public AnimationSelection(GameObject[] animatedOptions, SerializedStringTable chosenAnimated, SerializedStringTable chosenClip, AnimationWindow editor) { this.m_AnimationWindow = editor; this.m_AnimatedOptions = animatedOptions; string stringArrayHashCode = AnimationSelection.GetStringArrayHashCode(this.GetAnimatedObjectNames()); if (!chosenAnimated.Contains(stringArrayHashCode)) { chosenAnimated.Set(stringArrayHashCode, animatedOptions.Length - 1); } this.m_AnimatedObjectIndex = chosenAnimated.Get(stringArrayHashCode); this.RefreshChosenClip(chosenClip); }
public FoldoutComponentState(UnityEngine.Object obj, SerializedStringTable expandedFoldouts, Transform tr, int level) { this.m_Object = obj; if (level == 0 && this.m_Object.GetType() == typeof(Transform)) { this.m_Expanded = true; } else { if (expandedFoldouts.Contains(this.GetString(tr))) { this.m_Expanded = true; } } }
public FoldoutObjectState(GameObject obj, List<FoldoutObjectState> states, SerializedStringTable expandedFoldouts, int level) { this.m_Object = obj; states.Add(this); if (level == 0) { this.m_Expanded = true; } else { if (expandedFoldouts.Contains(AnimationSelection.GetPath(obj.transform))) { this.m_Expanded = true; } } List<int> list = new List<int>(); foreach (Transform transform in obj.transform) { list.Add(states.Count); new FoldoutObjectState(transform.gameObject, states, expandedFoldouts, level + 1); } this.m_Children = list.ToArray(); }
private void RefreshChosenClip(SerializedStringTable chosenClip) { if (this.hasAnimationComponent) { string stringArrayHashCode = AnimationSelection.GetStringArrayHashCode(this.GetClipNames()); if (!chosenClip.Contains(stringArrayHashCode)) { this.m_Clip = null; AnimationClip[] animationClips = AnimationUtility.GetAnimationClips(this.animatedObject); for (int i = 0; i < animationClips.Length; i++) { if (animationClips[i] != null) { this.m_Clip = animationClips[i]; break; } } } else { this.m_Clip = this.GetClipAtIndex(chosenClip.Get(stringArrayHashCode)); } } }
public FoldoutObjectState(GameObject obj, List <FoldoutObjectState> states, SerializedStringTable expandedFoldouts, int level) { this.m_Object = obj; states.Add(this); if (level == 0) { this.m_Expanded = true; } else { if (expandedFoldouts.Contains(AnimationSelection.GetPath(obj.transform))) { this.m_Expanded = true; } } List <int> list = new List <int>(); foreach (Transform transform in obj.transform) { list.Add(states.Count); new FoldoutObjectState(transform.gameObject, states, expandedFoldouts, level + 1); } this.m_Children = list.ToArray(); }