target | The object to determine if it contained the animation. |
propertyPath | The name of the animation to search for. |
bool Whether the property search is found or not.
Is the specified property currently in animation mode and being animated?
IsPropertyAnimated checks whether a property is being animated. This
check requires also the object where the property can be found.
color
is searched for in the following script example . It is part of the Renderer
object.
Note that the example uses a sphere GameObject and an animation file, color.anim. The color
animation in color.anim has the color varying from yellow to blue.
no example available in JavaScript
// Demo showing how IsPropertyAnimated() can be used to determine if a property // on an object is being animated. In this example the color in a Renderer is // animated.
using UnityEngine; using UnityEditor;
public class ExampleClass : EditorWindow { protected GameObject go; protected AnimationClip animationClip; protected float time = 0.0f; protected bool showColor = false;
[MenuItem("Examples/AnimationMode demo")] public static void DoWindow() { var window = GetWindow<ExampleClass>(); window.Show(); }
void OnGUI() { if (go == null) { EditorGUILayout.HelpBox("Select a GO", MessageType.Info); return; }
EditorGUILayout.LabelField("Color slider");
if (animationClip == null) { AnimationMode.StartAnimationMode(); animationClip = AssetDatabase.LoadAssetAtPath<AnimationClip>("Assets/color.anim"); }
if (animationClip != null) { float startTime = 0.0f; float stopTime = animationClip.length; time = EditorGUILayout.Slider(time, startTime, stopTime); }
if (showColor) { EditorGUILayout.LabelField("Red color being animated"); } }
void Update() { if (go == null) return;
if (animationClip == null) return;
if (AnimationMode.InAnimationMode()) { Renderer rend = go.GetComponent<Renderer>();
if (AnimationMode.IsPropertyAnimated(rend, "material._Color.r")) { showColor = true; } else { showColor = false; }
AnimationMode.BeginSampling(); AnimationMode.SampleAnimationClip(go, animationClip, time); AnimationMode.EndSampling();
SceneView.RepaintAll(); } }
// Has a GameObject been selection? public void OnSelectionChange() { go = Selection.activeGameObject; Repaint(); }
public void OnDestroy() { Debug.Log("Shutting down"); AnimationMode.StopAnimationMode(); } }