public void RegisterConstraint(SkeletonUtilityConstraint constraint)
 {
     if (utilityConstraints.Contains(constraint))
     {
         return;
     }
     else
     {
         utilityConstraints.Add(constraint);
         needToReprocessBones = true;
     }
 }
Beispiel #2
0
 private void UpdateWorld(SkeletonRenderer anim)
 {
     this.UpdateAllBones();
     using (List <SkeletonUtilityConstraint> .Enumerator enumerator = this.utilityConstraints.GetEnumerator())
     {
         while (enumerator.MoveNext())
         {
             SkeletonUtilityConstraint current = enumerator.get_Current();
             current.DoUpdate();
         }
     }
 }
 public void UnregisterConstraint(SkeletonUtilityConstraint constraint)
 {
     utilityConstraints.Remove(constraint);
 }
	public void UnregisterConstraint(SkeletonUtilityConstraint constraint){
		utilityConstraints.Remove(constraint);
	}
	public void RegisterConstraint(SkeletonUtilityConstraint constraint){

		if(utilityConstraints.Contains(constraint))
			return;
		else{
			utilityConstraints.Add(constraint);
			needToReprocessBones = true;
		}
	}