Example #1
0
    public void deserialize(JObject data)
    {
        int count = (int)data["anchorCount"];

        curveType = (string)data["anchorType"];

        for (int i = 0; i < count; i++)
        {
            var value = ((string)data["anchor_" + i]).Split(',');
            maxCurveAnchorValue = UnityEngine.Mathf.Max(maxCurveAnchorValue, float.Parse(value[1]));
            anchors.Add(new CurveAnchor(float.Parse(value[0]), float.Parse(value[1])));
        }

        ValueTypeUtil.NormalizeCurveAnchor(anchors, maxCurveAnchorValue);
    }
Example #2
0
    public void deserialize(JObject data)
    {
        int count = (int)data["anchorXCount"];

        curveTypeX = (string)data["anchorXType"];

        for (int i = 0; i < count; i++)
        {
            var value = ((string)data["anchorX" + i]).Split(',');
            anchorsX.Add(new CurveAnchor(float.Parse(value[0]), float.Parse(value[1])));
            maxXYZ[0] = UnityEngine.Mathf.Max(maxXYZ[0], float.Parse(value[1]));
        }

        ValueTypeUtil.NormalizeCurveAnchor(anchorsX, maxXYZ[0]);

        count      = (int)data["anchorYCount"];
        curveTypeY = (string)data["anchorYType"];

        for (int i = 0; i < count; i++)
        {
            var value = ((string)data["anchorY" + i]).Split(',');
            anchorsY.Add(new CurveAnchor(float.Parse(value[0]), float.Parse(value[1])));
            maxXYZ[1] = UnityEngine.Mathf.Max(maxXYZ[1], float.Parse(value[1]));
        }

        ValueTypeUtil.NormalizeCurveAnchor(anchorsY, maxXYZ[1]);

        count      = (int)data["anchorZCount"];
        curveTypeZ = (string)data["anchorZType"];

        for (int i = 0; i < count; i++)
        {
            var value = ((string)data["anchorZ" + i]).Split(',');
            anchorsZ.Add(new CurveAnchor(float.Parse(value[0]), float.Parse(value[1])));
            maxXYZ[2] = UnityEngine.Mathf.Max(maxXYZ[2], float.Parse(value[1]));
        }

        ValueTypeUtil.NormalizeCurveAnchor(anchorsZ, maxXYZ[2]);
    }