using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class OVRLipSyncSequence : ScriptableObject { public List entries = new List(); public float length; public OVRLipSync.Frame GetFrameAtTime(float time) { OVRLipSync.Frame result = null; if (time < length && entries.Count > 0) { float num = time / length; result = entries[(int)((float)entries.Count * num)]; } return result; } }