Пример #1
0
        internal void SetBoolProperty(PlayableFramePropertyID id, bool val)
        {
#if UNITY_EDITOR
            if (GetBoolProperty(id) != val)
            {
                EditorSceneManager.MarkAllScenesDirty();
            }
#endif
            m_boolProperties[id] = new PlayableFrameBoolProperty(id, val);
        }
Пример #2
0
        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);
        }