批量创建Timeline

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创建Prefab

static void CreatePrefab(GameObject go, string path, string name)
{
    //先创建一个空的预制物体
    //预制物体保存在工程中路径,可以修改("Assets/" + name + ".prefab");
    GameObject tempPrefab = PrefabUtility.CreatePrefab(path + name + ".prefab", go);
}

创建Playable

static TimelineAsset CreateTimelineAsset(string path, string name)
{
    var asset = TimelineAsset.CreateInstance<TimelineAsset>();
    AssetDatabase.CreateAsset(asset, path + name +".playable");
    var track = asset.CreateTrack<InitializeTrackAsset>(null);
    var clip = track.CreateClip<InitializeClipAsset>();
    AssetDatabase.SaveAssets();
    return asset;
}

完整代码

using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;

public class TimelineCreateEditor: EditorWindow
{
    static string _timelineAssetRootPath = "Assets/AssetBundleRes/Base/TimelineAsset";

    private int createNums = 0;
    private static string savePath;
        
    [MenuItem("Assets/创建Timeline", true)]
    [MenuItem("Assets/创建Timelines", true)]
    public static bool ValidateMakeSelected()
    {
        string selectPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
        savePath = selectPath+"/";
        var isParent = selectPath.Equals(_timelineAssetRootPath);
        selectPath = selectPath.Substring(0, selectPath.LastIndexOf("/")+1);
        return selectPath.Contains(_timelineAssetRootPath) || isParent;
    }

    [MenuItem("Assets/创建Timeline")]
    public static void CreateTimelineMenu()
    {
        CreateTimeline();
    }
    
    [MenuItem("Assets/创建Timelines")]
    public static void CreateTimelineDialog()
    {
        GetWindow(typeof(TimelineCreateEditor)); 
    }
    
    void OnGUI()
    {
        //创建要显示在编辑窗口的内容
        GUILayout.Label("Base Settings", EditorStyles.boldLabel);
        createNums = EditorGUILayout.IntField("请输入个数", createNums);
        
        if (GUILayout.Button("创建"))
        {
            Debug.Log("--------------------- Timeline Create start -----------------------");
            for (int i = 0; i < createNums; i++)
            {
                CreateTimeline();
            }
            Debug.Log("--------------------- Timeline Create finish -----------------------");
        }
    }
    
    static void CreateTimeline()
    {
        Debug.Log($"save path {savePath}");
        var dateTime = DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss-ff");
        // 1.创建对象 
        var go = new GameObject();
        var sub = new GameObject();

        // 2.创建playable
        var playable = CreateTimelineAsset(savePath, dateTime);
        
        // 3.创建PlayableDirector
        var dir = sub.AddComponent<UnityEngine.Playables.PlayableDirector>();
        dir.timeUpdateMode = UnityEngine.Playables.DirectorUpdateMode.GameTime;
        dir.extrapolationMode = UnityEngine.Playables.DirectorWrapMode.Hold;
        dir.playOnAwake = false;
        dir.playableAsset = playable;

        var helper = sub.AddComponent<TimelinePlayHelper>();
        helper.m_director = dir;

        sub.name = "_theDirector";
        sub.transform.parent = go.transform;
        
        go.name = dateTime;
       
        // 保存成预制体
        CreatePrefab(go, savePath, dateTime);
    }

    static void CreatePrefab(GameObject go, string path, string name)
    {
        //先创建一个空的预制物体
        //预制物体保存在工程中路径,可以修改("Assets/" + name + ".prefab");
        GameObject tempPrefab = PrefabUtility.CreatePrefab(path + name + ".prefab", go);
    }

    static TimelineAsset CreateTimelineAsset(string path, string name)
    {
        var asset = TimelineAsset.CreateInstance<TimelineAsset>();
        AssetDatabase.CreateAsset(asset, path + name +".playable");
        // 自定义初始Track
        var track = asset.CreateTrack<InitTrackAsset>(null);
        var clip = track.CreateClip<InitClipAsset>();
        AssetDatabase.SaveAssets();
        return asset;
    }

}
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