const Property::Value& element = array.GetElementAt( arrayIdx );
// Expect each child to be an object representing an animator:
- Property::Map* map = element.GetMap();
+ const Property::Map* map = element.GetMap();
if( map != NULL )
{
TransitionData::Animator* animator = ConvertMap( *map );
{
bool valid = true;
Vector4 controlPoints;
- Property::Array *array = value.GetArray();
+ const Property::Array* array = value.GetArray();
if( array && array->Count() >= 4 )
{
for( size_t vecIdx = 0; vecIdx < 4; ++vecIdx )
{
- Property::Value& v = array->GetElementAt(vecIdx);
+ const Property::Value& v = array->GetElementAt(vecIdx);
if( v.GetType() == Property::FLOAT )
{
controlPoints[vecIdx] = v.Get<float>();