SetBlendShapeWeight() private method

private SetBlendShapeWeight ( int index, float value ) : void
index int
value float
return void
Ejemplo n.º 1
2
    // TODO: Put this into Misc class?
    private void CreateBlendMesh(SkinnedMeshRenderer skinnedMeshRenderer, Mesh skinnedMesh, string name, bool convex)
    {
        // Detecting how many BlendShapes we have.
        int blendShapeCount = 0;
        blendShapeCount = skinnedMesh.blendShapeCount;
        Debug.Log("BlendShape count bottom: " + blendShapeCount);

        // Applying BlendShapes.
        if (blendShapeCount != 0)
            skinnedMeshRenderer.SetBlendShapeWeight(0, size * 100);

        // Creates a snapshot of the SkinnedMeshRenderer and stores it in the mesh.
        // That skinned mesh renderer should have the shape with the BlendShapes applyied.
        Mesh bakedMesh = new Mesh();
        skinnedMeshRenderer.BakeMesh(bakedMesh);

        // Recalcultate the bounding volume of the mesh from the vertices.
        bakedMesh.RecalculateBounds();
        Debug.Log("Baked mesh bounds: " + bakedMesh.bounds.ToString());

        // Selecting part and destroying MeshCollider in case there is one.
        GameObject child = transform.FindChild(name).gameObject;
        DestroyImmediate(child.GetComponent<MeshCollider>());

        // Adding MeshCollider and assigning the bakedMesh.
        MeshCollider meshCollider = child.AddComponent<MeshCollider>();
        meshCollider.sharedMesh = bakedMesh;
        meshCollider.convex = convex;
    }
 static public int SetBlendShapeWeight(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         self.SetBlendShapeWeight(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Ejemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        mySwitchMesh = GetComponent<SkinnedMeshRenderer>();
        myMaterial = mySwitchMesh.material;
        myAudioSource = GetComponent<AudioSource>();

        if (state == true)
        {
            myMaterial.color = Color.green;
            mySwitchMesh.SetBlendShapeWeight(0, 100);
        }

        if (state == false)
        {
            myMaterial.color = Color.red;
            mySwitchMesh.SetBlendShapeWeight(0, 0);
        }
    }
 static int QPYX_SetBlendShapeWeight_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 3);
         UnityEngine.SkinnedMeshRenderer QPYX_obj_YXQP = (UnityEngine.SkinnedMeshRenderer)ToLua.CheckObject <UnityEngine.SkinnedMeshRenderer>(L_YXQP, 1);
         int   QPYX_arg0_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 2);
         float QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3);
         QPYX_obj_YXQP.SetBlendShapeWeight(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
         return(0);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
Ejemplo n.º 5
0
 static public int SetBlendShapeWeight(IntPtr l)
 {
     try {
         UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         self.SetBlendShapeWeight(a1, a2);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Ejemplo n.º 6
0
 static int SetBlendShapeWeight(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.SkinnedMeshRenderer obj = (UnityEngine.SkinnedMeshRenderer)ToLua.CheckObject <UnityEngine.SkinnedMeshRenderer>(L, 1);
         int   arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
         obj.SetBlendShapeWeight(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 public static int SetBlendShapeWeight_wrap(long L)
 {
     try
     {
         long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.SkinnedMeshRenderer obj = get_obj(nThisPtr);
         int   arg0 = FCLibHelper.fc_get_int(L, 0);
         float arg1 = FCLibHelper.fc_get_float(L, 1);
         obj.SetBlendShapeWeight(arg0, arg1);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
    static int SetBlendShapeWeight(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 3);
            UnityEngine.SkinnedMeshRenderer obj = (UnityEngine.SkinnedMeshRenderer)ToLua.CheckObject <UnityEngine.SkinnedMeshRenderer>(L, 1);
            int   arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
            float arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
            obj.SetBlendShapeWeight(arg0, arg1);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Ejemplo n.º 9
0
 public void SetValue(float _value, SkinnedMeshRenderer smr)
 {
     value = _value;
     smr.SetBlendShapeWeight (index, value);
 }
        /// <summary>
        /// Read the data into the specified value.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="reader">Reader.</param>
        public override void ReadInto(object value, ISaveGameReader reader)
        {
            UnityEngine.SkinnedMeshRenderer skinnedMeshRenderer = (UnityEngine.SkinnedMeshRenderer)value;
            foreach (string property in reader.Properties)
            {
                switch (property)
                {
                case "blendShapeWeights":
                    List <float> blendShapeWeights = reader.ReadProperty <List <float> > ();
                    for (int i = 0; i < skinnedMeshRenderer.sharedMesh.blendShapeCount; i++)
                    {
                        skinnedMeshRenderer.SetBlendShapeWeight(i, blendShapeWeights [i]);
                    }
                    break;

                case "bones":
                    skinnedMeshRenderer.bones = reader.ReadProperty <UnityEngine.Transform []> ();
                    break;

                case "rootBone":
                    if (skinnedMeshRenderer.rootBone == null)
                    {
                        skinnedMeshRenderer.rootBone = reader.ReadProperty <UnityEngine.Transform> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Transform> (skinnedMeshRenderer.rootBone);
                    }
                    break;

                case "quality":
                    skinnedMeshRenderer.quality = reader.ReadProperty <UnityEngine.SkinQuality> ();
                    break;

