internal void SetBoolProperty(PlayableFramePropertyID id, bool val) { #if UNITY_EDITOR if (GetBoolProperty(id) != val) { EditorSceneManager.MarkAllScenesDirty(); } #endif m_boolProperties[id] = new PlayableFrameBoolProperty(id, val); }
public void OnAfterDeserialize() { m_boolProperties = new Dictionary <PlayableFramePropertyID, PlayableFrameBoolProperty>(); if (null != m_serializedBoolProperties) { foreach (PlayableFrameBoolProperty prop in m_serializedBoolProperties) { PlayableFramePropertyID id = prop.GetID(); m_boolProperties[id] = new PlayableFrameBoolProperty(id, prop.GetValue()); } } if (null == m_marker) { return; } m_marker.SetOwner(this); }