public YAMLNode ExportYAML(IAssetsExporter exporter) { #warning TODO: values acording to read version (current 2017.3.0f3) YAMLMappingNode node = new YAMLMappingNode(); node.AddSerializedVersion(GetSerializedVersion(exporter.Version)); node.Add("m_AvatarSkeleton", AvatarSkeleton.ExportYAML(exporter)); node.Add("m_AvatarSkeletonPose", AvatarSkeletonPose.ExportYAML(exporter)); node.Add("m_DefaultPose", DefaultPose.ExportYAML(exporter)); node.Add("m_SkeletonNameIDArray", IsReadDefaultPose(exporter.Version) ? SkeletonNameIDArray.ExportYAML(true) : YAMLSequenceNode.Empty); node.Add("m_Human", Human.ExportYAML(exporter)); node.Add("m_HumanSkeletonIndexArray", HumanSkeletonIndexArray.ExportYAML(true)); node.Add("m_HumanSkeletonReverseIndexArray", IsReadHumanSkeletonReverseIndexArray(exporter.Version) ? HumanSkeletonReverseIndexArray.ExportYAML(true) : YAMLSequenceNode.Empty); node.Add("m_RootMotionBoneIndex", RootMotionBoneIndex); node.Add("m_RootMotionBoneX", RootMotionBoneX.ExportYAML(exporter)); node.Add("m_RootMotionSkeleton", RootMotionSkeleton.ExportYAML(exporter)); node.Add("m_RootMotionSkeletonPose", RootMotionSkeletonPose.ExportYAML(exporter)); node.Add("m_RootMotionSkeletonIndexArray", IsReadRootMotionSkeleton(exporter.Version) ? RootMotionSkeletonIndexArray.ExportYAML(true) : YAMLSequenceNode.Empty); return(node); }
public YAMLNode ExportYAML() { YAMLMappingNode node = new YAMLMappingNode(); node.AddSerializedVersion(SerializedVersion); node.Add("m_AvatarSkeleton", AvatarSkeleton.ExportYAML()); node.Add("m_AvatarSkeletonPose", AvatarSkeletonPose.ExportYAML()); node.Add("m_DefaultPose", DefaultPose.ExportYAML()); node.Add("m_SkeletonNameIDArray", SkeletonNameIDArray.ExportYAML(true)); node.Add("m_Human", Human.ExportYAML()); node.Add("m_HumanSkeletonIndexArray", HumanSkeletonIndexArray.ExportYAML(true)); node.Add("m_HumanSkeletonReverseIndexArray", HumanSkeletonReverseIndexArray.ExportYAML(true)); #warning other values crash Unity. Why? node.Add("m_RootMotionBoneIndex", -1 /*RootMotionBoneIndex*/); node.Add("m_RootMotionBoneX", RootMotionBoneX.ExportYAML()); node.Add("m_RootMotionSkeleton", RootMotionSkeleton.ExportYAML()); node.Add("m_RootMotionSkeletonPose", RootMotionSkeletonPose.ExportYAML()); node.Add("m_RootMotionSkeletonIndexArray", RootMotionSkeletonIndexArray.ExportYAML(true)); return(node); }