                case "sharedMesh":
                    if (skinnedMeshRenderer.sharedMesh == null)
                    {
                        skinnedMeshRenderer.sharedMesh = reader.ReadProperty <UnityEngine.Mesh> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Mesh> (skinnedMeshRenderer.sharedMesh);
                    }
                    break;

                case "updateWhenOffscreen":
                    skinnedMeshRenderer.updateWhenOffscreen = reader.ReadProperty <System.Boolean> ();
                    break;

                case "skinnedMotionVectors":
                    skinnedMeshRenderer.skinnedMotionVectors = reader.ReadProperty <System.Boolean> ();
                    break;

                case "localBounds":
                    skinnedMeshRenderer.localBounds = reader.ReadProperty <UnityEngine.Bounds> ();
                    break;

                case "enabled":
                    skinnedMeshRenderer.enabled = reader.ReadProperty <System.Boolean> ();
                    break;

                case "shadowCastingMode":
                    skinnedMeshRenderer.shadowCastingMode = reader.ReadProperty <UnityEngine.Rendering.ShadowCastingMode> ();
                    break;

                case "receiveShadows":
                    skinnedMeshRenderer.receiveShadows = reader.ReadProperty <System.Boolean> ();
                    break;

                case "material":
                    if (skinnedMeshRenderer.material == null)
                    {
                        skinnedMeshRenderer.material = reader.ReadProperty <UnityEngine.Material> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Material> (skinnedMeshRenderer.material);
                    }
                    break;

                case "sharedMaterial":
                    if (skinnedMeshRenderer.sharedMaterial == null)
                    {
                        skinnedMeshRenderer.sharedMaterial = reader.ReadProperty <UnityEngine.Material> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Material> (skinnedMeshRenderer.sharedMaterial);
                    }
                    break;

                case "materials":
                    skinnedMeshRenderer.materials = reader.ReadProperty <UnityEngine.Material []> ();
                    break;

                case "sharedMaterials":
                    skinnedMeshRenderer.sharedMaterials = reader.ReadProperty <UnityEngine.Material []> ();
                    break;

                case "lightmapIndex":
                    skinnedMeshRenderer.lightmapIndex = reader.ReadProperty <System.Int32> ();
                    break;

                case "realtimeLightmapIndex":
                    skinnedMeshRenderer.realtimeLightmapIndex = reader.ReadProperty <System.Int32> ();
                    break;

                case "lightmapScaleOffset":
                    skinnedMeshRenderer.lightmapScaleOffset = reader.ReadProperty <UnityEngine.Vector4> ();
                    break;

                case "motionVectorGenerationMode":
                    skinnedMeshRenderer.motionVectorGenerationMode = reader.ReadProperty <UnityEngine.MotionVectorGenerationMode> ();
                    break;

                case "realtimeLightmapScaleOffset":
                    skinnedMeshRenderer.realtimeLightmapScaleOffset = reader.ReadProperty <UnityEngine.Vector4> ();
                    break;

                case "lightProbeUsage":
                    skinnedMeshRenderer.lightProbeUsage = reader.ReadProperty <UnityEngine.Rendering.LightProbeUsage> ();
                    break;

                case "lightProbeProxyVolumeOverride":
                    if (skinnedMeshRenderer.lightProbeProxyVolumeOverride == null)
                    {
                        skinnedMeshRenderer.lightProbeProxyVolumeOverride = reader.ReadProperty <UnityEngine.GameObject> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.GameObject> (skinnedMeshRenderer.lightProbeProxyVolumeOverride);
                    }
                    break;

                case "probeAnchor":
                    if (skinnedMeshRenderer.probeAnchor == null)
                    {
                        skinnedMeshRenderer.probeAnchor = reader.ReadProperty <UnityEngine.Transform> ();
                    }
                    else
                    {
                        reader.ReadIntoProperty <UnityEngine.Transform> (skinnedMeshRenderer.probeAnchor);
                    }
                    break;

                case "reflectionProbeUsage":
                    skinnedMeshRenderer.reflectionProbeUsage = reader.ReadProperty <UnityEngine.Rendering.ReflectionProbeUsage> ();
                    break;

                case "sortingLayerName":
                    skinnedMeshRenderer.sortingLayerName = reader.ReadProperty <System.String> ();
                    break;

                case "sortingLayerID":
                    skinnedMeshRenderer.sortingLayerID = reader.ReadProperty <System.Int32> ();
                    break;

                case "sortingOrder":
                    skinnedMeshRenderer.sortingOrder = reader.ReadProperty <System.Int32> ();
                    break;

                case "tag":
                    skinnedMeshRenderer.tag = reader.ReadProperty <System.String> ();
                    break;

                case "name":
                    skinnedMeshRenderer.name = reader.ReadProperty <System.String> ();
                    break;

                case "hideFlags":
                    skinnedMeshRenderer.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> ();
                    break;
                }
            }
        }
Ejemplo n.º 11
0
    // Use this for initialization
    void Start()
    {
        _meshRenderer = this.GetComponent<SkinnedMeshRenderer>();
        if(_shapeType != ShapeType.Circle)
        {
            _meshRenderer.SetBlendShapeWeight(ShapeToInt(_shapeType),100);
        }

        this.gameObject.GetComponent<ColorBehavior>().Set_Color(_shapeType);
    }