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							- using System;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using wf;
 
- [Serializable]
 
- public class AMRotationKey : AMKey
 
- {
 
- 	public bool setRotation(Vector3 rotation)
 
- 	{
 
- 		if (this.rotation != Quaternion.Euler(rotation))
 
- 		{
 
- 			this.rotation = Quaternion.Euler(rotation);
 
- 			return true;
 
- 		}
 
- 		return false;
 
- 	}
 
- 	public Vector3 getRotation()
 
- 	{
 
- 		return this.rotation.eulerAngles;
 
- 	}
 
- 	public bool setRotationQuaternion(Vector4 rotation)
 
- 	{
 
- 		Quaternion rhs = new Quaternion(rotation.x, rotation.y, rotation.z, rotation.w);
 
- 		if (this.rotation != rhs)
 
- 		{
 
- 			this.rotation = rhs;
 
- 			return true;
 
- 		}
 
- 		return false;
 
- 	}
 
- 	public Vector4 getRotationQuaternion()
 
- 	{
 
- 		return new Vector4(this.rotation.x, this.rotation.y, this.rotation.z, this.rotation.w);
 
- 	}
 
- 	public override AMKey CreateClone()
 
- 	{
 
- 		AMRotationKey amrotationKey = ScriptableObject.CreateInstance<AMRotationKey>();
 
- 		amrotationKey.frame = this.frame;
 
- 		amrotationKey.rotation = this.rotation;
 
- 		amrotationKey.easeType = this.easeType;
 
- 		amrotationKey.customEase = new List<float>(this.customEase);
 
- 		return amrotationKey;
 
- 	}
 
- 	public override void CreateFromStringData(string data_text)
 
- 	{
 
- 		string[] array = data_text.Split(new char[]
 
- 		{
 
- 			':'
 
- 		});
 
- 		if (array.Length == 0 || array[0] != "Rotation")
 
- 		{
 
- 			return;
 
- 		}
 
- 		int num = 1;
 
- 		this.frame = int.Parse(array[num++]);
 
- 		this.rotation = Parse.Quaternion(array[num++]);
 
- 		this.easeType = int.Parse(array[num++]);
 
- 		int num2 = int.Parse(array[num++]);
 
- 		this.customEase = new List<float>();
 
- 		for (int i = 0; i < num2; i++)
 
- 		{
 
- 			this.customEase.Add(float.Parse(array[num++]));
 
- 		}
 
- 	}
 
- 	public override string ToStringData()
 
- 	{
 
- 		List<string> list = new List<string>();
 
- 		list.Add("Rotation");
 
- 		list.Add(this.frame.ToString());
 
- 		list.Add(this.rotation.ToString("G"));
 
- 		list.Add(this.easeType.ToString());
 
- 		list.Add(this.customEase.Count.ToString());
 
- 		foreach (float num in this.customEase)
 
- 		{
 
- 			list.Add(num.ToString());
 
- 		}
 
- 		string text = list[0];
 
- 		for (int i = 1; i < list.Count; i++)
 
- 		{
 
- 			text = text + ":" + list[i];
 
- 		}
 
- 		return text;
 
- 	}
 
- 	public Quaternion rotation;
 
- }
 
 
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