Метод |
Описание |
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BindAnimation ( AnimationClip clip, AnimationCurve>.Dictionary curves ) : void |
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BindAnimation ( AnimationClip clip, AnimationCurve>.Dictionary animationCurves, string animProperty, Type type ) : void |
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CreateCharacterPrefab ( ) : void |
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DuplicateLast ( float currentTime, float frameRate, AnimationCurve curve ) : void |
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FindChildSpriteObject ( Transform baseGO, ISpriterTimelineObject obj ) : SpriterNGUIColorHelper |
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FindObject ( Transform parent, string name, int id = -1 ) : Transform |
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GetRelativeName ( Component component, Transform root ) : string |
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LinearKeyframe ( float time, float value ) : Keyframe |
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RecordFrame ( SpriterAnimation anim, Transform characterRoot, SpriterMainlineKey keyframe, SpriterMainlineKey endKey, float currentTime, float frameRate, AnimationCurve>.Dictionary curves ) : void |
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RemoveTangents ( AnimationCurve>.IEnumerable curves ) : void |
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SaveAssets ( GameObject root ) : void |
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SetObject ( SpriterAnimation anim, Transform characterRoot, bool lastFrame, float currentTime, float frameRate, AnimationCurve>.Dictionary curves, List processedSprites, ISpriterTimelineBone obj1, Transform>.Dictionary bones, Vector2>.Dictionary scales, SpriterMainlineBoneBase boneBase = null, SpriterMainlineObjectBase obj = null ) : void |
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SteppedKeyframe ( float time, float value ) : Keyframe |
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