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https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-11 01:48:07 +08:00
Separated the "reset all" feature into another button in the animator panel.
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67782b5c8b
commit
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1 file changed
+13
-7
@@ -53,13 +53,7 @@ namespace UnityExplorer.UI.Panels
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private void FindAllAnimators(){
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// Enable all animators on refresh
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if (animators.Count != 0) {
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foreach (AnimatorPlayer animatorPlayer in animators)
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{
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animatorPlayer.ResetAnimation();
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}
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masterAnimatorToggle.isOn = true; // Will also trigger "MasterToggleAnimators(true)"
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}
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masterAnimatorToggle.isOn = true; // Will also trigger "MasterToggleAnimators(true)"
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Type searchType = ReflectionUtility.GetTypeByName("UnityEngine.Animator");
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searchType = searchType is Type type ? type : searchType.GetActualType();
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@@ -83,6 +77,14 @@ namespace UnityExplorer.UI.Panels
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animatorScrollPool.Refresh(true, false);
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}
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private void ResetAllAnimators(){
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foreach (AnimatorPlayer animatorPlayer in animators)
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{
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animatorPlayer.ResetAnimation();
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}
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}
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public void MasterToggleAnimators(bool enable){
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// Load animators for the first time if there are not any
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if (animators.Count == 0) FindAllAnimators();
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@@ -114,6 +116,10 @@ namespace UnityExplorer.UI.Panels
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UIFactory.SetLayoutElement(updateAnimators.GameObject, minWidth: 150, minHeight: 25);
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updateAnimators.OnClick += FindAllAnimators;
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ButtonRef resetAnimators = UIFactory.CreateButton(firstGroup, "ResetAnimators", "Reset Animators");
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UIFactory.SetLayoutElement(resetAnimators.GameObject, minWidth: 150, minHeight: 25);
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resetAnimators.OnClick += ResetAllAnimators;
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GameObject animatorObj = UIFactory.CreateToggle(firstGroup, $"Master Animation Toggle", out masterAnimatorToggle, out Text masterAnimatorText);
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UIFactory.SetLayoutElement(animatorObj, minHeight: 25);
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masterAnimatorToggle.isOn = true;
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