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using System;using UnityEngine.Serialization;
namespace UnityEngine.Timeline{ partial class TrackAsset : ISerializationCallbackReceiver { internal enum Versions { Initial = 0, RotationAsEuler = 1, RootMotionUpgrade = 2, AnimatedTrackProperties = 3 }
const int k_LatestVersion = (int)Versions.AnimatedTrackProperties;
[SerializeField, HideInInspector] int m_Version;
[Obsolete("Please use m_InfiniteClip (on AnimationTrack) instead.", false)] [SerializeField, HideInInspector, FormerlySerializedAs("m_animClip")] internal AnimationClip m_AnimClip;
protected virtual void OnBeforeTrackSerialize() {} protected virtual void OnAfterTrackDeserialize() {}
internal virtual void OnUpgradeFromVersion(int oldVersion) {}
void ISerializationCallbackReceiver.OnBeforeSerialize() { m_Version = k_LatestVersion;
//make sure children are correctly parented
if (m_Children != null) { for (var i = m_Children.Count - 1; i >= 0; i--) { var asset = m_Children[i] as TrackAsset; if (asset != null && asset.parent != this) asset.parent = this; } }
OnBeforeTrackSerialize(); }
void ISerializationCallbackReceiver.OnAfterDeserialize() { // Clear the clip cache when a deserialize is performed, or
// we can get out of sync when performing Undo
m_ClipsCache = null; Invalidate();
if (m_Version < k_LatestVersion) { UpgradeToLatestVersion(); //upgrade TrackAsset
OnUpgradeFromVersion(m_Version); //upgrade derived classes
}
foreach (var marker in GetMarkers()) { marker.Initialize(this); }
OnAfterTrackDeserialize(); }
//fields that are used for upgrading should be put here, ideally as read-only
void UpgradeToLatestVersion() {}
//upgrade code should go into this class
static class TrackAssetUpgrade {} }}
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