Class AnimationClipEditability
Decides whether an UnityEngine.AnimationClip's curves can be written from inside the hub, and why not
when they cannot. Evaluate(string, HideFlags, bool, bool, bool) is the pure seam — a plain
decision table over five facts, with no AssetDatabase or UnityEditor access — so the same
rules run in a plain NUnit test as they do against a real asset through the
Evaluate(AnimationClip) overload, the same split ModelAnimationValidator
draws between its pure rules and the scanner that gathers their inputs.
Inheritance
AnimationClipEditability
Assembly: Serenity.AnimationHub.Editor.dll
Syntax
public static class AnimationClipEditability
Methods
Evaluate(string, HideFlags, bool, bool, bool)
Pure decision table, checked in priority order: a missing/empty assetPath always
reports MissingClip; a clip imported from a model file — either the
asset itself is model-imported, or it is a sub-asset of one — always reports
ImportedFromModelFile; a clip Unity marked
UnityEngine.HideFlags.NotEditable reports NotEditableHideFlag;
anything else is Editable. isHumanMotion never
changes which of these four reasons applies — it only flows into IsHumanoid and
the message text.
Declaration
public static Verdict Evaluate(string assetPath, HideFlags hideFlags, bool isSubAsset, bool isHumanMotion, bool assetPathIsModelImporter)
Parameters
| Type |
Name |
Description |
| string |
assetPath |
|
| HideFlags |
hideFlags |
|
| bool |
isSubAsset |
|
| bool |
isHumanMotion |
|
| bool |
assetPathIsModelImporter |
|
Returns
Evaluate(AnimationClip)
Gathers the five facts Evaluate(string, HideFlags, bool, bool, bool) needs from a
real asset — its asset path, whether that path's importer is a UnityEditor.ModelImporter, whether
the clip is a sub-asset rather than the file's main asset, its UnityEngine.Object.hideFlags, and
UnityEngine.AnimationClip.humanMotion — then runs the same pure decision table over them.
Declaration
public static Verdict Evaluate(AnimationClip clip)
Parameters
| Type |
Name |
Description |
| AnimationClip |
clip |
|
Returns