Ejemplo n.º 1
0
        // preview a frame in the scene view
        public override void previewFrame(AMITarget target, float frame, int frameRate, bool play, float playSpeed)
        {
            Transform t = GetTarget(target) as Transform;

            if (!t)
            {
                return;
            }
            if (keys == null || keys.Count <= 0)
            {
                return;
            }

            // if before or equal to first frame, or is the only frame
            AMRotationEulerKey firstKey = keys[0] as AMRotationEulerKey;

            if (firstKey.endFrame == -1 || (frame <= (float)firstKey.frame && !firstKey.canTween))
            {
                ApplyRot(t, firstKey.rotation);
                return;
            }

            // if lies on rotation action
            for (int i = 0; i < keys.Count; i++)
            {
                AMRotationEulerKey key     = keys[i] as AMRotationEulerKey;
                AMRotationEulerKey keyNext = i + 1 < keys.Count ? keys[i + 1] as AMRotationEulerKey : null;

                if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1))
                {
                    continue;
                }
                // if no ease
                if (!key.canTween || keyNext == null)
                {
                    ApplyRot(t, key.rotation);
                    return;
                }
                // else easing function

                float numFrames = (float)key.getNumberOfFrames(frameRate);

                float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames);

                Vector3 qStart = key.rotation;
                Vector3 qEnd   = keyNext.rotation;

                if (key.hasCustomEase())
                {
                    ApplyRot(t, Vector3.Lerp(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve)));
                }
                else
                {
                    var ease = Utility.GetEasingFunction((Ease)key.easeType);
                    ApplyRot(t, Vector3.Lerp(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period)));
                }

                return;
            }
        }
Ejemplo n.º 2
0
        Vector3 getRotationAtFrame(int frame, int frameRate)
        {
            // if before or equal to first frame, or is the only frame
            AMRotationEulerKey firstKey = keys[0] as AMRotationEulerKey;

            if (firstKey.endFrame == -1 || (frame <= (float)firstKey.frame && !firstKey.canTween))
            {
                return(firstKey.rotation);
            }

            // if lies on rotation action
            for (int i = 0; i < keys.Count; i++)
            {
                AMRotationEulerKey key     = keys[i] as AMRotationEulerKey;
                AMRotationEulerKey keyNext = i + 1 < keys.Count ? keys[i + 1] as AMRotationEulerKey : null;

                if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1))
                {
                    continue;
                }
                // if no ease
                if (!key.canTween || keyNext == null)
                {
                    return(key.rotation);
                }
                // else easing function

                float numFrames = (float)key.getNumberOfFrames(frameRate);

                float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames);

                Vector3 qStart = key.rotation;
                Vector3 qEnd   = keyNext.rotation;

                if (key.hasCustomEase())
                {
                    return(Vector3.Lerp(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve)));
                }
                else
                {
                    var ease = Utility.GetEasingFunction((Ease)key.easeType);
                    return(Vector3.Lerp(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period)));
                }
            }

            Debug.LogError("Animator: Could not get rotation at frame '" + frame + "'");
            return(Vector3.zero);
        }