protected void DoNodeGUI(Rect rect, AnimationWindowHierarchyNode node, bool selected, bool focused, int row) { this.InitStyles(); if (node is AnimationWindowHierarchyMasterNode) { return; } float indent = this.k_BaseIndent + (float)(node.depth + node.indent) * this.k_IndentWidth; if (node is AnimationWindowHierarchyAddButtonNode) { if (Event.current.type == EventType.MouseMove && AnimationWindowHierarchyGUI.s_WasInsideValueRectFrame >= 0) { if (AnimationWindowHierarchyGUI.s_WasInsideValueRectFrame >= Time.frameCount - 1) { Event.current.Use(); } else { AnimationWindowHierarchyGUI.s_WasInsideValueRectFrame = -1; } } bool flag = this.state.activeGameObject && AnimationWindowUtility.GameObjectIsAnimatable(this.state.activeGameObject, this.state.activeAnimationClip); using (new EditorGUI.DisabledScope(!flag)) { this.DoAddCurveButton(rect, node, row); } } else { this.DoRowBackground(rect, row); this.DoIconAndName(rect, node, selected, focused, indent); this.DoFoldout(node, rect, indent, row); bool flag2 = false; if (node.curves != null) { flag2 = !Array.Exists <AnimationWindowCurve>(node.curves, (AnimationWindowCurve curve) => !curve.animationIsEditable); } using (new EditorGUI.DisabledScope(!flag2)) { this.DoValueField(rect, node, row); this.HandleContextMenu(rect, node); this.DoCurveDropdown(rect, node, row); } this.DoCurveColorIndicator(rect, node); } EditorGUIUtility.SetIconSize(Vector2.zero); }
protected void DoNodeGUI(Rect rect, AnimationWindowHierarchyNode node, bool selected, bool focused, int row) { this.InitStyles(); if (node is AnimationWindowHierarchyMasterNode) { return; } float indent = this.k_BaseIndent + (float)(node.depth + node.indent) * this.k_IndentWidth; if (node is AnimationWindowHierarchyAddButtonNode) { if (Event.current.type == EventType.MouseMove && AnimationWindowHierarchyGUI.s_WasInsideValueRectFrame >= 0) { if (AnimationWindowHierarchyGUI.s_WasInsideValueRectFrame >= Time.frameCount - 1) { Event.current.Use(); } else { AnimationWindowHierarchyGUI.s_WasInsideValueRectFrame = -1; } } bool flag = this.state.m_ActiveGameObject && AnimationWindowUtility.GameObjectIsAnimatable(this.state.m_ActiveGameObject, this.state.m_ActiveAnimationClip); EditorGUI.BeginDisabledGroup(!flag); this.DoAddCurveButton(rect); EditorGUI.EndDisabledGroup(); } else { this.DoRowBackground(rect, row); this.DoIconAndName(rect, node, selected, focused, indent); this.DoFoldout(node, rect, indent); EditorGUI.BeginDisabledGroup(this.state.IsReadOnly); this.DoValueField(rect, node, row); this.HandleContextMenu(rect, node); EditorGUI.EndDisabledGroup(); this.DoCurveDropdown(rect, node); this.DoCurveColorIndicator(rect, node); } EditorGUIUtility.SetIconSize(Vector2.zero); }