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using System;
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using UnityEngine.Serialization;
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namespace UnityEngine.Timeline
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{
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partial class TrackAsset : ISerializationCallbackReceiver
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{
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internal enum Versions
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{
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Initial = 0,
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RotationAsEuler = 1,
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RootMotionUpgrade = 2,
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AnimatedTrackProperties = 3
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}
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const int k_LatestVersion = (int)Versions.AnimatedTrackProperties;
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[SerializeField, HideInInspector] int m_Version;
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[Obsolete("Please use m_InfiniteClip (on AnimationTrack) instead.", false)]
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[SerializeField, HideInInspector, FormerlySerializedAs("m_animClip")]
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internal AnimationClip m_AnimClip;
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/// <summary>
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/// Called before a track is serialized.
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/// </summary>
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protected virtual void OnBeforeTrackSerialize() {}
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/// <summary>
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/// Called after a track has been deserialized.
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/// </summary>
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protected virtual void OnAfterTrackDeserialize() {}
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internal virtual void OnUpgradeFromVersion(int oldVersion) {}
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/// <summary>
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/// Called before Unity serializes this object.
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/// </summary>
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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m_Version = k_LatestVersion;
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//make sure children are correctly parented
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if (m_Children != null)
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{
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for (var i = m_Children.Count - 1; i >= 0; i--)
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{
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var asset = m_Children[i] as TrackAsset;
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if (asset != null && asset.parent != this)
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asset.parent = this;
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}
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}
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OnBeforeTrackSerialize();
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}
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/// <summary>
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/// Called after Unity deserializes this object.
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/// </summary>
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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// Clear the clip cache when a deserialize is performed, or
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// we can get out of sync when performing Undo
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m_ClipsCache = null;
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Invalidate();
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if (m_Version < k_LatestVersion)
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{
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UpgradeToLatestVersion(); //upgrade TrackAsset
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OnUpgradeFromVersion(m_Version); //upgrade derived classes
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}
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foreach (var marker in GetMarkers())
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{
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marker.Initialize(this);
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}
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OnAfterTrackDeserialize();
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}
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//fields that are used for upgrading should be put here, ideally as read-only
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void UpgradeToLatestVersion()
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{}
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//upgrade code should go into this class
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static class TrackAssetUpgrade
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{}
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}
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}
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