mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-12 15:35:30 +01:00
Simplify editor
Animations can now be used by scriptable object reference. Bake saves book and animations. Checks to update instead of create+overwrite assets to keep references/configuration.
This commit is contained in:
parent
2d6e920017
commit
c465ec6585
@ -20,6 +20,17 @@ namespace TAO.VertexAnimation.Editor
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return false;
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}
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public static bool TryAddChildAsset(Object parent, Object child)
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{
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if (!HasChildAsset(parent, child))
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{
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AssetDatabase.AddObjectToAsset(child, parent);
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return true;
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}
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return false;
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}
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public static void RemoveChildAssets(Object parent, Object[] filter = null)
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{
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(parent));
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@ -1,7 +1,5 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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namespace TAO.VertexAnimation.Editor
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{
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@ -24,9 +22,6 @@ namespace TAO.VertexAnimation.Editor
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BakeGUI();
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serializedObject.ApplyModifiedProperties();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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OutputGUI();
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}
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private void InputGUI()
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@ -51,23 +46,25 @@ namespace TAO.VertexAnimation.Editor
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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{
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modelBaker.Bake();
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modelBaker.SaveAssets();
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}
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if (GUILayout.Button("Delete", EditorStyles.miniButtonRight))
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using (new EditorGUILayout.HorizontalScope())
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{
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if (EditorUtility.DisplayDialog("Delete Assets", "Deleting assets will loose references within the project.", "Ok", "Cancel"))
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if (GUILayout.Button("Delete Unused Animations", EditorStyles.miniButtonLeft))
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{
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modelBaker.DeleteSavedAssets();
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if (EditorUtility.DisplayDialog("Delete Unused Animations", "Deleting assets will loose references within the project.", "Ok", "Cancel"))
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{
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modelBaker.DeleteUnusedAnimations();
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}
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}
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}
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}
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private void OutputGUI()
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{
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using (new EditorGUI.DisabledGroupScope(true))
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("bakedData"));
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if (GUILayout.Button("Delete", EditorStyles.miniButtonRight))
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{
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if (EditorUtility.DisplayDialog("Delete Assets", "Deleting assets will loose references within the project.", "Ok", "Cancel"))
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{
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modelBaker.DeleteSavedAssets();
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}
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}
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}
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}
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}
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@ -29,10 +29,6 @@ namespace TAO.VertexAnimation.Editor
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public VA_AnimationBook book = null;
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public List<VA_Animation> animations = new List<VA_Animation>();
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// TODO: release baked data from memory when done.
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[SerializeField]
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private AnimationBaker.BakedData bakedData;
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[System.Serializable]
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public class LODSettings
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{
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@ -89,15 +85,17 @@ namespace TAO.VertexAnimation.Editor
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target.name = model.name;
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target.ConbineAndConvertGameObject();
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bakedData = target.Bake(animationClips, fps, textureWidth);
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AnimationBaker.BakedData bakedData = target.Bake(animationClips, fps, textureWidth);
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positionMap = VA_Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true);
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meshes = bakedData.mesh.GenerateLOD(lodSettings.LODCount(), lodSettings.GetQualitySettings());
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DestroyImmediate(target);
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SaveAssets(bakedData);
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}
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public void SaveAssets()
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private void SaveAssets(AnimationBaker.BakedData bakedData)
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{
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AssetDatabaseUtils.RemoveChildAssets(this, new Object[2] { book, material });
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@ -112,45 +110,19 @@ namespace TAO.VertexAnimation.Editor
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if (generatePrefab)
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{
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GeneratePrefab();
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GeneratePrefab(bakedData);
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}
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if (generateAnimationBook)
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{
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GenerateBook();
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GenerateBook(bakedData);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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public void DeleteSavedAssets()
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{
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// Remove assets.
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this));
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foreach (var a in assets)
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{
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if (a != this)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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// Delete prefab.
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string path = AssetDatabase.GetAssetPath(prefab);
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AssetDatabase.DeleteAsset(path);
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// Clear variables.
