Copying and Pasting cs Code
In cs, like in almost any computer programming language, reading data from a file can be tricky. You add extra lines of code to tell the computer what to do. Sometimes you can copy and paste these lines from other peoples’ code.
For example, you can follow the pattern in this listing: private void UpdateTransformCurve(ObjectCurves obj, Transform current, float time, TimelineKey lastTimelineKey, int zIndex = -1)
{
float val;
//IsActive curve
val = (current.gameObject.activeSelf) ? 1.0f : 0.0f;
obj.Curves[(int)AnimationCurveIndex.IsActive].AddKey(new Keyframe(time, val, float.PositiveInfinity, float.PositiveInfinity) { tangentMode = 0 });
//Position curves
obj.Curves[(int)AnimationCurveIndex.LocalPositionX].AddKey(new Keyframe(time, current.localPosition.x) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalPositionY].AddKey(new Keyframe(time, current.localPosition.y) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalPositionZ].AddKey(new Keyframe(time, current.localPosition.z, float.PositiveInfinity, float.PositiveInfinity)); //Z value always has instant transition
//Rotation curves
var quat = Quaternion.Euler(current.localEulerAngles);
obj.Curves[(int)AnimationCurveIndex.LocalRotationX].AddKey(new Keyframe(time, quat.x) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalRotationY].AddKey(new Keyframe(time, quat.y) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalRotationZ].AddKey(new Keyframe(time, quat.z) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalRotationW].AddKey(new Keyframe(time, quat.w) { tangentMode = 0 }, lastTimelineKey);
//Scale curves
obj.Curves[(int)AnimationCurveIndex.LocalScaleX].AddKey(new Keyframe(time, current.localScale.x) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalScaleY].AddKey(new Keyframe(time, current.localScale.y) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalScaleZ].AddKey(new Keyframe(time, current.localScale.z) { tangentMode = 0 }, lastTimelineKey);
//Sprite Curves
var spriteTimelineKey = lastTimelineKey as SpriteTimelineKey;
if (spriteTimelineKey != null)
{
obj.IsSpriteKey = true;
obj.Curves[(int)AnimationCurveIndex.ColorR].AddKey(new Keyframe(time, spriteTimelineKey.Tint.r) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ColorG].AddKey(new Keyframe(time, spriteTimelineKey.Tint.g) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ColorB].AddKey(new Keyframe(time, spriteTimelineKey.Tint.b) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ColorA].AddKey(new Keyframe(time, spriteTimelineKey.Tint.a) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ZIndex].AddKey(new Keyframe(time, zIndex, float.PositiveInfinity, float.PositiveInfinity));
}
}
{
float val;
//IsActive curve
val = (current.gameObject.activeSelf) ? 1.0f : 0.0f;
obj.Curves[(int)AnimationCurveIndex.IsActive].AddKey(new Keyframe(time, val, float.PositiveInfinity, float.PositiveInfinity) { tangentMode = 0 });
//Position curves
obj.Curves[(int)AnimationCurveIndex.LocalPositionX].AddKey(new Keyframe(time, current.localPosition.x) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalPositionY].AddKey(new Keyframe(time, current.localPosition.y) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalPositionZ].AddKey(new Keyframe(time, current.localPosition.z, float.PositiveInfinity, float.PositiveInfinity)); //Z value always has instant transition
//Rotation curves
var quat = Quaternion.Euler(current.localEulerAngles);
obj.Curves[(int)AnimationCurveIndex.LocalRotationX].AddKey(new Keyframe(time, quat.x) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalRotationY].AddKey(new Keyframe(time, quat.y) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalRotationZ].AddKey(new Keyframe(time, quat.z) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalRotationW].AddKey(new Keyframe(time, quat.w) { tangentMode = 0 }, lastTimelineKey);
//Scale curves
obj.Curves[(int)AnimationCurveIndex.LocalScaleX].AddKey(new Keyframe(time, current.localScale.x) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalScaleY].AddKey(new Keyframe(time, current.localScale.y) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.LocalScaleZ].AddKey(new Keyframe(time, current.localScale.z) { tangentMode = 0 }, lastTimelineKey);
//Sprite Curves
var spriteTimelineKey = lastTimelineKey as SpriteTimelineKey;
if (spriteTimelineKey != null)
{
obj.IsSpriteKey = true;
obj.Curves[(int)AnimationCurveIndex.ColorR].AddKey(new Keyframe(time, spriteTimelineKey.Tint.r) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ColorG].AddKey(new Keyframe(time, spriteTimelineKey.Tint.g) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ColorB].AddKey(new Keyframe(time, spriteTimelineKey.Tint.b) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ColorA].AddKey(new Keyframe(time, spriteTimelineKey.Tint.a) { tangentMode = 0 }, lastTimelineKey);
obj.Curves[(int)AnimationCurveIndex.ZIndex].AddKey(new Keyframe(time, zIndex, float.PositiveInfinity, float.PositiveInfinity));
}
}