public void OnAnimationSelected() { GameObject objInstance = AnimationEditorFunctions.InstantiateWithAnimation(sessionModel, sessionAnim); //TODO: May have to change this, since we might not want the actual model a child of the animation visualizer. GameObject newThing = new GameObject(); newThing.transform.localPosition.Set(objInstance.transform.localPosition.x, objInstance.transform.localPosition.y, objInstance.transform.localPosition.z); objInstance.transform.parent = newThing.transform; objInstance.transform.localPosition.Set(0f, 0f, 0f); newThing.transform.parent = animVis.transform; newThing.transform.localPosition = new Vector3(0f, 0f, 0f); //-------End TODO animVis.SetCurrentClipAndGameObject(sessionAnim, objInstance); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.KeypadEnter)) { //animClip = AnimationEditorFunctions.CreateNewAnimation (string.Concat("Test", System.DateTime.Now.Minute.ToString())); animClip = AnimationEditorFunctions.CreateNewAnimation("Test"); GameObject go = AnimationEditorFunctions.InstantiateWithAnimation(testPrefab, animClip); animVisual.SetCurrentClipAndGameObject(animClip, go); } if (Input.GetKeyDown(KeyCode.KeypadPlus)) { //Debug.Log ("Hey!"); AnimationCurve testCurve = new AnimationCurve(); Keyframe key1 = new Keyframe(); Keyframe key2 = new Keyframe(); key1.time = 0f; key1.value = 2; key2.time = 2f; key2.value = 1; testCurve.AddKey(key1); testCurve.AddKey(key2); animClip.SetCurve("", typeof(Transform), "localPosition.y", testCurve); animVisual.RefreshCurves(); } if (Input.GetKeyDown(KeyCode.KeypadMinus)) { //Debug.Log ("Hey!"); AnimationCurve testCurve = new AnimationCurve(); Keyframe key1 = new Keyframe(); Keyframe key2 = new Keyframe(); key1.time = 0f; key1.value = 3f; key2.time = 4f; key2.value = -5f; testCurve.AddKey(key1); testCurve.AddKey(key2); animClip.SetCurve("", typeof(Transform), "localPosition.x", testCurve); animVisual.RefreshCurves(); } if (Input.GetKeyDown(KeyCode.KeypadDivide)) { animVisual.TogglePlayAnimation(); } if (Input.GetKeyDown(KeyCode.KeypadMultiply)) { animClip.ClearCurves(); animVisual.RefreshCurves(); } }