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Question by CrazyPanda · Jul 05, 2016 at 06:13 AM · animatoreditor-scriptingmecanimreflection

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)

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