1.解决了Track面向的问题2.新增Surface类型的Spline渲染器3.新增with后缀表达式
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@@ -32,7 +32,13 @@ namespace Demo.Editor
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baseTypeName = baseTypeName[..baseTypeName.LastIndexOf('`')];
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}
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stream.Write($"#include \"{baseTypeName}.helper.h\"\n\n#define {typeName}\n\n");
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}
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stream.Write(@"/*
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<EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԭ
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e.g: LoadSubScript(SplineCore, ""SplineCore.h"") with(r = 1, g = 1, b = 1);
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*/");
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stream.Write($"#define with(...)\n\n");
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}
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private static void WriteCPPStyleFunction(StreamWriter stream, string name, IEnumerable<string> paramList, string description)
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{
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@@ -1,9 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using Convention.Internal;
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using Convention.WindowsUI;
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using Convention.WindowsUI.Variant;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -63,7 +59,7 @@ namespace Demo.Editor.UI
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public void ResizeOnTimeline()
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{
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if(IsSetup==false)
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if (IsSetup == false)
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{
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gameObject.SetActive(false);
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return;
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@@ -76,7 +72,7 @@ namespace Demo.Editor.UI
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Vector3 minPosition = DragAreaInternal.rect.min - DragObjectInternal.rect.min;
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Vector3 maxPosition = DragAreaInternal.rect.max - DragObjectInternal.rect.max;
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if(DragObjectInternal.localPosition.y< minPosition.y|| DragObjectInternal.localPosition.y > maxPosition.y)
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if (DragObjectInternal.localPosition.y < minPosition.y || DragObjectInternal.localPosition.y > maxPosition.y)
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{
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RawButton.gameObject.SetActive(false);
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return;
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@@ -92,7 +88,7 @@ namespace Demo.Editor.UI
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if (Mathf.Approximately(durationX, durationY))
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{
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from = (durationX - clip.x) / left2rightDuration;
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to = from + 0.1f;
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to = Mathf.Max(from + 0.1f, EditorController.instance.SongOffset);
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}
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else
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{
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