(MIGRATING) Rename Rotating to RotatingUsingEulerInterpolation, and add RotatingUsingQuaternionInterpolation:
- See https://forum.unity.com/threads/new-animationclip-property-names.367288/#post-2384172
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@@ -87,20 +87,20 @@ namespace AnimatorAsCode.V1
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return this;
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}
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public AacFlClip Positioning(GameObject[] gameObjectsWithNulls, Vector3 position)
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public AacFlClip Positioning(GameObject[] gameObjectsWithNulls, Vector3 localPosition)
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{
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var defensiveObjects = gameObjectsWithNulls.Where(o => o != null); // Allow users to remove an item in the middle of the array
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foreach (var component in defensiveObjects)
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{
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalPosition.x"), AacV0.OneFrame(position.x));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalPosition.y"), AacV0.OneFrame(position.y));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalPosition.z"), AacV0.OneFrame(position.z));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalPosition.x"), AacV0.OneFrame(localPosition.x));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalPosition.y"), AacV0.OneFrame(localPosition.y));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalPosition.z"), AacV0.OneFrame(localPosition.z));
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}
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return this;
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}
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public AacFlClip Rotating(GameObject[] gameObjectsWithNulls, Vector3 localEulerAngles)
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public AacFlClip RotatingUsingEulerInterpolation(GameObject[] gameObjectsWithNulls, Vector3 localEulerAngles)
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{
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var defensiveObjects = gameObjectsWithNulls.Where(o => o != null); // Allow users to remove an item in the middle of the array
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foreach (var component in defensiveObjects)
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@@ -115,6 +115,22 @@ namespace AnimatorAsCode.V1
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return this;
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}
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public AacFlClip RotatingUsingQuaternionInterpolation(GameObject[] gameObjectsWithNulls, Quaternion localQuaternionAngles)
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{
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var defensiveObjects = gameObjectsWithNulls.Where(o => o != null); // Allow users to remove an item in the middle of the array
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foreach (var component in defensiveObjects)
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{
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// See https://forum.unity.com/threads/new-animationclip-property-names.367288/#post-2384172
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// AacInternals.SetCurve internally uses AnimationClip.SetCurve instead of AnimationUtility.SetEditorCurve, starting from V1
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalRotation.x"), AacV0.OneFrame(localQuaternionAngles.x));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalRotation.y"), AacV0.OneFrame(localQuaternionAngles.y));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalRotation.z"), AacV0.OneFrame(localQuaternionAngles.z));
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AacInternals.SetCurve(Clip, AacV0.Binding(_component, typeof(Transform), component.transform, "m_LocalRotation.w"), AacV0.OneFrame(localQuaternionAngles.w));
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}
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return this;
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}
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public AacFlClip Scaling(GameObject[] gameObjectsWithNulls, Vector3 scale)
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{
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var defensiveObjects = gameObjectsWithNulls.Where(o => o != null); // Allow users to remove an item in the middle of the array
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