}//ConvertToMayaFormat() public override float GetValue(ECurveValueType valueType_, int valueIndex_) { UnityEngine.Debug.Assert(valueIndex_ < dataSize); if (valueType_ == ECurveValueType.TYPE_X) return positionList[valueIndex_].x; else if (valueType_ == ECurveValueType.TYPE_Y) return positionList[valueIndex_].y; else if (valueType_ == ECurveValueType.TYPE_Z) return positionList[valueIndex_].z; return 0.0f; }//GetValue()
public virtual float GetValue(ECurveValueType valueType_, int valueIndex_) { return 0.0f; }