UnityEngine.Object.ToString C# (CSharp) Method

ToString() public method

public ToString ( ) : string
return string
		public virtual string ToString(){}
		public Object(){}

Usage Example

コード例 #1
0
            /// <summary>
            /// Export an AnimationCurve.
            /// NOTE: This is not used for rotations, because we need to convert from
            /// quaternion to euler and various other stuff.
            /// </summary>
            protected void ExportAnimCurve(UnityEngine.Object unityObj,
                                           AnimationCurve unityAnimCurve,
                                           string unityPropertyName,
                                           FbxScene fbxScene,
                                           FbxAnimLayer fbxAnimLayer)
            {
                FbxPropertyChannelPair fbxPropertyChannelPair;

                if (!FbxPropertyChannelPair.TryGetValue(unityPropertyName, out fbxPropertyChannelPair))
                {
                    Debug.LogWarning(string.Format("no mapping from Unity '{0}' to fbx property", unityPropertyName));
                    return;
                }

                GameObject unityGo = GetGameObject(unityObj);

                if (unityGo == null)
                {
                    Debug.LogError(string.Format("cannot find gameobject for {0}", unityObj.ToString()));
                    return;
                }

                FbxNode fbxNode;

                if (!MapUnityObjectToFbxNode.TryGetValue(unityGo, out fbxNode))
                {
                    Debug.LogError(string.Format("no fbx node for {0}", unityGo.ToString()));
                    return;
                }

                // map unity property name to fbx property
                var fbxProperty = fbxNode.FindProperty(fbxPropertyChannelPair.Property, false);

                if (!fbxProperty.IsValid())
                {
                    Debug.LogError(string.Format("no fbx property {0} found on {1} ", fbxPropertyChannelPair.Property, fbxNode.GetName()));
                    return;
                }

                if (Verbose)
                {
                    Debug.Log("Exporting animation for " + unityObj.ToString() + " (" + unityPropertyName + ")");
                }

                // Create the AnimCurve on the channel
                FbxAnimCurve fbxAnimCurve = fbxProperty.GetCurve(fbxAnimLayer, fbxPropertyChannelPair.Channel, true);

                // copy Unity AnimCurve to FBX AnimCurve.
                fbxAnimCurve.KeyModifyBegin();

                for (int keyIndex = 0, n = unityAnimCurve.length; keyIndex < n; ++keyIndex)
                {
                    var key     = unityAnimCurve [keyIndex];
                    var fbxTime = FbxTime.FromSecondDouble(key.time);
                    fbxAnimCurve.KeyAdd(fbxTime);
                    fbxAnimCurve.KeySet(keyIndex, fbxTime, key.value);
                }

                fbxAnimCurve.KeyModifyEnd();
            }
All Usage Examples Of UnityEngine.Object::ToString