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using System;
namespace UnityEngine.Timeline
{
partial class AnimationPlayableAsset : ISerializationCallbackReceiver
{
enum Versions
{
Initial = 0,
RotationAsEuler = 1,
}
static readonly int k_LatestVersion = (int)Versions.RotationAsEuler;
[SerializeField, HideInInspector] int m_Version;
[SerializeField, Obsolete("Use m_RotationEuler Instead", false), HideInInspector]
private Quaternion m_Rotation = Quaternion.identity; // deprecated. now saves in euler angles
/// <summary>
/// Called before Unity serializes this object.
/// </summary>
void ISerializationCallbackReceiver.OnBeforeSerialize()
{
m_Version = k_LatestVersion;
}
/// <summary>
/// Called after Unity deserializes this object.
/// </summary>
void ISerializationCallbackReceiver.OnAfterDeserialize()
{
if (m_Version < k_LatestVersion)
{
OnUpgradeFromVersion(m_Version); //upgrade derived classes
}
}
void OnUpgradeFromVersion(int oldVersion)
{
if (oldVersion < (int)Versions.RotationAsEuler)
AnimationPlayableAssetUpgrade.ConvertRotationToEuler(this);
}
static class AnimationPlayableAssetUpgrade
{
public static void ConvertRotationToEuler(AnimationPlayableAsset asset)
{
#pragma warning disable 618
asset.m_EulerAngles = asset.m_Rotation.eulerAngles;
#pragma warning restore 618
}
}
}
}