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Question by
winxalex · Apr 04, 2017 at 10:04 AM ·
editor-scriptingscriptableobject
ExposedReference Exposed Reference How to build custom solvers like that used in Timeline??? [SOLVED]
ExposedReference expose scene object to ur editor scriptable objects? People had problems saving sceneObjects, searching for GO ids for long?
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Answer by winxalex · Sep 11, 2017 at 11:12 PM
IExposePropertyTable PropertyName
Additional Info:
Load thru assets as runtime:
var timeline = Resources.Load("myTimeline");
var so1 = new SerializedObject(timeline, mComponent1);
var so2 = new SerializedObject(timeline, mComponent2);
var theCamera = so1.FindProperty("sceneCamera").exposedReferenceValue;
var anotherCamera =so2.FindProperty("sceneCamera").exposedReferenceValue;
Assign UID:
ExposedReference<GameObject> goExRef = new ExposedReference<GameObject> ();//defined in asset
var text = GUID.Generate().ToString();
PropertyName id = new PropertyName(text);
goExRef.exposedName=id;
or
goExRef.exposedName=GUID.Generate().ToString();
as PlayableDirector implement IExposePropertyTable in Playable assets you resolve ExposedReferences against it as context
exposedRef.Resolve(playableDirector)
or thru PlayableGraph.GetResolver()
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