// public List<ReflectScaleX> reflectScaleXList = new List<ReflectScaleX>(); public void Init(GameObject obj) { _gameObject = obj; position = _gameObject.transform.localPosition; scale = _gameObject.transform.localScale; rotation = _gameObject.transform.localRotation; //transformList = _gameObject.GetComponentsInChildren<Transform>(true).ToList(); particleSystemList = _gameObject.GetComponentsInChildren <ParticleSystem>(true).ToList(); animationList = _gameObject.GetComponentsInChildren <Animation>(true).ToList(); animatorList = _gameObject.GetComponentsInChildren <Animator>(true).ToList(); //spriteAnimationList = _gameObject.GetComponentsInChildren<SpriteAnimation>(true); ncCurveAnimationList = _gameObject.GetComponentsInChildren <NcCurveAnimation>(true).ToList(); ncSpriteAnimationList = _gameObject.GetComponentsInChildren <NcSpriteAnimation>(true).ToList(); ncUvAnimationList = _gameObject.GetComponentsInChildren <NcUvAnimation>(true).ToList(); particleSystemRendererList = _gameObject.GetComponentsInChildren <ParticleSystemRenderer>(true).ToList(); skinnedMeshRendererList = _gameObject.GetComponentsInChildren <SkinnedMeshRenderer>(true).ToList(); meshRendererList = _gameObject.GetComponentsInChildren <MeshRenderer>(true).ToList(); ncEffectAniBehaviourList = _gameObject.GetComponentsInChildren <NcEffectAniBehaviour>(true).ToList(); delayList = _gameObject.GetComponentsInChildren <Delay>(true).ToList(); ncRotationList = _gameObject.GetComponentsInChildren <NcRotation>(true).ToList(); ncDuplicatorList = _gameObject.GetComponentsInChildren <NcDuplicator>(true).ToList(); ncTrailTextureList = _gameObject.GetComponentsInChildren <NcTrailTexture>(true).ToList(); //recordTransform(); for (int i = 0; i < ncEffectAniBehaviourList.Count; i++) { NcEffectAniBehaviour ncEAB = ncEffectAniBehaviourList[i]; ncEAB.isReuse = true; ncEAB.RecordStartState(); } }
// // [ContextMenu("RecordState")] public void RecordState() { // Profiler.BeginSample("effect desc"); if (_hasInit) { // Profiler.EndSample(); return; } _hasInit = true; for (int i = 0; i < ncEffectAniBehaviourList.Count; i++) { NcEffectAniBehaviour ncEAB = ncEffectAniBehaviourList[i]; ncEAB.isReuse = true; ncEAB.RecordStartState(); } for (int i = 0; i < ncDuplicatorList.Count; i++) { NcDuplicator ncd = ncDuplicatorList[i]; ncd.effectObjectDescriptor = this; ncd.isReuse = true; ncd.RecordStartState(); } for (int i = 0; i < ncRotationList.Count; i++) { NcRotation ncR = ncRotationList[i]; ncR.isReuse = true; ncR.RecordStartState(); } for (int i = 0; i < ncRotationList.Count; i++) { NcRotation ncR = ncRotationList[i]; ncR.isReuse = true; ncR.RecordStartState(); } for (int i = 0; i < ncTrailTextureList.Count; i++) { NcTrailTexture ncT = ncTrailTextureList[i]; ncT.isReuse = true; ncT.RecordStartState(); } // Profiler.EndSample(); }