protected AnimatorTransitionBase(AssetLayout layout, AssetInfo assetInfo, BaseParameters parameters) : base(layout) { AssetInfo = assetInfo; ObjectHideFlags = HideFlags.HideInHierarchy; List <AnimatorCondition> conditionList = new List <AnimatorCondition>(parameters.ConditionConstants.Count); for (int i = 0; i < parameters.ConditionConstants.Count; i++) { ConditionConstant conditionConstant = parameters.ConditionConstants[i].Instance; if (conditionConstant.ConditionMode != AnimatorConditionMode.ExitTime) { AnimatorCondition condition = new AnimatorCondition(conditionConstant, parameters.TOS); conditionList.Add(condition); } } Conditions = conditionList.ToArray(); AnimatorState state = parameters.GetDestinationState(); DstStateMachine = default; DstState = state == null ? default : state.File.CreatePPtr(state); Name = parameters.Name; Solo = false; Mute = false; IsExit = parameters.IsExit; }
protected AnimatorTransitionBase(AssetInfo assetInfo, ClassIDType classID, BaseParameters parameters) : base(assetInfo, 1) { List <AnimatorCondition> conditionList = new List <AnimatorCondition>(parameters.ConditionConstants.Count); for (int i = 0; i < parameters.ConditionConstants.Count; i++) { ConditionConstant conditionConstant = parameters.ConditionConstants[i].Instance; if (conditionConstant.ConditionMode != AnimatorConditionMode.ExitTime) { AnimatorCondition condition = new AnimatorCondition(conditionConstant, parameters.TOS); conditionList.Add(condition); } } m_conditions = conditionList.ToArray(); AnimatorState state = parameters.GetDestinationState(); DstStateMachine = default; DstState = state == null ? default : state.File.CreatePPtr(state); Name = parameters.Name; Solo = false; Mute = false; IsExit = parameters.IsExit; }