public void GoToPreviousKeyframe(PropertyModification[] modifications) { EditorCurveBinding[] bindings = AnimationWindowUtility.PropertyModificationsToEditorCurveBindings(modifications, state.activeRootGameObject, state.activeAnimationClip); if (bindings.Length == 0) { return; } List <AnimationWindowCurve> curves = new List <AnimationWindowCurve>(); for (int i = 0; i < state.allCurves.Count; ++i) { AnimationWindowCurve curve = state.allCurves[i]; if (Array.Exists(bindings, binding => curve.binding.Equals(binding))) { curves.Add(curve); } } float newTime = AnimationWindowUtility.GetPreviousKeyframeTime(curves.ToArray(), time.time, state.clipFrameRate); SetCurrentTime(state.SnapToFrame(newTime, AnimationWindowState.SnapMode.SnapToClipFrame)); state.Repaint(); }
public override void GoToPreviousKeyframe() { List <AnimationWindowCurve> list = (!this.state.showCurveEditor || this.state.activeCurves.Count <= 0) ? this.state.allCurves : this.state.activeCurves; float previousKeyframeTime = AnimationWindowUtility.GetPreviousKeyframeTime(list.ToArray(), this.time.time, this.state.clipFrameRate); this.SetCurrentTime(this.state.SnapToFrame(previousKeyframeTime, AnimationWindowState.SnapMode.SnapToClipFrame)); }
public override void GoToPreviousKeyframe() { List <AnimationWindowCurve> curves = (state.showCurveEditor && state.activeCurves.Count > 0) ? state.activeCurves : state.allCurves; float newTime = AnimationWindowUtility.GetPreviousKeyframeTime(curves.ToArray(), time.time, state.clipFrameRate); SetCurrentTime(state.SnapToFrame(newTime, AnimationWindowState.SnapMode.SnapToClipFrame)); }
public void GoToPreviousKeyframe(PropertyModification[] modifications) { EditorCurveBinding[] array = AnimationWindowUtility.PropertyModificationsToEditorCurveBindings(modifications, this.state.activeRootGameObject, this.state.activeAnimationClip); if (array.Length != 0) { List <AnimationWindowCurve> list = new List <AnimationWindowCurve>(); for (int i = 0; i < this.state.allCurves.Count; i++) { AnimationWindowCurve curve = this.state.allCurves[i]; if (Array.Exists <EditorCurveBinding>(array, (EditorCurveBinding binding) => curve.binding.Equals(binding))) { list.Add(curve); } } float previousKeyframeTime = AnimationWindowUtility.GetPreviousKeyframeTime(list.ToArray(), this.time.time, this.state.clipFrameRate); this.SetCurrentTime(this.state.SnapToFrame(previousKeyframeTime, AnimationWindowState.SnapMode.SnapToClipFrame)); this.state.Repaint(); } }