private static ProcessRotationModifications ( IAnimationRecordingState state, |
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state | IAnimationRecordingState | |
modifications | ||
return | void |
public static UndoPropertyModification[] Process(IAnimationRecordingState state, UndoPropertyModification[] modifications) { GameObject activeRootGameObject = state.activeRootGameObject; UndoPropertyModification[] result; if (activeRootGameObject == null) { result = modifications; } else if (!AnimationRecording.HasAnyRecordableModifications(activeRootGameObject, modifications)) { result = modifications; } else { Dictionary <object, AnimationRecording.RotationModification> dictionary = new Dictionary <object, AnimationRecording.RotationModification>(); Dictionary <object, AnimationRecording.Vector3Modification> dictionary2 = new Dictionary <object, AnimationRecording.Vector3Modification>(); Dictionary <object, AnimationRecording.Vector3Modification> dictionary3 = new Dictionary <object, AnimationRecording.Vector3Modification>(); AnimationRecording.CollectRotationModifications(state, ref modifications, ref dictionary); UndoPropertyModification[] second = AnimationRecording.FilterRotationModifications(state, ref dictionary); UndoPropertyModification[] array = AnimationRecording.FilterModifications(state, ref modifications); AnimationRecording.CollectVector3Modifications(state, ref modifications, ref dictionary3, "m_LocalPosition"); AnimationRecording.CollectVector3Modifications(state, ref modifications, ref dictionary2, "m_LocalScale"); AnimationRecording.ProcessAnimatorModifications(state, ref dictionary3, ref dictionary, ref dictionary2); AnimationRecording.ProcessVector3Modifications(state, ref dictionary3); AnimationRecording.ProcessRotationModifications(state, ref dictionary); AnimationRecording.ProcessVector3Modifications(state, ref dictionary2); AnimationRecording.ProcessModifications(state, modifications); array.Concat(second); result = array.ToArray <UndoPropertyModification>(); } return(result); }
public static UndoPropertyModification[] Process(IAnimationRecordingState state, UndoPropertyModification[] modifications) { GameObject activeRootGameObject = state.activeRootGameObject; if (activeRootGameObject == null) { return(modifications); } AnimationClip activeAnimationClip = state.activeAnimationClip; Animator component = activeRootGameObject.GetComponent <Animator>(); if (!AnimationRecording.HasAnyRecordableModifications(activeRootGameObject, modifications)) { return(modifications); } AnimationRecording.ProcessRotationModifications(state, ref modifications); List <UndoPropertyModification> list = new List <UndoPropertyModification>(); for (int i = 0; i < modifications.Length; i++) { EditorCurveBinding binding = default(EditorCurveBinding); PropertyModification previousValue = modifications[i].previousValue; Type type = AnimationUtility.PropertyModificationToEditorCurveBinding(previousValue, activeRootGameObject, out binding); if (type != null) { if (component != null && component.isHuman && binding.type == typeof(Transform) && component.IsBoneTransform(previousValue.target as Transform)) { Debug.LogWarning("Keyframing for humanoid rig is not supported!", previousValue.target as Transform); } else { AnimationMode.AddPropertyModification(binding, previousValue, modifications[i].keepPrefabOverride); EditorCurveBinding[] array = RotationCurveInterpolation.RemapAnimationBindingForAddKey(binding, activeAnimationClip); if (array != null) { for (int j = 0; j < array.Length; j++) { AnimationRecording.AddKey(state, array[j], type, AnimationRecording.FindPropertyModification(activeRootGameObject, modifications, array[j])); } } else { AnimationRecording.AddKey(state, binding, type, previousValue); } } } else { list.Add(modifications[i]); } } return(list.ToArray()); }
public static UndoPropertyModification[] Process(AnimationWindowState state, UndoPropertyModification[] modifications) { GameObject activeRootGameObject = state.activeRootGameObject; if ((UnityEngine.Object)activeRootGameObject == (UnityEngine.Object)null) { return(modifications); } AnimationClip activeAnimationClip = state.activeAnimationClip; Animator component = activeRootGameObject.GetComponent <Animator>(); if (!AnimationRecording.HasAnyRecordableModifications(activeRootGameObject, modifications)) { return(modifications); } AnimationRecording.ProcessRotationModifications(state, ref modifications); List <UndoPropertyModification> propertyModificationList = new List <UndoPropertyModification>(); for (int index1 = 0; index1 < modifications.Length; ++index1) { EditorCurveBinding binding = new EditorCurveBinding(); PropertyModification previousValue = modifications[index1].previousValue; System.Type editorCurveBinding = AnimationUtility.PropertyModificationToEditorCurveBinding(previousValue, activeRootGameObject, out binding); if (editorCurveBinding != null && editorCurveBinding != typeof(Animator)) { if ((UnityEngine.Object)component != (UnityEngine.Object)null && component.isHuman && (binding.type == typeof(Transform) && component.IsBoneTransform(previousValue.target as Transform))) { Debug.LogWarning((object)"Keyframing for humanoid rig is not supported!", (UnityEngine.Object)(previousValue.target as Transform)); } else { AnimationMode.AddPropertyModification(binding, previousValue, modifications[index1].keepPrefabOverride); EditorCurveBinding[] editorCurveBindingArray = RotationCurveInterpolation.RemapAnimationBindingForAddKey(binding, activeAnimationClip); if (editorCurveBindingArray != null) { for (int index2 = 0; index2 < editorCurveBindingArray.Length; ++index2) { AnimationRecording.AddKey(state, editorCurveBindingArray[index2], editorCurveBinding, AnimationRecording.FindPropertyModification(activeRootGameObject, modifications, editorCurveBindingArray[index2])); } } else { AnimationRecording.AddKey(state, binding, editorCurveBinding, previousValue); } } } else { propertyModificationList.Add(modifications[index1]); } } return(propertyModificationList.ToArray()); }
public static UndoPropertyModification[] Process(IAnimationRecordingState state, UndoPropertyModification[] modifications) { GameObject activeRootGameObject = state.activeRootGameObject; UndoPropertyModification[] result; if (activeRootGameObject == null) { result = modifications; } else if (!AnimationRecording.HasAnyRecordableModifications(activeRootGameObject, modifications)) { result = modifications; } else { UndoPropertyModification[] first = AnimationRecording.ProcessRotationModifications(state, ref modifications); UndoPropertyModification[] second = AnimationRecording.ProcessModifications(state, modifications); result = first.Concat(second).ToArray <UndoPropertyModification>(); } return(result); }