using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class OVRLipSyncSequence : ScriptableObject { public OVRLipSync.Frame GetFrameAtTime(float time) { OVRLipSync.Frame result = null; if (time < this.length && this.entries.Count > 0) { float num = time / this.length; result = this.entries[(int)((float)this.entries.Count * num)]; } return result; } public List entries = new List(); public float length; }