v0.18.60
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@@ -884,7 +884,7 @@ namespace AssetStudio
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var m_ClipBindingConstant = animationClip.m_ClipBindingConstant ?? m_Clip.ConvertValueArrayToGenericBinding();
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var m_ACLClip = m_Clip.m_ACLClip;
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var aclCount = m_ACLClip.m_CurveCount;
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if (m_ACLClip.m_CurveCount != 0 && Game.Name != "SR")
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if (m_ACLClip.m_CurveCount != 0 && Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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{
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m_ACLClip.Process(out var values, out var times);
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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@@ -906,7 +906,7 @@ namespace AssetStudio
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for (int curveIndex = 0; curveIndex < frame.keyList.Length;)
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{
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var index = frame.keyList[curveIndex].index;
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if (Game.Name != "SR")
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if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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index += (int)aclCount;
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ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, frame.time, streamedValues, 0, ref curveIndex);
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}
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@@ -920,12 +920,12 @@ namespace AssetStudio
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for (int curveIndex = 0; curveIndex < m_DenseClip.m_CurveCount;)
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{
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var index = streamCount + curveIndex;
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if (Game.Name != "SR")
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if (Game.Name != "SR_CB2" && Game.Name != "SR_CB3")
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index += aclCount;
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ReadCurveData(iAnim, m_ClipBindingConstant, (int)index, time, m_DenseClip.m_SampleArray, (int)frameOffset, ref curveIndex);
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}
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}
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if (m_ACLClip.m_CurveCount != 0 && Game.Name == "SR")
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if (m_ACLClip.m_CurveCount != 0 && Game.Name == "SR_CB2" && Game.Name != "SR_CB3")
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{
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m_ACLClip.ProcessSR(out var values, out var times);
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for (int frameIndex = 0; frameIndex < times.Length; frameIndex++)
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