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fix: animation pointer resolver was warning even for Transforms that …
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…are already resolved
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hybridherbst committed Sep 13, 2022
1 parent f4723a7 commit 9cbd0e6
Showing 1 changed file with 10 additions and 4 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -50,23 +50,29 @@ public void Resolve(GLTFSceneExporter exporter)
case GameObject g:
reg.path = "/nodes/" + id + "/" + reg.propertyBinding;
var componentPath = reg.path;

var anyOtherResolverWasAbleToResolve = false;
foreach (var res in exporter.pointerResolvers)
{
if (res.TryResolve(reg.animatedObject, ref componentPath))
{
reg.path = componentPath;
anyOtherResolverWasAbleToResolve = true;
break;
}
else
{
}
if (exporter.pointerResolvers.Count > 0 && !anyOtherResolverWasAbleToResolve)
{
// we don't need to warn for regular transforms that are not RectTransforms,
// but we want to warn for everything else that may be animated.
if (!(reg.animatedObject is Transform && !(reg.animatedObject is RectTransform)))
Debug.LogWarning("Wasn't able to resolve animation pointer for " + reg.animatedObject + " at " + componentPath + ". You can attach custom resolvers to animate properties in extensions.", reg.animatedObject as Object);
}
}
break;
case Material mat:
reg.path = "/materials/" + id + "/" + reg.propertyBinding;
break;
}

animationPointerResolverMarker.End();
}
}
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