UnityGame/Library/PackageCache/com.unity.timeline/Editor/inspectors/BuiltInCurvePresets.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
namespace UnityEditor.Timeline
{
// Preset libraries
static class BuiltInPresets
{
static CurvePresetLibrary s_BlendInPresets;
static CurvePresetLibrary s_BlendOutPresets;
internal static CurvePresetLibrary blendInPresets
{
get
{
if (s_BlendInPresets == null)
{
s_BlendInPresets = ScriptableObject.CreateInstance<CurvePresetLibrary>();
s_BlendInPresets.Add(new AnimationCurve(CurveEditorWindow.GetConstantKeys(1f)), "None");
s_BlendInPresets.Add(new AnimationCurve(CurveEditorWindow.GetLinearKeys()), "Linear");
s_BlendInPresets.Add(new AnimationCurve(CurveEditorWindow.GetEaseInKeys()), "EaseIn");
s_BlendInPresets.Add(new AnimationCurve(CurveEditorWindow.GetEaseOutKeys()), "EaseOut");
s_BlendInPresets.Add(new AnimationCurve(CurveEditorWindow.GetEaseInOutKeys()), "EaseInOut");
}
return s_BlendInPresets;
}
}
internal static CurvePresetLibrary blendOutPresets
{
get
{
if (s_BlendOutPresets == null)
{
s_BlendOutPresets = ScriptableObject.CreateInstance<CurvePresetLibrary>();
s_BlendOutPresets.Add(new AnimationCurve(CurveEditorWindow.GetConstantKeys(1f)), "None");
s_BlendOutPresets.Add(ReverseCurve(new AnimationCurve(CurveEditorWindow.GetLinearKeys())), "Linear");
s_BlendOutPresets.Add(ReverseCurve(new AnimationCurve(CurveEditorWindow.GetEaseInKeys())), "EaseIn");
s_BlendOutPresets.Add(ReverseCurve(new AnimationCurve(CurveEditorWindow.GetEaseOutKeys())), "EaseOut");
s_BlendOutPresets.Add(ReverseCurve(new AnimationCurve(CurveEditorWindow.GetEaseInOutKeys())), "EaseInOut");
}
return s_BlendOutPresets;
}
}
static AnimationCurve ReverseCurve(AnimationCurve curve)
{
Keyframe[] keys = curve.keys;
for (int i = 0; i < keys.Length; i++)
{
keys[i].value = 1 - keys[i].value;
keys[i].inTangent *= -1;
keys[i].outTangent *= -1;
}
curve.keys = keys;
return curve;
}
}
}