internal void SelectAnimation(AnimNodeSequenceItem item)
 {
     if (item != null)
     {
         if (_Asset.SkinMesh != null)
         {
             AnimationSelectorWindow.Instance.ShowAuxWindow();
             AnimationSelectorWindow.Instance.Reload(_Asset.SkinMesh.Load());
             AnimationSelectorWindow.Instance.SequenceNode = item;
         }
         else
         {
             Debug.LogError("You must set valid SkinMesh to AnimationTree before select animation");
         }
     }
 }
Example #2
0
        private AnimNodeItem CreateItem(AnimNodeData data)
        {
            AnimNodeItem item = null;

            switch (data.NodeType)
            {
            case AnimNodeType.Sequence:
                item = new AnimNodeSequenceItem((AnimNodeSequenceData)data)
                {
                };
                break;

            case AnimNodeType.Override:
                item = new AnimNodeOverrideItem((AnimNodeOverrideData)data);
                break;

            case AnimNodeType.Blend1D:
                item = new AnimNodeBlend1DItem((AnimNodeBlend1DData)data);
                break;

            case AnimNodeType.Blend2D:
                item = new AnimNodeBlend2DItem((AnimNodeBlend2DData)data);
                break;

            case AnimNodeType.Additive:
                item = new AnimNodeAdditiveBlendingItem((AnimNodeAdditiveBlendingData)data);
                break;

            case AnimNodeType.BlendByIndex:
                item = new AnimNodeBlendByIndexItem((AnimNodeBlendByIndexData)data);
                break;

            case AnimNodeType.Root:
                item = new AnimationTreeRootItem((AnimationTreeRootData)data);
                break;
                //case AnimNodeType.SubTree:
                //    item = new AnimNodeSubTreeItem((AnimNodeSubTreeData)data);
                //    break;
            }
            return(item);
        }
Example #3
0
 public SequenceItemProperties(AnimNodeSequenceItem item)
     : base(item)
 {
     _SequenceItem = item;
 }