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    Class AnimationClipBindingCatalog

    Wraps UnityEditor.AnimationUtility.GetAnimatableBindings(UnityEngine.GameObject,UnityEngine.GameObject) to answer "what could I bind next on this ONE GameObject" for the add-binding affordance in the curve editor. Deliberately scoped to a single target rather than the whole character hierarchy: GetAnimatableBindings called with the hierarchy root as its own target returns every animatable property on every descendant — thousands of candidates for a rigged character — which is useless as a flat picker. The caller instead re-enumerates per selected GameObject (a transform picked in the scene or a hierarchy tree), and this type gets to cache each of those single-target queries instead of re-walking Unity's reflection-based animatable-property scan every time the picker repaints.

    Inheritance
    object
    AnimationClipBindingCatalog
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.Editor.AnimationHub.Engine
    Assembly: Serenity.AnimationHub.Editor.dll
    Syntax
    public static class AnimationClipBindingCatalog

    Methods

    EnumerateCandidatesFor(GameObject, GameObject, AnimationClip)

    Animatable properties on target (relative to root) that are not already bound in excludeClip. Skips object-reference (isPPtrCurve) candidates — object-reference curve authoring is out of scope for this engine, which only writes float curves via AddBinding(AddBindingInput).

    Declaration
    public static IReadOnlyList<Candidate> EnumerateCandidatesFor(GameObject target, GameObject root, AnimationClip excludeClip)
    Parameters
    Type Name Description
    GameObject target
    GameObject root
    AnimationClip excludeClip
    Returns
    Type Description
    IReadOnlyList<Candidate>

    InvalidateCache()

    Clears every cached GetAnimatableBindings result. The window calls this on rescan — after the model selection changes, or after a structural edit to the target hierarchy could have added or removed animatable properties the cache would otherwise keep reporting stale.

    Declaration
    public static void InvalidateCache()
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