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using System;
namespace UnityEngine.Timeline{ partial class AnimationPlayableAsset : ISerializationCallbackReceiver { enum Versions { Initial = 0, RotationAsEuler = 1, } static readonly int k_LatestVersion = (int)Versions.RotationAsEuler; [SerializeField, HideInInspector] int m_Version;
[SerializeField, Obsolete("Use m_RotationEuler Instead", false), HideInInspector] private Quaternion m_Rotation = Quaternion.identity; // deprecated. now saves in euler angles
void ISerializationCallbackReceiver.OnBeforeSerialize() { m_Version = k_LatestVersion; }
void ISerializationCallbackReceiver.OnAfterDeserialize() { if (m_Version < k_LatestVersion) { OnUpgradeFromVersion(m_Version); //upgrade derived classes
} }
void OnUpgradeFromVersion(int oldVersion) { if (oldVersion < (int)Versions.RotationAsEuler) AnimationPlayableAssetUpgrade.ConvertRotationToEuler(this); }
static class AnimationPlayableAssetUpgrade { public static void ConvertRotationToEuler(AnimationPlayableAsset asset) {#pragma warning disable 618
asset.m_EulerAngles = asset.m_Rotation.eulerAngles;#pragma warning restore 618
} } }}
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