Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     if (part != null)
     {
         list = SkinnedMeshTools.AddSkinnedMeshTo(mainCharacter, part);
     }
 }
Beispiel #2
0
 public void doSetup()
 {
     if (this.backpackGo)
     {
         this.backpackGo.SetActive(true);
         SkinnedMeshTools.AddSkinnedMeshTo(this.backpackGo, this.rootTr);
     }
     foreach (GameObject gameObject in this.goList)
     {
         if (gameObject)
         {
             SkinnedMeshTools.AddSkinnedMeshTo(gameObject, this.rootTr);
         }
     }
 }
Beispiel #3
0
    public void BuildAllPart()
    {
        if (modularParts.Count > 0)
        {
            foreach (var part in modularParts)
            {
                GameObject dummyPart = Instantiate(mainBonesPrefab);
                dummyPart.name = part.name;

                ActiveOnlyMe(part.name);
                SkinnedMeshTools.AddSkinnedMeshTo(characterPrefab, dummyPart.transform, false);
                ActiveOnlyMe(part.name, false);
            }
        }
    }
Beispiel #4
0
    public static List <GameObject> SpawnSkinnedMeshToUnit(GameObject target_unit, GameObject head, GameObject suit)
    {
        Transform target_skeleton_root = target_unit.transform.FindDeepChild("humanoid");

        List <SkinnedMeshRenderer> suitobjects = suit.GetComponentsInChildren <SkinnedMeshRenderer>().ToList();

        suitobjects.AddRange(head.GetComponentsInChildren <SkinnedMeshRenderer>());

        List <GameObject> skinned_objects = M_Math.InsantiateObjects(suitobjects.Select(skn => skn.gameObject).ToList());


        skinned_objects.ForEach(obj => SkinnedMeshTools.AddSkinnedMeshTo(obj.gameObject, target_skeleton_root));
        //  MDebug.Log("spawn skinned " + skinned_objects.Count);
        return(skinned_objects);
    }
Beispiel #5
0
 public void doSetup()
 {
     if (this.backpackGo)
     {
         this.backpackGo.SetActive(true);
         SkinnedMeshTools.AddSkinnedMeshTo(this.backpackGo, this.rootTr);
     }
     GameObject[] array = this.goList;
     for (int i = 0; i < array.Length; i++)
     {
         GameObject gameObject = array[i];
         if (gameObject)
         {
             SkinnedMeshTools.AddSkinnedMeshTo(gameObject, this.rootTr);
         }
     }
 }
Beispiel #6
0
 public static List <GameObject> AddSkinnedMeshTo(GameObject obj, Transform root)
 {
     return(SkinnedMeshTools.AddSkinnedMeshTo(obj, root, true));
 }