private static void ProcessAnimatorModifications(IAnimationRecordingState state, ref Dictionary <object, AnimationRecording.Vector3Modification> positionModifications, ref Dictionary <object, AnimationRecording.RotationModification> rotationModifications, ref Dictionary <object, AnimationRecording.Vector3Modification> scaleModifications) { Dictionary <object, AnimationRecording.RootMotionModification> dictionary = new Dictionary <object, AnimationRecording.RootMotionModification>(); AnimationClip activeAnimationClip = state.activeAnimationClip; GameObject activeRootGameObject = state.activeRootGameObject; Animator component = activeRootGameObject.GetComponent <Animator>(); bool flag = component != null && component.isHuman; bool flag2 = component != null && component.hasRootMotion; bool flag3 = component != null && component.applyRootMotion; List <object> list = new List <object>(); foreach (KeyValuePair <object, AnimationRecording.Vector3Modification> current in positionModifications) { AnimationRecording.Vector3Modification value = current.Value; Transform transform = current.Key as Transform; if (!(transform == null)) { EditorCurveBinding editorCurveBinding = default(EditorCurveBinding); if (AnimationUtility.PropertyModificationToEditorCurveBinding(value.last.currentValue, state.activeRootGameObject, out editorCurveBinding) != null) { bool flag4 = activeRootGameObject.transform == transform; bool flag5 = (flag || flag2 || flag3) && flag4; bool flag6 = flag && !flag4 && component.IsBoneTransform(transform); if (flag6) { Debug.LogWarning("Keyframing translation on humanoid rig is not supported!", transform); list.Add(current.Key); } else if (flag5) { AnimationRecording.RootMotionModification rootMotionModification; if (!dictionary.TryGetValue(transform, out rootMotionModification)) { rootMotionModification = new AnimationRecording.RootMotionModification(); dictionary[transform] = rootMotionModification; } rootMotionModification.lastP = value.last; rootMotionModification.px = value.x; rootMotionModification.py = value.y; rootMotionModification.pz = value.z; list.Add(current.Key); } } } } foreach (object current2 in list) { positionModifications.Remove(current2); } List <object> list2 = new List <object>(); foreach (KeyValuePair <object, AnimationRecording.RotationModification> current3 in rotationModifications) { AnimationRecording.RotationModification value2 = current3.Value; Transform transform2 = current3.Key as Transform; if (!(transform2 == null)) { EditorCurveBinding editorCurveBinding2 = default(EditorCurveBinding); if (AnimationUtility.PropertyModificationToEditorCurveBinding(value2.lastQuatModification.currentValue, state.activeRootGameObject, out editorCurveBinding2) != null) { bool flag7 = activeRootGameObject.transform == transform2; bool flag8 = (flag || flag2 || flag3) && flag7; bool flag9 = flag && !flag7 && component.IsBoneTransform(transform2); if (flag9) { Debug.LogWarning("Keyframing rotation on humanoid rig is not supported!", transform2); list2.Add(current3.Key); } else if (flag8) { AnimationRecording.RootMotionModification rootMotionModification2; if (!dictionary.TryGetValue(transform2, out rootMotionModification2)) { rootMotionModification2 = new AnimationRecording.RootMotionModification(); dictionary[transform2] = rootMotionModification2; } rootMotionModification2.lastR = value2.lastQuatModification; rootMotionModification2.rx = value2.x; rootMotionModification2.ry = value2.y; rootMotionModification2.rz = value2.z; rootMotionModification2.rw = value2.w; list2.Add(current3.Key); } } } } foreach (object current4 in list2) { rotationModifications.Remove(current4); } List <object> list3 = new List <object>(); foreach (KeyValuePair <object, AnimationRecording.Vector3Modification> current5 in scaleModifications) { AnimationRecording.Vector3Modification value3 = current5.Value; Transform transform3 = current5.Key as Transform; if (!(transform3 == null)) { EditorCurveBinding editorCurveBinding3 = default(EditorCurveBinding); if (AnimationUtility.PropertyModificationToEditorCurveBinding(value3.last.currentValue, state.activeRootGameObject, out editorCurveBinding3) != null) { bool flag10 = activeRootGameObject.transform == transform3; bool flag11 = flag && !flag10 && component.IsBoneTransform(transform3); if (flag11) { Debug.LogWarning("Keyframing scale on humanoid rig is not supported!", transform3); list3.Add(current5.Key); } } } } foreach (object current6 in list3) { scaleModifications.Remove(current6); } AnimationRecording.ProcessRootMotionModifications(state, ref dictionary); }