本文整理汇总了C#中UnityEditor.EditorCurveBinding.GetHashCode方法的典型用法代码示例。如果您正苦于以下问题:C# EditorCurveBinding.GetHashCode方法的具体用法?C# EditorCurveBinding.GetHashCode怎么用?C# EditorCurveBinding.GetHashCode使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEditor.EditorCurveBinding
的用法示例。
在下文中一共展示了EditorCurveBinding.GetHashCode方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CurveWasModified
private void CurveWasModified(AnimationClip clip, EditorCurveBinding binding, AnimationUtility.CurveModifiedType type)
{
if (clip != this.m_ActiveAnimationClip)
{
return;
}
if (type == AnimationUtility.CurveModifiedType.CurveModified)
{
bool flag = false;
int hashCode = binding.GetHashCode();
foreach (AnimationWindowCurve current in this.allCurves)
{
int hashCode2 = current.binding.GetHashCode();
if (hashCode2 == hashCode)
{
this.m_ModifiedCurves.Add(hashCode2);
flag = true;
}
}
if (flag)
{
this.refresh = AnimationWindowState.RefreshType.CurvesOnly;
}
else
{
this.m_lastAddedCurveBinding = new EditorCurveBinding?(binding);
this.refresh = AnimationWindowState.RefreshType.Everything;
}
}
else
{
this.refresh = AnimationWindowState.RefreshType.Everything;
}
}
示例2: CurveWasModified
private void CurveWasModified(AnimationClip clip, EditorCurveBinding binding, AnimationUtility.CurveModifiedType type)
{
if ((UnityEngine.Object) clip != (UnityEngine.Object) this.activeAnimationClip)
return;
if (type == AnimationUtility.CurveModifiedType.CurveModified)
{
bool flag = false;
int hashCode1 = binding.GetHashCode();
using (List<AnimationWindowCurve>.Enumerator enumerator = this.allCurves.GetEnumerator())
{
while (enumerator.MoveNext())
{
int hashCode2 = enumerator.Current.binding.GetHashCode();
if (hashCode2 == hashCode1)
{
this.m_ModifiedCurves.Add(hashCode2);
flag = true;
}
}
}
if (flag)
{
this.refresh = AnimationWindowState.RefreshType.CurvesOnly;
}
else
{
this.m_lastAddedCurveBinding = new EditorCurveBinding?(binding);
this.refresh = AnimationWindowState.RefreshType.Everything;
}
}
else
this.refresh = AnimationWindowState.RefreshType.Everything;
}