public static void CreateDefaultCurves(IAnimationRecordingState state, AnimationWindowSelectionItem selectionItem, EditorCurveBinding[] properties)
 {
     properties = RotationCurveInterpolation.ConvertRotationPropertiesToDefaultInterpolation(selectionItem.animationClip, properties);
     EditorCurveBinding[] array = properties;
     for (int i = 0; i < array.Length; i++)
     {
         EditorCurveBinding binding = array[i];
         state.SaveCurve(AnimationWindowUtility.CreateDefaultCurve(selectionItem, binding));
     }
 }
        public static void CreateDefaultCurves(AnimationWindowState state, EditorCurveBinding[] properties)
        {
            AnimationClip activeAnimationClip  = state.activeAnimationClip;
            GameObject    activeRootGameObject = state.activeRootGameObject;

            properties = RotationCurveInterpolation.ConvertRotationPropertiesToDefaultInterpolation(state.activeAnimationClip, properties);
            foreach (EditorCurveBinding property in properties)
            {
                state.SaveCurve(AnimationWindowUtility.CreateDefaultCurve(activeAnimationClip, activeRootGameObject, property));
            }
        }
Esempio n. 3
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        public static void CreateDefaultCurves(AnimationWindowState state, EditorCurveBinding[] properties)
        {
            AnimationClip activeAnimationClip = state.m_ActiveAnimationClip;
            GameObject    rootGameObject      = state.m_RootGameObject;

            properties = RotationCurveInterpolation.ConvertRotationPropertiesToDefaultInterpolation(state.m_ActiveAnimationClip, properties);
            EditorCurveBinding[] array = properties;
            for (int i = 0; i < array.Length; i++)
            {
                EditorCurveBinding binding = array[i];
                state.SaveCurve(AnimationWindowUtility.CreateDefaultCurve(activeAnimationClip, rootGameObject, binding));
            }
        }