public static object GetCurrentValue(AnimationWindowState state, AnimationWindowCurve curve) { if (UnityEditor.AnimationMode.InAnimationMode() && (curve.rootGameObject != null)) { return(AnimationWindowUtility.GetCurrentValue(curve.rootGameObject, curve.binding)); } return(curve.Evaluate(state.currentTime - curve.timeOffset)); }
// Retrieve current value. If bindings are available and value is animated, use bindings to get value. // Otherwise, evaluate AnimationWindowCurve at current time. public static object GetCurrentValue(AnimationWindowState state, AnimationWindowCurve curve) { if (state.previewing && curve.rootGameObject != null) { return(AnimationWindowUtility.GetCurrentValue(curve.rootGameObject, curve.binding)); } else { return(curve.Evaluate(state.currentTime)); } }
public static object GetCurrentValue(AnimationWindowState state, AnimationWindowCurve curve) { object result; if (AnimationMode.InAnimationMode() && curve.rootGameObject != null) { result = AnimationWindowUtility.GetCurrentValue(curve.rootGameObject, curve.binding); } else { result = curve.Evaluate(state.currentTime - curve.timeOffset); } return(result); }