFinish)
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{
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NextItem();
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}
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break;
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}
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}
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public bool PrevItem()
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{
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return JumpToItem(_playlistIndex - 1);
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}
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public bool NextItem()
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{
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bool result = JumpToItem(_playlistIndex + 1);
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if (!result)
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{
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Events.Invoke(this, MediaPlayerEvent.EventType.PlaylistFinished, ErrorCode.None);
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}
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return result;
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}
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public bool CanJumpToItem(int index)
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{
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if (_playlistLoopMode == PlaylistLoopMode.Loop)
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{
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if (_playlist.Items.Count > 0)
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{
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index %= _playlist.Items.Count;
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if (index < 0)
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{
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index += _playlist.Items.Count;
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}
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}
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}
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return _playlist.HasItemAt(index);
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}
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public bool JumpToItem(int index)
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{
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if (_playlistLoopMode == PlaylistLoopMode.Loop)
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{
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if (_playlist.Items.Count > 0)
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{
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index %= _playlist.Items.Count;
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if (index < 0)
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{
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index += _playlist.Items.Count;
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}
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}
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}
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if (_playlist.HasItemAt(index))
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{
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_playlistIndex = index;
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_nextItem = _playlist.Items[_playlistIndex];
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OpenVideoFile(_nextItem);
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return true;
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}
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return false;
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}
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public void OpenVideoFile(MediaPlaylist.MediaItem mediaItem)
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{
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bool isMediaAlreadyLoaded = false;
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if (NextPlayer.MediaPath == mediaItem.mediaPath)
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{
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isMediaAlreadyLoaded = true;
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}
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if (!mediaItem.isOverrideTransition)
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{
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SetTransition(_defaultTransition, _defaultTransitionDuration, _defaultTransitionEasing);
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}
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else
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{
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SetTransition(mediaItem.overrideTransition, mediaItem.overrideTransitionDuration, mediaItem.overrideTransitionEasing);
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}
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this.Loop = NextPlayer.Loop = mediaItem.loop;
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NextPlayer.MediaPath = new MediaPath(mediaItem.mediaPath);
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this.MediaPath = new MediaPath(mediaItem.mediaPath);
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NextPlayer.AudioMuted = _playlistAudioMuted;
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NextPlayer.AudioVolume = _playlistAudioVolume;
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if (_transitionTimer < _currentTransitionDuration && _currentTransition != Transition.None)
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{
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NextPlayer.AudioVolume = 0f;
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}
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if (isMediaAlreadyLoaded)
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{
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NextPlayer.Rewind(false);
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if (_nextItem.startMode == StartMode.Immediate)
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{
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NextPlayer.Play();
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}
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// TODO: We probably want to wait until the new frame arrives before swapping after a Rewind()
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SwapPlayers();
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}
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else
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{
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if (string.IsNullOrEmpty(NextPlayer.MediaPath.Path))
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{
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NextPlayer.CloseMedia();
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}
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else
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{
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NextPlayer.OpenMedia(NextPlayer.MediaPath.PathType, NextPlayer.MediaPath.Path, _nextItem.startMode == StartMode.Immediate);
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}
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}
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}
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private bool IsTransitioning()
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{
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if (_rt != null && _transitionTimer < _currentTransitionDuration && _currentTransition != Transition.None)
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{
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return true;
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}
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return false;
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}
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private void SetTransition(Transition transition, float duration, Easing.Preset easing)
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{
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if (transition == Transition.Random)
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{
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transition = (Transition)Random.Range(0, (int)Transition.Random);
|
|
}
|
|
|
|
if (transition != _currentTransition)
|
|
{
|
|
// Disable the previous transition
|
|
if (!string.IsNullOrEmpty(_currentTransitionName))
|
|
{
|
|
_material.DisableKeyword(_currentTransitionName);
|
|
}
|
|
|
|
// Enable the next transition
|
|
_currentTransition = transition;
|
|
_currentTransitionName = GetTransitionName(transition);
|
|
_material.EnableKeyword(_currentTransitionName);
|
|
}
|
|
|
|
_currentTransitionDuration = duration;
|
|
_currentTransitionEasing = easing;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
if (!Application.isPlaying) return;
|
|
|
|
if (!IsPaused())
|
|
{
|
|
if (IsTransitioning())
|
|
{
|
|
_transitionTimer += Time.deltaTime;
|
|
float t = _easeFunc(Mathf.Clamp01(_transitionTimer / _currentTransitionDuration));
|
|
|
|
// Fade the audio volume
|
|
NextPlayer.AudioVolume = (1f - t) * this.AudioVolume;
|
|
CurrentPlayer.AudioVolume = t * this.AudioVolume;
|
|
|
|
// TODO: support going from mono to stereo
|
|
// TODO: support videos of different aspect ratios by rendering with scaling to fit
|
|
// This can be done by blitting twice, once for each eye
|
|
// If the stereo mode is different for playera/b then both should be set to stereo during the transition
|
|
// if (CurrentPlayer.m_StereoPacking == StereoPacking.TopBottom)....
