// preview a frame in the scene view public override void previewFrame(ITarget target, float frame, int frameRate, bool play, float playSpeed) { Transform t = GetTarget(target) as Transform; if (!t) { return; } if (keys == null || keys.Count <= 0) { return; } // if before or equal to first frame, or is the only frame RotationEulerKey firstKey = keys[0] as RotationEulerKey; if (firstKey.endFrame == -1 || (frame <= firstKey.frame && !firstKey.canTween)) { ApplyRot(t, firstKey.rotation); return; } // if lies on rotation action for (int i = 0; i < keys.Count; i++) { RotationEulerKey key = keys[i] as RotationEulerKey; RotationEulerKey keyNext = i + 1 < keys.Count ? keys[i + 1] as RotationEulerKey : null; if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1)) { continue; } // if no ease if (!key.canTween || keyNext == null) { ApplyRot(t, key.rotation); return; } // else easing function float numFrames = (float)key.getNumberOfFrames(frameRate); float framePositionInAction = Mathf.Clamp(frame - key.frame, 0f, numFrames); Vector3 qStart = key.rotation; Vector3 qEnd = keyNext.rotation; if (key.hasCustomEase()) { ApplyRot(t, Vector3.Lerp(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve))); } else { var ease = Utility.GetEasingFunction(key.easeType); ApplyRot(t, Vector3.Lerp(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period))); } return; } }
Vector3 getRotationAtFrame(int frame, int frameRate) { // if before or equal to first frame, or is the only frame RotationEulerKey firstKey = keys[0] as RotationEulerKey; if (firstKey.endFrame == -1 || (frame <= (float)firstKey.frame && !firstKey.canTween)) { return(firstKey.rotation); } // if lies on rotation action for (int i = 0; i < keys.Count; i++) { RotationEulerKey key = keys[i] as RotationEulerKey; RotationEulerKey keyNext = i + 1 < keys.Count ? keys[i + 1] as RotationEulerKey : null; if (frame >= (float)key.endFrame && keyNext != null && (!keyNext.canTween || keyNext.endFrame != -1)) { continue; } // if no ease if (!key.canTween || keyNext == null) { return(key.rotation); } // else easing function float numFrames = (float)key.getNumberOfFrames(frameRate); float framePositionInAction = Mathf.Clamp(frame - (float)key.frame, 0f, numFrames); Vector3 qStart = key.rotation; Vector3 qEnd = keyNext.rotation; if (key.hasCustomEase()) { return(Vector3.Lerp(qStart, qEnd, Utility.EaseCustom(0.0f, 1.0f, framePositionInAction / numFrames, key.easeCurve))); } else { var ease = Utility.GetEasingFunction(key.easeType); return(Vector3.Lerp(qStart, qEnd, ease(framePositionInAction, numFrames, key.amplitude, key.period))); } } Debug.LogError("Animator: Could not get rotation at frame '" + frame + "'"); return(Vector3.zero); }