uc-hoba 8 years ago
parent 94e91e2936
commit ecbbbe9923
  1. 10
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Editor/Utils/CurveEditor.cs
  2. BIN
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Utilities/CustomMotionTexture/CustomMotionVectorDebugProfile.asset
  3. BIN
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Utilities/CustomMotionTexture/ExampleScene.unity
  4. BIN
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Utilities/CustomMotionTexture/Materials/DebugMotionVectors.mat
  5. BIN
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Utilities/CustomMotionTexture/Materials/DebugQuad.mat
  6. BIN
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Utilities/CustomMotionTexture/Materials/UVChecker.mat
  7. BIN
      Unity_2018_Frozen/Assets/Unity-Technologies/PostProcessing/Utilities/CustomMotionTexture/Materials/WheelMotionVectors.mat

@ -376,7 +376,7 @@ namespace UnityEditor.PostProcessing
// Draw
if (state.showNonEditableHandles)
{
if (e.type == EventType.repaint)
if (e.type == EventType.Repaint)
{
var selectedColor = (isCurrentlySelectedCurve && isCurrentlySelectedKeyframe)
? settings.selectionColor
@ -422,7 +422,7 @@ namespace UnityEditor.PostProcessing
}
// Keyframe selection & context menu
if (e.type == EventType.mouseDown && rect.Contains(e.mousePosition))
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
if (hitRect.Contains(e.mousePosition))
{
@ -453,7 +453,7 @@ namespace UnityEditor.PostProcessing
}
// Tangent selection & edit mode
if (e.type == EventType.mouseDown && rect.Contains(e.mousePosition))
if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition))
{
if (inTangentHitRect.Contains(e.mousePosition) && (k > 0 || state.loopInBounds))
{
@ -499,7 +499,7 @@ namespace UnityEditor.PostProcessing
var e = Event.current;
// Selection
if (e.type == EventType.mouseDown)
if (e.type == EventType.MouseDown)
{
GUI.FocusControl(null);
m_SelectedCurve = null;
@ -582,7 +582,7 @@ namespace UnityEditor.PostProcessing
}
// Delete selected key(s)
if (e.type == EventType.keyDown && (e.keyCode == KeyCode.Delete || e.keyCode == KeyCode.Backspace))
if (e.type == EventType.KeyDown && (e.keyCode == KeyCode.Delete || e.keyCode == KeyCode.Backspace))
{
if (m_SelectedKeyframeIndex != -1 && m_SelectedCurve != null)
{

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