binding | The binding definition. |
Binds a GameObject's property as defined by EditorCurveBinding.
Use this function to bind a specific GameObject's property. The binding is defined in EditorCurveBinding. See the following example on binding the MeshRenderer.m_Enabled
property.
#pragma strict public class ExampleScript extends MonoBehaviour { function Start() { var recorder: var = new GameObjectRecorder(gameObject); // Add a binding on the position on X axis. var binding: EditorCurveBinding = EditorCurveBinding.FloatCurve("", Transform, "m_LocalPosition.x"); recorder.Bind(binding); // Add a binding on the activation of the MeshRenderer component. binding = EditorCurveBinding.FloatCurve("", MeshRenderer, "m_Enabled"); recorder.Bind(binding); } }
using UnityEngine; using UnityEditor; using UnityEditor.Experimental.Animations;
public class ExampleScript : MonoBehaviour { void Start() { var recorder = new GameObjectRecorder(gameObject);
// Add a binding on the position on X axis. EditorCurveBinding binding = EditorCurveBinding.FloatCurve("", typeof(Transform), "m_LocalPosition.x"); recorder.Bind(binding);
// Add a binding on the activation of the MeshRenderer component. binding = EditorCurveBinding.FloatCurve("", typeof(MeshRenderer), "m_Enabled"); recorder.Bind(binding); } }
Did you find this page useful? Please give it a rating: