Some questions after use 1.4.5

Forums 💬 Slate Sequencer ⚙️ Support Some questions after use 1.4.5

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  • #21300
    jakin
    Participant

      I have some questions after use SLATE 1.4.5….

      1,
      Use Prefab Group
      This bug is OK in new version…

      2,
      Can set override for this Method handleParametersRegistrationManually() ? It cause my prefab Animate Property data lost…

      I want to AnimateProperty set localposition and localEulerAngles is offset value not final value….
      ex:
      gameobject source x = 10 or any value and set key1 x=-5, key2 x=5

      AnimateProperties class:
      result is always x=10(any value) -> x=-5 and x=-4, x=-3,…go to x=5

      My Custom AnimateProperties class:
      result is x=10(any value) -5 and x=10(any value)-4, -3…go to x=10(any value) + 5

      This is I changed….
      private bool handleParametersRegistrationManually{
      get { return (animatedParametersTarget != this) /*Added By Me ====>*/|| (GetType() == typeof(ActionClips.SK_AnimateProperty)); }
      }

      I write my class SK_AnimateProperty : AnimateProperties and Editor is

      class SK_AnimateProperty
      {
      [HideInInspector]
      public Vector3 positionOffset { get; set; }
      [HideInInspector]
      public bool havePositionOffset = false;
      [HideInInspector]
      public Vector3 angleOffse { get; set; }
      [HideInInspector]
      public bool haveAngleOffset = false;

      protected override void OnUpdate(float time)
      {
      if (havePositionOffset)
      {
      actor.transform.position = Position<This is Property, do source position + offset value>;
      }
      if (haveAngleOffset)
      {
      actor.transform.localEulerAngles = Angle<This is Property, do source angle + offset value>;
      }
      }
      }

      class SK_AnimatePropertyEditor
      {
      public override void OnInspectorGUI(){
      base.OnInspectorGUI();

      if (!action.isValid){
      if (GUILayout.Button( !action.isValid? “Select Property” : “Add Property” )){
      EditorTools.ShowAnimatedPropertySelectionMenu(action.actor.gameObject, AnimatedParameter.supportedTypes, (prop, target)=>{

      if (prop.Name == “localPosition”)
      {
      prop = action.GetType().GetProperty(“positionOffset”, BindingFlags.Instance | BindingFlags.Public);
      action.animationData.TryAddParameter(prop, action, null);
      action.havePositionOffset = true;
      }
      else if (prop.Name == “localEulerAngles”)
      {
      prop = action.GetType().GetProperty(“angleOffse”, BindingFlags.Instance | BindingFlags.Public);
      action.animationData.TryAddParameter(prop, action, null);
      action.haveAngleOffset = true;
      }
      else
      action.animationData.TryAddParameter(prop, target, action.actor.transform);
      });
      }
      }
      }
      }

      3,
      Is possible to combine Rotate in FollowPath Clip ?
      ex:
      I can set node1<pointX=5, rotY=90>, node2<pointX=10, rotY=180>
      result is pointX=5,6,7..10, rotY=90.91,92….180…

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