private void OnRecordingButtonClick() { recordingTimeText.text = StartTimeText; switch (state) { case State.Idle: if (!recorder.IsRecording) { recordingStartTime = Time.time; recorder.StartRecording(true, true, false); recordingButtonText.text = RecordingButtonStopRecText; recordingButtonImage.color = Color.red; state = State.Recording; } break; case State.Recording: if (recorder.IsRecording) { recorder.StopRecording(); AnimationClip clip = recorder.SaveRecording(DataFilePath, false); AssetUtil.CreateAsset(clip, AnimationClipsFolderPath, AnimationClipName); OverrideAnimationClip(RecordedClipKeyName, clip); Debug.Log(GetType() + ".OnRecordingButtonClick: animation clip saved to " + Path.Combine(AnimationClipsFolderPath, AnimationClipName)); cancelReplayButton.gameObject.SetActive(true); recordingButtonText.text = RecordingButtonPlayText; recordingButtonImage.color = Color.white; state = State.RecordedIdle; } break; case State.RecordedIdle: // start replay recordingStartTime = Time.time; recordingButtonText.text = RecordingButtonStopText; replayText.gameObject.SetActive(true); SetTrigger(TriggerName.recorded); state = State.Replay; break; case State.Replay: // stop replay; recordingButtonText.text = RecordingButtonPlayText; replayText.gameObject.SetActive(false); SetTrigger(TriggerName.idle); state = State.RecordedIdle; break; default: break; } }
public void Generate() { //If this object is not an asset AssetUtil.CreateAsset(RootFolder, this); //Create the Runtime Resources folder if it doesn't already exist AssetUtil.CreateFolder(RuntimeResources); if (RuntimeData == null && !EditorApplication.isPlayingOrWillChangePlaymode) { _runtimeData = CreateInstance <CharacterData>(); _runtimeData.name = InternalName + RuntimeDataSuffix; AssetUtil.CreateAsset(RuntimeResources, _runtimeData); } }
public static void CreateStyleSheet() { var o = AssetUtil.CreateAsset <StyleSheet>(); AssetUtil.SelectAssetInProjectView(o); }