public void OnGUI() { if (state.selection.canChangeAnimationClip) { var newClip = DoClipPopup(state.activeAnimationClip, AnimationWindowStyles.animClipToolbarPopup); if (state.selection.canCreateClips) { addCI.SetSourceView(); if (GUILayout.Button(new GUIContent("+", "Create New Clip..."), EditorStyles.toolbarButton)) { newClip = AnimationWindowUtility.CreateNewClip(state.selection.rootGameObject.name); if (newClip) { AnimationWindowUtility.AddClipToAnimationPlayerComponent(state.activeAnimationPlayer, newClip); addCI.selectedClip = newClip; addCI.SendEvent(); } } } if (state.activeAnimationClip != newClip) { state.activeAnimationClip = newClip; // Layout has changed, bail out now. EditorGUIUtility.ExitGUI(); } } else if (state.activeAnimationClip != null) { Rect r = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight, AnimationWindowStyles.toolbarLabel); EditorGUI.LabelField(r, CurveUtility.GetClipName(state.activeAnimationClip), AnimationWindowStyles.toolbarLabel); } }
// (case 1029160) Modified version of EditorGUI.DoPopup to fit large data list query. private AnimationClip DoClipPopup(AnimationClip clip, GUIStyle style) { Rect position = EditorGUILayout.GetControlRect(false, EditorGUI.kSingleLineHeight, style); clip = popupCI.GetSelectedClipForControl(clip); clip = addCI.GetSelectedClipForControl(clip); Font originalFont = style.font; if (originalFont && EditorGUIUtility.GetBoldDefaultFont() && originalFont == EditorStyles.miniFont) { style.font = EditorStyles.miniBoldFont; } GUIContent buttonContent = EditorGUIUtility.TempContent(CurveUtility.GetClipName(clip)); buttonContent.tooltip = AssetDatabase.GetAssetPath(clip); if (GUI.Button(position, buttonContent, style)) { DisplayClipMenu(position, clip); } return(clip); }
public void SetBoth(TangentMode mode, List <KeyIdentifier> keysToSet) { List <ChangedCurve> changedCurves = new List <ChangedCurve>(); foreach (KeyIdentifier keyToSet in keysToSet) { AnimationCurve animationCurve = keyToSet.curve; Keyframe key = keyToSet.keyframe; AnimationUtility.SetKeyBroken(ref key, false); AnimationUtility.SetKeyRightTangentMode(ref key, mode); AnimationUtility.SetKeyLeftTangentMode(ref key, mode); // Smooth Tangents based on neighboring nodes // Note: not needed since the UpdateTangentsFromModeSurrounding call below will handle it //if (mode == TangentMode.ClampedAuto) animationCurve.SmoothTangents(keyToSet.key, 0.0F); // Smooth tangents based on existing tangents if (mode == TangentMode.Free) { float slope = CurveUtility.CalculateSmoothTangent(key); key.inTangent = slope; key.outTangent = slope; } animationCurve.MoveKey(keyToSet.key, key); AnimationUtility.UpdateTangentsFromModeSurrounding(animationCurve, keyToSet.key); ChangedCurve changedCurve = new ChangedCurve(animationCurve, keyToSet.curveId, keyToSet.binding); if (!changedCurves.Contains(changedCurve)) { changedCurves.Add(changedCurve); } } updater.UpdateCurves(changedCurves, "Set Tangents"); }
private AnimationClip[] GetOrderedClipList() { AnimationClip[] clips = new AnimationClip[0]; if (state.activeRootGameObject != null) { clips = AnimationUtility.GetAnimationClips(state.activeRootGameObject); } Array.Sort(clips, (AnimationClip clip1, AnimationClip clip2) => CurveUtility.GetClipName(clip1).CompareTo(CurveUtility.GetClipName(clip2))); return(clips); }