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use new UI for exporting single editor clip
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Assets/FbxExporters/Editor/FbxExporter.cs

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -2986,7 +2986,7 @@ static void OnClipContextClick(MenuCommand command)
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}
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}
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2989-
public static bool ExportSingleEditorClip(Object editorClipSelected)
2989+
protected static bool ExportSingleEditorClip(Object editorClipSelected)
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{
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if (editorClipSelected.GetType().Name.Contains("EditorClip"))
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{
@@ -3006,17 +3006,17 @@ public static bool ExportSingleEditorClip(Object editorClipSelected)
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public static void ExportSingleTimelineClip(TimelineClip timelineClipSelected, GameObject animationTrackGObject, string filePath = null)
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{
3009-
if (string.IsNullOrEmpty (filePath)) {
3010-
filePath = GetExportFilePath (animationTrackGObject.name + "@" + timelineClipSelected.displayName);
3011-
}
3012-
if (string.IsNullOrEmpty (filePath)) {
3013-
return;
3014-
}
30153009
UnityEngine.Object[] myArray = new UnityEngine.Object[] {
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animationTrackGObject,
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timelineClipSelected.animationClip
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};
3019-
//ExportObjects (filePath, myArray, AnimationExportType.timelineAnimationClip);
3013+
3014+
if (!string.IsNullOrEmpty (filePath)) {
3015+
ExportObjects (filePath, myArray, animExportType: AnimationExportType.timelineAnimationClip);
3016+
return;
3017+
}
3018+
3019+
ExportModelEditorWindow.Init (myArray, string.Format ("{0}@{1}", animationTrackGObject.name, timelineClipSelected.displayName), AnimationExportType.timelineAnimationClip);
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}
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/// <summary>

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