// update cache (optimized) public override void updateCache(AMITarget target) { base.updateCache(target); for (int i = 0; i < keys.Count; i++) { AMRotationKey key = keys[i] as AMRotationKey; key.version = version; //a.type = (keys[i] as AMRotationKey).type; if (keys.Count > (i + 1)) { key.endFrame = keys[i + 1].frame; } else { if (i > 0 && !keys[i - 1].canTween) { key.interp = (int)AMKey.Interpolation.None; } key.endFrame = -1; } } }
// add a new key public void addKey(AMITarget target, OnAddKey addCall, int _frame, Quaternion _rotation) { foreach (AMRotationKey key in keys) { // if key exists on frame, update key if (key.frame == _frame) { key.rotation = _rotation; // update cache updateCache(target); return; } } AMRotationKey a = addCall(gameObject, typeof(AMRotationKey)) as AMRotationKey; a.frame = _frame; a.rotation = _rotation; // set default ease type to linear a.easeType = (int)Ease.Linear; // add a new key keys.Add(a); // update cache updateCache(target); }
// copy properties from key public override void CopyTo(AMKey key) { base.CopyTo(key); AMRotationKey a = key as AMRotationKey; //a.type = type; a.rotation = rotation; }
// copy properties from key public override void CopyTo(AMKey key) { AMRotationKey a = key as AMRotationKey; a.enabled = false; a.frame = frame; //a.type = type; a.rotation = rotation; a.easeType = easeType; a.customEase = new List <float>(customEase); }
Quaternion getRotationAtFrame(int frame, int frameRate) { // if before or equal to first frame, or is the only frame AMRotationKey firstKey = keys[0] as AMRotationKey; 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++) { AMRotationKey key = keys[i] as AMRotationKey; AMRotationKey keyNext = i + 1 < keys.Count ? keys[i + 1] as AMRotationKey : 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 find Quaternion using easing function float numFrames = (float)key.getNumberOfFrames(frameRate); float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames); Quaternion qStart = key.rotation; Quaternion qEnd = keyNext.rotation; if (key.hasCustomEase()) { return(Quaternion.LerpUnclamped(qStart, qEnd, AMUtil.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve))); } else { var ease = AMUtil.GetEasingFunction((Ease)key.easeType); return(Quaternion.LerpUnclamped(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period))); } } Debug.LogError("Animator: Could not get rotation at frame '" + frame + "'"); return(Quaternion.identity); }
// 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; int keyCount = keys.Count; if (!t) { return; } if (keys == null || keyCount <= 0) { return; } // if before or equal to first frame, or is the only frame AMRotationKey firstKey = keys[0] as AMRotationKey; if (firstKey.endFrame == -1 || (frame <= (float)firstKey.frame && !firstKey.canTween)) { t.localRotation = firstKey.rotation; return; } // if lies on rotation action for (int i = 0; i < keys.Count; i++) { AMRotationKey key = keys[i] as AMRotationKey; AMRotationKey keyNext = i + 1 < keys.Count ? keys[i + 1] as AMRotationKey : null; if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1)) { continue; } // if no ease if (!key.canTween || keyNext == null) { t.localRotation = key.rotation; return; } // else find Quaternion using easing function float numFrames = (float)key.getNumberOfFrames(frameRate); float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames); Quaternion qStart = key.rotation; Quaternion qEnd = keyNext.rotation; if (key.hasCustomEase()) { t.localRotation = Quaternion.LerpUnclamped(qStart, qEnd, AMUtil.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve)); } else { var ease = AMUtil.GetEasingFunction((Ease)key.easeType); t.localRotation = Quaternion.LerpUnclamped(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period)); } return; } }