forked from BilalY/Rasagar
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using System;
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namespace UnityEngine.Timeline
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{
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partial class AnimationPlayableAsset : ISerializationCallbackReceiver
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{
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enum Versions
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{
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Initial = 0,
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RotationAsEuler = 1,
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}
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static readonly int k_LatestVersion = (int)Versions.RotationAsEuler;
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[SerializeField, HideInInspector] int m_Version;
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[SerializeField, Obsolete("Use m_RotationEuler Instead", false), HideInInspector]
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private Quaternion m_Rotation = Quaternion.identity; // deprecated. now saves in euler angles
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/// <summary>
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/// Called before Unity serializes this object.
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/// </summary>
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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m_Version = k_LatestVersion;
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}
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/// <summary>
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/// Called after Unity deserializes this object.
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/// </summary>
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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if (m_Version < k_LatestVersion)
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{
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OnUpgradeFromVersion(m_Version); //upgrade derived classes
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}
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}
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void OnUpgradeFromVersion(int oldVersion)
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{
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if (oldVersion < (int)Versions.RotationAsEuler)
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AnimationPlayableAssetUpgrade.ConvertRotationToEuler(this);
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}
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static class AnimationPlayableAssetUpgrade
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{
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public static void ConvertRotationToEuler(AnimationPlayableAsset asset)
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{
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#pragma warning disable 618
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asset.m_EulerAngles = asset.m_Rotation.eulerAngles;
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#pragma warning restore 618
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}
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}
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}
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}
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