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#pragma once
class IAnimationBinding;
namespace UnityEngine
{
namespace Animation
{
// These values can can never be changed, when a system is deprecated,
// it must be kept commented out and the index is not to be reused!
// The enum value can not be reused. Otherwise built data (assetbundles) will break.
enum BindType
{
kUnbound = 0,
// Builtin transform bindings
kBindTransformPosition = 1, // This enum may not be changed. It is used in GenericClipBinding.
kBindTransformRotation = 2, // This enum may not be changed. It is used in GenericClipBinding.
kBindTransformScale = 3, // It is used in GenericClipBinding.
// Builtin float bindings
kMinSinglePropertyBinding = 5,
kBindFloat = 5,
kBindFloatToBool = 6,
kBindGameObjectActive = 7,
kBindMuscle = 8,
// Custom bindings
kBlendShapeWeightBinding = 20,
kRendererMaterialPPtrBinding = 21,
kRendererMaterialPropertyBinding = 22,
kSpriteRendererPPtrBinding = 23,
kMonoBehaviourPropertyBinding = 24,
kAllBindingCount
};
struct BoundCurve
{
void* targetPtr;
UInt32 targetType;
IAnimationBinding* customBinding;
Object* targetObject;
BoundCurve () { targetObject = 0; targetPtr = 0; targetType = 0; customBinding = 0; }
};
}
}
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