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prefab = null;
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material = null;
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meshes = null;
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book = null;
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void GeneratePrefab()
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private void GeneratePrefab(AnimationBaker.BakedData bakedData)
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{
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string path = AssetDatabase.GetAssetPath(this);
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int start = path.LastIndexOf('/');
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@ -175,8 +147,9 @@ namespace TAO.VertexAnimation.Editor
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prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings());
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}
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private void GenerateBook()
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private void GenerateBook(AnimationBaker.BakedData bakedData)
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{
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// Create book.
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if (!book)
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{
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book = CreateInstance<VA_AnimationBook>();
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@ -184,26 +157,29 @@ namespace TAO.VertexAnimation.Editor
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book.name = string.Format("{0}_Book", name);
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book.positionMap = positionMap;
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book.animations = new List<VA_Animation>();
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book.TryAddMaterial(material);
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// Save book.
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if (!AssetDatabaseUtils.HasChildAsset(this, book))
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{
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AssetDatabase.AddObjectToAsset(book, this);
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}
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// Add animations.
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List<NamingConventionUtils.TextureInfo> info = new List<NamingConventionUtils.TextureInfo>();
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// Get animation info.
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List<NamingConventionUtils.PositionMapInfo> info = new List<NamingConventionUtils.PositionMapInfo>();
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foreach (var t in bakedData.positionMaps)
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{
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info.Add(t.name.GetTextureInfo());
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}
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// Create animations.
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for (int i = 0; i < info.Count; i++)
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{
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string animationName = string.Format("{0}_{1}", name, info[i].name);
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VA_AnimationData newData = new VA_AnimationData(animationName, info[i].frames, info[i].maxFrames, info[i].fps, i, -1);
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// Either update existing animation or create a new one.
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if (TryGetAnimationWithName(animationName, out VA_Animation animation))
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{
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animation.SetData(newData);
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@ -217,30 +193,82 @@ namespace TAO.VertexAnimation.Editor
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}
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book.TryAddAnimation(animation);
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if (!AssetDatabaseUtils.HasChildAsset(book, animation))
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{
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AssetDatabase.AddObjectToAsset(animation, book);
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}
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}
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// TODO: Remove unused animations.
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// Save animation objects.
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foreach (var a in animations)
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{
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AssetDatabaseUtils.TryAddChildAsset(book, a);
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}
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}
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private bool TryGetAnimationWithName(string name, out VA_Animation animation)
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{
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foreach (var a in animations)
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{
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if (a.name == name)
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if (a != null)
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{
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animation = a;
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return true;
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if (a.name == name)
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{
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animation = a;
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return true;
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}
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}
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}
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animation = null;
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return false;
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}
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public void DeleteSavedAssets()
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{
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// Remove assets.
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this));
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foreach (var a in assets)
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{
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if (a != this)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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// Delete prefab.
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string path = AssetDatabase.GetAssetPath(prefab);
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AssetDatabase.DeleteAsset(path);
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// Clear variables.
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prefab = null;
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positionMap = null;
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material = null;
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meshes = null;
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book = null;
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animations = new List<VA_Animation>();
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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public void DeleteUnusedAnimations()
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{
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if (book != null)
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{
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// Remove unused animations.
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for (int i = 0; i < animations.Count; i++)
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{
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if (!book.animations.Contains(animations[i]))
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{
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AssetDatabase.RemoveObjectFromAsset(animations[i]);
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animations[i] = null;
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}
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}
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// Remove zero entries.
