示例#1
0
        private void GenerateIconForBindingValidationResult(DirectorStyles styles, TrackBindingValidationResult validationResult)
        {
            if (!validationResult.IsValid())
            {
                if (this.m_ProblemIcon == null)
                {
                    this.m_ProblemIcon = new GUIContent();
                }
                switch (validationResult.bindingState)
                {
                case TimelineTrackBindingState.NoGameObjectBound:
                    this.m_ProblemIcon.set_image(styles.warning.get_normal().get_background());
                    this.m_ProblemIcon.set_tooltip("This actor or track is not bound to any GameObject in the scene.");
                    break;

                case TimelineTrackBindingState.BoundGameObjectIsDisabled:
                    this.m_ProblemIcon.set_image(styles.warning.get_normal().get_background());
                    this.m_ProblemIcon.set_tooltip("The bound GameObject (" + validationResult.bindingName + ") is disabled");
                    break;

                case TimelineTrackBindingState.NoValidComponentOnBoundGameObject:
                    this.m_ProblemIcon.set_image(styles.warning.get_normal().get_background());
                    this.m_ProblemIcon.set_tooltip("Could not find an Animator on" + validationResult.bindingName);
                    break;

                case TimelineTrackBindingState.RequiredComponentOnBoundGameObjectIsDisabled:
                    this.m_ProblemIcon.set_image(styles.warning.get_normal().get_background());
                    this.m_ProblemIcon.set_tooltip("Animator is disabled");
                    break;
                }
            }
        }
示例#2
0
 private void RefreshStateIfBindingProblemIsFound(TimelineWindow.TimelineState state, bool hasProblems)
 {
     if (this.m_InitHadProblems && this.m_HadProblems != hasProblems)
     {
         TrackBindingValidationResult trackBindingValidationResult = this.GetTrackBindingValidationResult(state);
         bool flag = !trackBindingValidationResult.IsValid() && trackBindingValidationResult.bindingState != TimelineTrackBindingState.BoundGameObjectIsDisabled && trackBindingValidationResult.bindingState != TimelineTrackBindingState.RequiredComponentOnBoundGameObjectIsDisabled;
         if (flag)
         {
             state.Refresh();
         }
     }
 }