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)); } }
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)); } }