Beispiel #1
0
 protected void ComputeTransitionContexts()
 {
     this.m_TransitionContexts = new TransitionEditionContext[base.targets.Length];
     UnityEditor.Graphs.AnimationStateMachine.Graph    graph = (AnimatorControllerTool.tool == null) ? null : AnimatorControllerTool.tool.stateMachineGraph;
     UnityEditor.Graphs.AnimationStateMachine.GraphGUI hgui  = (AnimatorControllerTool.tool == null) ? null : AnimatorControllerTool.tool.stateMachineGraphGUI;
     for (int i = 0; i < base.targets.Length; i++)
     {
         AnimatorTransitionBase aTransition = base.targets[i] as AnimatorTransitionBase;
         this.m_TransitionContexts[i] = new TransitionEditionContext(aTransition, null, null, null);
         if ((graph != null) && (hgui != null))
         {
             foreach (int num2 in hgui.edgeGUI.edgeSelection)
             {
                 EdgeInfo edgeInfo = graph.GetEdgeInfo(graph.edges[num2]);
                 foreach (TransitionEditionContext context in edgeInfo.transitions)
                 {
                     if (context.transition == aTransition)
                     {
                         this.m_TransitionContexts[i] = context;
                     }
                 }
             }
         }
     }
 }
Beispiel #2
0
 private void BuildNames()
 {
     if (this.sourceState != null)
     {
         this.m_DisplayName = this.transition.GetDisplayName(this.sourceState);
     }
     else if (this.sourceStateMachine != null)
     {
         this.m_DisplayName = this.transition.GetDisplayName(this.sourceStateMachine);
     }
     else if (this.transition != null)
     {
         this.m_DisplayName = this.transition.GetDisplayName(null);
     }
     else
     {
         this.m_DisplayName = "To Default State";
     }
     this.m_FullName = "";
     if (((AnimatorControllerTool.tool != null) && (AnimatorControllerTool.tool.stateMachineGraph != null)) && ((AnimatorControllerTool.tool.stateMachineGraph.rootStateMachine != null) && (this.transition != null)))
     {
         string source      = !this.isAnyStateTransition ? "" : "AnyState";
         string destination = "";
         UnityEditor.Graphs.AnimationStateMachine.Graph stateMachineGraph = AnimatorControllerTool.tool.stateMachineGraph;
         if (this.sourceState != null)
         {
             source = stateMachineGraph.GetStatePath(this.sourceState);
         }
         else if (this.sourceStateMachine != null)
         {
             source = stateMachineGraph.GetStateMachinePath(this.sourceStateMachine);
         }
         if (this.transition.destinationState != null)
         {
             destination = destination + stateMachineGraph.GetStatePath(this.transition.destinationState);
         }
         else if (this.transition.destinationStateMachine != null)
         {
             destination = destination + stateMachineGraph.GetStateMachinePath(this.transition.destinationStateMachine);
         }
         this.m_FullName = AnimatorTransitionBase.BuildTransitionName(source, destination);
     }
 }