TrackUpgrade.cs
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using System;
using UnityEngine.Serialization;
namespace UnityEngine.Timeline
{
partial class TrackAsset : ISerializationCallbackReceiver
{
internal enum Versions
{
Initial = 0,
RotationAsEuler = 1,
RootMotionUpgrade = 2,
AnimatedTrackProperties = 3
}
const int k_LatestVersion = (int)Versions.AnimatedTrackProperties;
[SerializeField, HideInInspector] int m_Version;
[Obsolete("Please use m_InfiniteClip (on AnimationTrack) instead.", false)]
[SerializeField, HideInInspector, FormerlySerializedAs("m_animClip")]
internal AnimationClip m_AnimClip;
/// <summary>
/// Called before a track is serialized.
/// </summary>
protected virtual void OnBeforeTrackSerialize() {}
/// <summary>
/// Called after a track has been deserialized.
/// </summary>
protected virtual void OnAfterTrackDeserialize() {}
internal virtual void OnUpgradeFromVersion(int oldVersion) {}
/// <summary>
/// Called before Unity serializes this object.
/// </summary>
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
m_Version = k_LatestVersion;
//make sure children are correctly parented
if (m_Children != null)
{
for (var i = m_Children.Count - 1; i >= 0; i--)
{
var asset = m_Children[i] as TrackAsset;
if (asset != null && asset.parent != this)
asset.parent = this;
}
}
OnBeforeTrackSerialize();
}
/// <summary>
/// Called after Unity deserializes this object.
/// </summary>
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
// Clear the clip cache when a deserialize is performed, or
// we can get out of sync when performing Undo
m_ClipsCache = null;
Invalidate();
if (m_Version < k_LatestVersion)
{
UpgradeToLatestVersion(); //upgrade TrackAsset
OnUpgradeFromVersion(m_Version); //upgrade derived classes
}
foreach (var marker in GetMarkers())
{
marker.Initialize(this);
}
OnAfterTrackDeserialize();
}
//fields that are used for upgrading should be put here, ideally as read-only
void UpgradeToLatestVersion()
{}
//upgrade code should go into this class
static class TrackAssetUpgrade
{}
}
}