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3.2 KiB

using UnityEngine;
using System.Collections.Generic;
namespace UnityEditor.VFXToolbox.ImageSequencer
{
internal class ProcessingFrameSequence
{
public int numU
{
get
{
if (m_ProcessingNode != null)
return m_ProcessingNode.NumU;
else
return 1;
}
}
public int numV
{
get
{
if (m_ProcessingNode != null)
return m_ProcessingNode.NumV;
else
return 1;
}
}
public List<ProcessingFrame> frames
{
get
{
return m_Frames;
}
}
public ProcessingNode processingNode
{
get
{
return m_ProcessingNode;
}
}
public int width
{
get
{
if (m_ProcessingNode == null)
{
if(m_Frames.Count > 0)
return m_Frames[0].texture.width;
else
return -1;
}
else
{
return m_ProcessingNode.OutputWidth;
}
}
}
public int height
{
get
{
if (m_ProcessingNode == null)
{
if(m_Frames.Count > 0)
return m_Frames[0].texture.height;
else
return -1;
}
else
{
return m_ProcessingNode.OutputHeight;
}
}
}
public int length { get { return m_Frames.Count; } }
private List<ProcessingFrame> m_Frames;
private ProcessingNode m_ProcessingNode;
public ProcessingFrameSequence(ProcessingNode node)
{
m_Frames = new List<ProcessingFrame>();
m_ProcessingNode = node;
}
public void InvalidateAll()
{
for(int i = 0; i < m_Frames.Count; i++)
{
m_Frames[i].dirty = true;
}
}
public void Dispose()
{
foreach(ProcessingFrame frame in m_Frames)
{
frame.Dispose();
}
frames.Clear();
}
public ProcessingFrame RequestFrame(int index)
{
if (m_ProcessingNode == null)
{
return m_Frames[index];
}
if(m_ProcessingNode.Enabled)
{
m_ProcessingNode.UpdateSequenceLength();
if (m_Frames[index].dirty)
{
Process(index);
}
return m_Frames[index];
}
else
{
return m_ProcessingNode.InputSequence.RequestFrame(index);
}
}
public bool Process(int index)
{
bool processed = m_Frames[index].Process();
return processed;
}
}
}