Created
April 1, 2014 11:30
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#Unity3D Output all the AnimationCurves found on the current selection to the console, nicely formatted so they can simply be copy/pasted into your script! Introspection, baby!
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
public class AnimationCurveOutput : EditorWindow { | |
[MenuItem("Assets/Log AnimationCurves")] | |
public static void LogAnimCurves() { | |
//Get selection | |
Transform[] trs = Selection.GetTransforms (SelectionMode.Deep | SelectionMode.DeepAssets); | |
//Look for AnimationCurves | |
foreach (Transform tr in trs) { | |
Component[] components = tr.GetComponents<Component>(); | |
for (int i = 0; i < components.Length; i++) { | |
Component c = components[i]; | |
if (c != null) { | |
Type t = c.GetType(); | |
System.Reflection.FieldInfo[] fieldInfo = t.GetFields(); | |
foreach (System.Reflection.FieldInfo info in fieldInfo) { | |
if(info.FieldType == typeof(AnimationCurve)) { | |
Debug.Log (tr.name); | |
LogAnimationCurve((AnimationCurve) info.GetValue(c)); | |
} | |
} | |
} | |
} | |
} | |
} | |
static void LogAnimationCurve(AnimationCurve a) { LogAnimationCurve(a, false); } | |
static void LogAnimationCurve(AnimationCurve a, bool square) { | |
string str = "new AnimationCurve(new Keyframe[] { "; | |
int count = 1; | |
foreach(Keyframe k in a.keys) { | |
str += "new Keyframe(" + (k.time * (square ? k.time : 1f)) + "f, " + k.value + "f, " + k.inTangent + "f, " + k.outTangent + "f)"; | |
if(count < a.keys.Length) str += ", "; | |
else str += " "; | |
} | |
str += " });"; | |
Debug.Log(str); | |
} | |
} |
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