public void SceneGUISelected(PlayableDirectorLite _playable, TimelineClip _timelineClip, int _indicator) { float startFrame = _timelineClip.GetStartFrame(); float endFrame = _timelineClip.GetEndFrame(); float progress = (_indicator - startFrame) / (endFrame - startFrame); if (progress < 0 || progress > 1) { return; } Vector3 position = new Vector3( Easing.Tween(from.x, to.x, progress, ease), Easing.Tween(from.y, to.y, progress, ease), Easing.Tween(from.z, to.z, progress, ease) ); Handles.DotHandleCap(0, position, Quaternion.identity, 0.1f, EventType.Repaint); }
public void SceneGUISelected(PlayableDirectorLite _playable, TimelineClip _timelineClip, int _indicator) { float startFrame = _timelineClip.GetStartFrame(); float endFrame = _timelineClip.GetEndFrame(); int indicator = TimelineLiteEditorWindow.Instance.IndicatorFrame; float progress = (indicator - startFrame) / (endFrame - startFrame); if (progress < 0 || progress > 1) { return; } progress = Mathf.Clamp01(progress); Quaternion rotation = Quaternion.Euler(new Vector3( Easing.Tween(from.x, to.x, progress, ease), Easing.Tween(from.y, to.y, progress, ease), Easing.Tween(from.z, to.z, progress, ease) )); Handles.ArrowHandleCap(0, _playable.transform.position, rotation, 3, EventType.Repaint); }