void UpdateAllBones(SkeletonUtilityBone.UpdatePhase phase) { if (boneRoot == null) { CollectBones(); } var utilityBones = this.utilityBones; if (utilityBones == null) { return; } for (int i = 0, n = utilityBones.Count; i < n; i++) { utilityBones[i].DoUpdate(phase); } }
void UpdateAllBones(SkeletonUtilityBone.UpdatePhase phase) { if (boneRoot == null) { CollectBones(); } var boneComponents = this.boneComponents; if (boneComponents == null) { return; } for (int i = 0, n = boneComponents.Count; i < n; i++) { boneComponents[i].DoUpdate(phase); } }
private void UpdateAllBones(SkeletonUtilityBone.UpdatePhase phase) { if (this.boneRoot == null) { this.CollectBones(); } List <SkeletonUtilityBone> utilityBones = this.utilityBones; if (utilityBones != null) { int num = 0; int count = utilityBones.Count; while (num < count) { utilityBones[num].DoUpdate(phase); num++; } } }