private void MoveToNextKeyframe() { List <AnimationWindowCurve> list = (!this.m_State.showCurveEditor || this.m_State.activeCurves.Count <= 0) ? this.m_State.allCurves : this.m_State.activeCurves; float nextKeyframeTime = AnimationWindowUtility.GetNextKeyframeTime(list.ToArray(), this.m_State.currentTime, this.m_State.clipFrameRate); this.m_State.currentTime = this.m_State.SnapToFrame(nextKeyframeTime, AnimationWindowState.SnapMode.SnapToClipFrame); }
public void GoToNextKeyframe(PropertyModification[] modifications) { EditorCurveBinding[] bindings = AnimationWindowUtility.PropertyModificationsToEditorCurveBindings(modifications, state.activeRootGameObject, state.activeAnimationClip); if (bindings.Length == 0) { return; } List <AnimationWindowCurve> curves = new List <AnimationWindowCurve>(); for (int i = 0; i < state.allCurves.Count; ++i) { AnimationWindowCurve curve = state.allCurves[i]; if (Array.Exists(bindings, binding => curve.binding.Equals(binding))) { curves.Add(curve); } } float newTime = AnimationWindowUtility.GetNextKeyframeTime(curves.ToArray(), time.time, state.clipFrameRate); SetCurrentTime(state.SnapToFrame(newTime, AnimationWindowState.SnapMode.SnapToClipFrame)); state.Repaint(); }
private void MoveToNextKeyframe() { List <AnimationWindowCurve> list = (!this.m_State.showCurveEditor) ? this.m_State.allCurves : this.m_State.activeCurves; this.m_State.currentTime = AnimationWindowUtility.GetNextKeyframeTime(list.ToArray(), this.m_State.FrameToTime((float)this.m_State.frame), this.m_State.frameRate); this.m_State.frame = this.m_State.TimeToFrameFloor(this.m_State.currentTime); }
public void GoToNextKeyframe() { List <AnimationWindowCurve> curves = (state.showCurveEditor && state.activeCurves.Count > 0) ? state.activeCurves : state.allCurves; float newTime = AnimationWindowUtility.GetNextKeyframeTime(curves.ToArray(), time.time, state.clipFrameRate); SetCurrentTime(state.SnapToFrame(newTime, AnimationWindowState.SnapMode.SnapToClipFrame)); }
public override void GoToNextKeyframe() { var newTime = AnimationWindowUtility.GetNextKeyframeTime(GetCurves(), time.time, m_AnimWindowState.clipFrameRate); GoToTime(m_AnimWindowState.SnapToFrame(newTime, AnimationWindowState.SnapMode.SnapToClipFrame)); }
public override void GoToNextKeyframe() { float nextKeyframeTime = AnimationWindowUtility.GetNextKeyframeTime(this.GetCurves(), this.get_time().get_time(), this.m_AnimWindowState.get_clipFrameRate()); this.GoToTime(this.m_AnimWindowState.SnapToFrame(nextKeyframeTime, 2)); }