void Start() { xmlDoc = new XmlDocument(); SlipStreamComponent = GameObject.FindObjectOfType <SlipStream>(); SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived); if (origin == null) { origin = new GameObject("Origin").transform; } /* NEW CODE */ multiSkeletonBones = new SkeletonBones[skeletonList.Count]; nBones = skeletonBonesList.Count / skeletonList.Count; // number of bones per skeleton (assuming they've the same amount) for (int i = 0; i < multiSkeletonBones.Length; i++) { multiSkeletonBones[i] = new SkeletonBones(); multiSkeletonBones[i].skeletonBonesIDs = new int[nBones]; multiSkeletonBones[i].skeletonBonesNames = new string[nBones]; multiSkeletonBones[i].skeletonBonesPositions = new Vector3[nBones]; multiSkeletonBones[i].skeletonBonesQuaternions = new Quaternion[nBones]; } /* END OF NEW CODE */ }
void Start() { xmlDoc= new XmlDocument(); SlipStreamComponent = GameObject.FindObjectOfType<SlipStream>(); SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived); if(origin == null) { origin = new GameObject("Origin").transform; } /* NEW CODE */ multiSkeletonBones = new SkeletonBones[skeletonList.Count]; nBones = skeletonBonesList.Count/skeletonList.Count; // number of bones per skeleton (assuming they've the same amount) for (int i = 0; i < multiSkeletonBones.Length; i++) { multiSkeletonBones[i] = new SkeletonBones(); multiSkeletonBones[i].skeletonBonesIDs = new int[nBones]; multiSkeletonBones[i].skeletonBonesNames = new string[nBones]; multiSkeletonBones[i].skeletonBonesPositions = new Vector3[nBones]; multiSkeletonBones[i].skeletonBonesQuaternions = new Quaternion[nBones]; } /* END OF NEW CODE */ }