internal void SelectAnimation(AnimNodeSequenceItem item) { if (item != null) { if (_Asset.SkinMesh != null) { AnimationSelectorWindow.Instance.ShowAuxWindow(); AnimationSelectorWindow.Instance.Reload(_Asset.SkinMesh.Load()); AnimationSelectorWindow.Instance.SequenceNode = item; } else { Debug.LogError("You must set valid SkinMesh to AnimationTree before select animation"); } } }
private AnimNodeItem CreateItem(AnimNodeData data) { AnimNodeItem item = null; switch (data.NodeType) { case AnimNodeType.Sequence: item = new AnimNodeSequenceItem((AnimNodeSequenceData)data) { }; break; case AnimNodeType.Override: item = new AnimNodeOverrideItem((AnimNodeOverrideData)data); break; case AnimNodeType.Blend1D: item = new AnimNodeBlend1DItem((AnimNodeBlend1DData)data); break; case AnimNodeType.Blend2D: item = new AnimNodeBlend2DItem((AnimNodeBlend2DData)data); break; case AnimNodeType.Additive: item = new AnimNodeAdditiveBlendingItem((AnimNodeAdditiveBlendingData)data); break; case AnimNodeType.BlendByIndex: item = new AnimNodeBlendByIndexItem((AnimNodeBlendByIndexData)data); break; case AnimNodeType.Root: item = new AnimationTreeRootItem((AnimationTreeRootData)data); break; //case AnimNodeType.SubTree: // item = new AnimNodeSubTreeItem((AnimNodeSubTreeData)data); // break; } return(item); }
public SequenceItemProperties(AnimNodeSequenceItem item) : base(item) { _SequenceItem = item; }