Resolve AnimationClip curve binding at runtime.
When i parse AnimationClip.curves in the editor script i get something like:
 path=Gameobject1/Gameobject2
 type=MyCustomComponent
 propertyName=m_MyFloat
I can resolve this back on Awake() using System.Reflection etc. BUT!
 UnityEngine.Transform
 Color
..and some other unity classes are serialized as separate curves like:
 path=Gameobject1/Gameobject2
 type=UnityEngine.Transform
 propertyName=localPosition.x
..or..
 path=Gameobject1/Gameobject2
 type=MyCustomComponent
 propertyName=color.r
This drives me mad..
I need to build property references hash-table at runtime like: Dictionary<string, float> Bindings , where string key is a concatenation of path, type(component name) and property name and float value is reference to an actual field
Only thing i've found is to call Animator.Rebind(); but i don't get how to hack down to the actual references. Maybe there is a way to force Unity to serialize its' stuff in a standarts-compliant way so it won't be 4 bindings for Color type, but one Vector4? (same for Transform etc)
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                