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animations.RemoveAll(a => a == null);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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}
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#endif
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}
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}
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@ -6,7 +6,7 @@ namespace TAO.VertexAnimation
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{
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public static class NamingConventionUtils
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{
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public struct TextureInfo
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public struct PositionMapInfo
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{
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public string name;
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public int frames;
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@ -14,9 +14,9 @@ namespace TAO.VertexAnimation
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public int fps;
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}
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public static TextureInfo GetTextureInfo(this string name)
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public static PositionMapInfo GetTextureInfo(this string name)
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{
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TextureInfo textureInfo = new TextureInfo();
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PositionMapInfo textureInfo = new PositionMapInfo();
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string[] parts = name.Split('_');
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foreach (var p in parts)
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@ -1,3 +1,4 @@
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using Unity.Collections;
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using UnityEngine;
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namespace TAO.VertexAnimation
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@ -26,5 +27,10 @@ namespace TAO.VertexAnimation
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a_data.name = this.name;
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Data = a_data;
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}
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public FixedString32 GetName()
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{
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return Data.name;
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}
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}
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}
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@ -21,10 +21,7 @@ namespace TAO.VertexAnimation
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}
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}
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public int MaxFrames
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{
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get; private set;
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}
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public int MaxFrames { get; private set; } = 0;
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public Texture2DArray positionMap = null;
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public List<VA_Animation> animations = new List<VA_Animation>();
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@ -34,9 +31,10 @@ namespace TAO.VertexAnimation
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{
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if (animations != null && animations.Count != 0)
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{
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if (!animations.Contains(animation) && animation.Data.maxFrames == MaxFrames)
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if (!animations.Contains(animation))
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{
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animations.Add(animation);
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OnValidate();
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return true;
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}
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}
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@ -45,7 +43,7 @@ namespace TAO.VertexAnimation
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// Add first animation.
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animations.Add(animation);
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// Set maxFrames for this animation book.
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MaxFrames = animations[0].Data.maxFrames;
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OnValidate();
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return true;
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}
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@ -67,16 +65,10 @@ namespace TAO.VertexAnimation
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return false;
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}
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public void RemoveAnimation(VA_Animation animation)
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public void UpdateMaterials()
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{
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if (animations != null)
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{
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animations.Remove(animation);
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}
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}
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OnValidate();
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public void SetMaterials()
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{
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if (materials != null)
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{
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foreach (var mat in materials)
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@ -97,8 +89,21 @@ namespace TAO.VertexAnimation
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}
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}
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private void UpdateMaxFrames()
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{
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if (animations != null && animations.Count != 0)
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{
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if (animations[0] != null)
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{
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MaxFrames = animations[0].Data.maxFrames;
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}
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}
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}
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private void OnValidate()
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{
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UpdateMaxFrames();
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if (animations != null)
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{
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foreach (var a in animations)
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@ -115,7 +120,7 @@ namespace TAO.VertexAnimation
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if (positionMap != null)
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{
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if (positionMap.depth > animations.Count)
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if (positionMap.depth < animations.Count)
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{
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Debug.LogWarning(string.Format("More animations ({0}) than positionMaps in {1}!", animations.Count, this.name));
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}
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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namespace TAO.VertexAnimation
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@ -12,24 +13,58 @@ namespace TAO.VertexAnimation
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[HideInInspector]
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public List<VA_AnimationData> animationData = null;
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#if UNITY_EDITOR
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[SerializeField]
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private List<VA_Animation> loadedAnimationsPreview = null;
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#endif
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public void Init()
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{
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animationData = new List<VA_AnimationData>();
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foreach (VA_AnimationBook book in animationBooks)
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{
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book.SetMaterials();
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book.UpdateMaterials();
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foreach (VA_Animation animation in book.animations)
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if (book != null)
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{
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animationData.Add(animation.Data);
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foreach (VA_Animation animation in book.animations)
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{
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animationData.Add(animation.Data);
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}
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}
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}
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}
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private void OnValidate()
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{
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// TODO: Check for naming conflicts in AnimationBooks.
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Dictionary<string, VA_Animation> usedNames = new Dictionary<string, VA_Animation>();
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foreach (VA_AnimationBook book in animationBooks)
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{
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if (book != null)
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{
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foreach (VA_Animation animation in book.animations)
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{
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if (!usedNames.ContainsKey(animation.name))
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{
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usedNames.Add(animation.name, animation);
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}
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else
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{
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Debug.LogWarning(string.Format("Naming conflict found in {0} - Animation {1} and {2} have the same name!", name, usedNames[animation.name].name, animation.name));
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}
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}
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}
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}
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#if UNITY_EDITOR
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loadedAnimationsPreview = new List<VA_Animation>();
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foreach (var un in usedNames)
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{
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loadedAnimationsPreview.Add(un.Value);
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}
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#endif
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}
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}
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}
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