|
|
_material.SetFloat(PropFade.Id, t);
|
|
_rt.DiscardContents();
|
|
Graphics.Blit(GetCurrentTexture(), _rt, _material);
|
|
|
|
// After the transition is now complete, close/pause the previous video if required
|
|
bool isTransitioning = IsTransitioning();
|
|
if (!isTransitioning)
|
|
{
|
|
if (_autoCloseVideo)
|
|
{
|
|
if (NextPlayer != null)
|
|
{
|
|
NextPlayer.MediaPath.Path = string.Empty;
|
|
NextPlayer.CloseMedia();
|
|
}
|
|
}
|
|
else if (!_pausePreviousOnTransition)
|
|
{
|
|
if (NextPlayer != null && NextPlayer.Control.IsPlaying())
|
|
{
|
|
NextPlayer.Pause();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (_playlistAutoProgress && _nextItem == null && _currentItem != null && _currentItem.progressMode == ProgressMode.BeforeFinish && Control != null && Control.HasMetaData() && Control.GetCurrentTime() >= (Info.GetDuration() - (_currentItem.progressTimeSeconds)))
|
|
{
|
|
this.NextItem();
|
|
}
|
|
else if (_playlistAutoProgress && _currentItem == null)
|
|
{
|
|
JumpToItem(_playlistIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
base.Update();
|
|
}
|
|
|
|
#region Implementing ITextureProducer
|
|
public Texture GetTexture(int index = 0)
|
|
{
|
|
// TODO: support iOS YCbCr by supporting multiple textures
|
|
/*if (!IsTransitioning())
|
|
{
|
|
if (_currentItem != null && _currentItem.sourceType == MediaPlaylist.MediaItem.SourceType.Texture2D && _currentItem.texture != null)
|
|
{
|
|
return _currentItem.texture;
|
|
}
|
|
}*/
|
|
return _rt;
|
|
}
|
|
|
|
public int GetTextureCount()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetTextureCount();
|
|
}
|
|
|
|
public int GetTextureFrameCount()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetTextureFrameCount();
|
|
}
|
|
|
|
public bool SupportsTextureFrameCount()
|
|
{
|
|
return CurrentPlayer.TextureProducer.SupportsTextureFrameCount();
|
|
}
|
|
|
|
public long GetTextureTimeStamp()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetTextureTimeStamp();
|
|
}
|
|
|
|
public bool RequiresVerticalFlip()
|
|
{
|
|
return CurrentPlayer.TextureProducer.RequiresVerticalFlip();
|
|
}
|
|
|
|
public Matrix4x4 GetYpCbCrTransform()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetYpCbCrTransform();
|
|
}
|
|
|
|
public StereoPacking GetTextureStereoPacking()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetTextureStereoPacking();
|
|
}
|
|
|
|
public TransparencyMode GetTextureTransparency()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetTextureTransparency();
|
|
}
|
|
|
|
public AlphaPacking GetTextureAlphaPacking()
|
|
{
|
|
return CurrentPlayer.TextureProducer.GetTextureAlphaPacking();
|
|
}
|
|
#endregion Implementing ITextureProducer
|
|
|
|
private static string GetTransitionName(Transition transition)
|
|
{
|
|
switch (transition)
|
|
{
|
|
case Transition.None: return "LERP_NONE";
|
|
case Transition.Fade: return "LERP_FADE";
|
|
case Transition.Black: return "LERP_BLACK";
|
|
case Transition.White: return "LERP_WHITE";
|
|
