void updateMotion() { CurTime = Time.realtimeSinceStartup; float deltaTime = (float) ( CurTime - LastTime ); mTimeElipsed += deltaTime * 1.00f; var actClip = m_clipState[ m_motionSelect ].motion as AnimationClip; if( actClip == null ) return; var st = self.GetCurrentAnimatorStateInfo( 0 ); m_framePos += ( deltaTime * actClip.frameRate ); // ノーマライズ単位のdeltaTimeを足す if( actClip.toRealTime() < m_framePos ) { m_framePos = 0.00f; } LastTime = CurTime; self.Play( m_clipState[ m_motionSelect ].name, 0, m_framePos / actClip.toRealTime() ); self.Update( 0 ); //Debug.Log( "__Update: " ); SceneView.RepaintAll(); EditorHelper.ForceReloadInspectors(); }