case Transition.Transparent:return "LERP_TRANSP";
|
|
case Transition.Horiz: return "LERP_HORIZ";
|
|
case Transition.Vert: return "LERP_VERT";
|
|
case Transition.Diag: return "LERP_DIAG";
|
|
case Transition.MirrorH: return "LERP_HORIZ_MIRROR";
|
|
case Transition.MirrorV: return "LERP_VERT_MIRROR";
|
|
case Transition.MirrorD: return "LERP_DIAG_MIRROR";
|
|
case Transition.ScrollV: return "LERP_SCROLL_VERT";
|
|
case Transition.ScrollH: return "LERP_SCROLL_HORIZ";
|
|
case Transition.Circle: return "LERP_CIRCLE";
|
|
case Transition.Diamond: return "LERP_DIAMOND";
|
|
case Transition.Blinds: return "LERP_BLINDS";
|
|
case Transition.Arrows: return "LERP_ARROW";
|
|
case Transition.SlideH: return "LERP_SLIDE_HORIZ";
|
|
case Transition.SlideV: return "LERP_SLIDE_VERT";
|
|
case Transition.Zoom: return "LERP_ZOOM_FADE";
|
|
case Transition.RectV: return "LERP_RECTS_VERT";
|
|
}
|
|
return string.Empty;
|
|
}
|
|
|
|
#region Easing
|
|
|
|
/// <summary>
|
|
/// Easing functions
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class Easing
|
|
{
|
|
public Preset preset = Preset.Linear;
|
|
|
|
public enum Preset
|
|
{
|
|
Step,
|
|
Linear,
|
|
InQuad,
|
|
OutQuad,
|
|
InOutQuad,
|
|
InCubic,
|
|
OutCubic,
|
|
InOutCubic,
|
|
InQuint,
|
|
OutQuint,
|
|
InOutQuint,
|
|
InQuart,
|
|
OutQuart,
|
|
InOutQuart,
|
|
InExpo,
|
|
OutExpo,
|
|
InOutExpo,
|
|
Random,
|
|
RandomNotStep,
|
|
}
|
|
|
|
public static System.Func<float, float> GetFunction(Preset preset)
|
|
{
|
|
System.Func<float, float> result = null;
|
|
switch (preset)
|
|
{
|
|
case Preset.Step:
|
|
result = Step;
|
|
break;
|
|
case Preset.Linear:
|
|
result = Linear;
|
|
break;
|
|
case Preset.InQuad:
|
|
result = InQuad;
|
|
break;
|
|
case Preset.OutQuad:
|
|
result = OutQuad;
|
|
break;
|
|
case Preset.InOutQuad:
|
|
result = InOutQuad;
|
|
break;
|
|
case Preset.InCubic:
|
|
result = InCubic;
|
|
break;
|
|
case Preset.OutCubic:
|
|
result = OutCubic;
|
|
break;
|
|
case Preset.InOutCubic:
|
|
result = InOutCubic;
|
|
break;
|
|
case Preset.InQuint:
|
|
result = InQuint;
|
|
break;
|
|
case Preset.OutQuint:
|
|
result = OutQuint;
|
|
break;
|
|
case Preset.InOutQuint:
|
|
result = InOutQuint;
|
|
break;
|
|
case Preset.InQuart:
|
|
result = InQuart;
|
|
break;
|
|
case Preset.OutQuart:
|
|
result = OutQuart;
|
|
break;
|
|
case Preset.InOutQuart:
|
|
result = InOutQuart;
|
|
break;
|
|
case Preset.InExpo:
|
|
result = InExpo;
|
|
break;
|
|
case Preset.OutExpo:
|
|
result = OutExpo;
|
|
break;
|
|
case Preset.InOutExpo:
|
|
result = InOutExpo;
|
|
break;
|
|
case Preset.Random:
|
|
result = GetFunction((Preset)Random.Range(0, (int)Preset.Random));
|
|
break;
|
|
case Preset.RandomNotStep:
|
|
result = GetFunction((Preset)Random.Range((int)Preset.Step+1, (int)Preset.Random));
|
|
break;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public static float PowerEaseIn(float t, float power)
|
|
{
|
|
return Mathf.Pow(t, power);
|
|
}
|
|
|
|
public static float PowerEaseOut(float t, float power)
|
|
{
|
|
return 1f - Mathf.Abs(Mathf.Pow(t - 1f, power));
|
|
}
|
|
|
|
public static float PowerEaseInOut(float t, float power)
|
|
{
|
|
float result;
|
|
if (t < 0.5f)
|
|
{
|
|
result = PowerEaseIn(t * 2f, power) / 2f;
|
|
}
|
|
else
|
|
{
|
|
result = PowerEaseOut(t * 2f - 1f, power) / 2f + 0.5f;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public static float Step(float t)
|
|
{
|
|
float result = 0f;
|
|
if (t >= 0.5f)
|
|
{
|
|
result = 1f;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public static float Linear(float t)
|
|
{
|
|
return t;
|
|
}
|
|
|
|
public static float InQuad(float t)
|
|
{
|
|
return PowerEaseIn(t, 2f);
|
|
}
|
|
|
|
public static float OutQuad(float t)
|
|
{
|
|
return PowerEaseOut(t, 2f);
|
|
//return t * (2f - t);
|
|
}
|
|
|
|
public static float InOutQuad(float t)
|
|
{
|
|
return PowerEaseInOut(t, 2f);
|
|
//return t < 0.5 ? (2f * t * t) : (-1f + (4f - 2f * t) * t);
|
|
}
|
|
|
|
public static float InCubic(float t)
|
|
{
|
|
return PowerEaseIn(t, 3f);
|
|
//return t * t * t;
|
|
}
|
|
|
|
public static float OutCubic(float t)
|
|
{
|
|
return PowerEaseOut(t, 3f);
|
|
//return (--t) * t * t + 1f;
|
|
}
|
|
|
|
public static float InOutCubic(float t)
|
|
{
|
|
return PowerEaseInOut(t, 3f);
|
|
//return t < .5f ? (4f * t * t * t) : ((t - 1f) * (2f * t - 2f) * (2f * t - 2f) + 1f);
|
|
}
|
|
|
|
public static float InQuart(float t)
|
|
{
|
|
return PowerEaseIn(t, 4f);
|
|
//return t * t * t * t;
|
|
}
|
|
|
|
public static float OutQuart(float t)
|
|
{
|
|
return PowerEaseOut(t, 4f);
|
|
//return 1f - (--t) * t * t * t;
|
|
}
|
|
|
|
public static float InOutQuart(float t)
|
|
{
|
|
return PowerEaseInOut(t, 4f);
|
|
//return t < 0.5f ? (8f * t * t * t * t) : (1f - 8f * (--t) * t * t * t);
|
|
}
|
|
|
|
public static float InQuint(float t)
|
|
{
|
|
return PowerEaseIn(t, 5f);
|
|
//return t * t * t * t * t;
|
|
}
|
|
|
|
public static float OutQuint(float t)
|
|
{
|
|
return PowerEaseOut(t, 5f);
|
|
//return 1f + (--t) * t * t * t * t;
|
|
}
|
|
|
|
public static float InOutQuint(float t)
|
|
{
|
|
return PowerEaseInOut(t, 5f);
|
|
//return t < 0.5f ? (16f * t * t * t * t * t) : (1f + 16f * (--t) * t * t * t * t);
|
|
}
|
|
|
|
public static float InExpo(float t)
|
|
{
|
|
float result = 0f;
|
|
if (t != 0f)
|
|
{
|
|
result = Mathf.Pow(2f, 10f * (t - 1f));
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public static float OutExpo(float t)
|
|
{
|
|
float result = 1f;
|
|
if (t != 1f)
|
|
{
|
|
result = -Mathf.Pow(2f, -10f * t) + 1f;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
public static float InOutExpo(float t)
|
|
{
|
|
float result = 0f;
|
|
if (t > 0f)
|
|
{
|
|
result = 1f;
|
|
if (t < 1f)
|
|
{
|
|
t *= 2f;
|
|
if (t < 1f)
|
|
{
|
|
result = 0.5f * Mathf.Pow(2f, 10f * (t - 1f));
|
|
}
|
|
else
|
|
{
|
|
t--;
|
|
result = 0.5f * (-Mathf.Pow(2f, -10f * t) + 2f);
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
}
|
|
#endregion Easing
|
|
|
|
}
|
|
} |