public GameObject SpawnBone(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject gameObject = new GameObject(bone.Data.Name); gameObject.transform.parent = parent; SkeletonUtilityBone skeletonUtilityBone = gameObject.AddComponent <SkeletonUtilityBone>(); skeletonUtilityBone.skeletonUtility = this; skeletonUtilityBone.position = pos; skeletonUtilityBone.rotation = rot; skeletonUtilityBone.scale = sca; skeletonUtilityBone.mode = mode; skeletonUtilityBone.zPosition = true; skeletonUtilityBone.Reset(); skeletonUtilityBone.bone = bone; skeletonUtilityBone.boneName = bone.Data.Name; skeletonUtilityBone.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) { gameObject.transform.localRotation = Quaternion.Euler(0f, 0f, skeletonUtilityBone.bone.AppliedRotation); } if (pos) { gameObject.transform.localPosition = new Vector3(skeletonUtilityBone.bone.X, skeletonUtilityBone.bone.Y, 0f); } gameObject.transform.localScale = new Vector3(skeletonUtilityBone.bone.scaleX, skeletonUtilityBone.bone.scaleY, 0f); } return(gameObject); }
void SpawnHierarchyButton(string label, string tooltip, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca, params GUILayoutOption[] options) { GUIContent content = new GUIContent(label, tooltip); if (GUILayout.Button(content, options)) { if (skeletonUtility.skeletonRenderer == null) { skeletonUtility.skeletonRenderer = skeletonUtility.GetComponent <SkeletonRenderer>(); } if (skeletonUtility.boneRoot != null) { return; } skeletonUtility.SpawnHierarchy(mode, pos, rot, sca); SkeletonUtilityBone[] boneComps = skeletonUtility.GetComponentsInChildren <SkeletonUtilityBone>(); foreach (SkeletonUtilityBone b in boneComps) { AttachIcon(b); } } }
public GameObject SpawnBone(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = new GameObject(bone.Data.Name); var goTransform = go.transform; goTransform.parent = parent; SkeletonUtilityBone b = go.AddComponent <SkeletonUtilityBone>(); b.hierarchy = this; b.position = pos; b.rotation = rot; b.scale = sca; b.mode = mode; b.zPosition = true; b.Reset(); b.bone = bone; b.boneName = bone.Data.Name; b.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) { goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation); } if (pos) { goTransform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0); } goTransform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0); } return(go); }
public GameObject SpawnBone(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject obj2 = new GameObject(bone.Data.Name) { transform = { parent = parent } }; SkeletonUtilityBone bone2 = obj2.AddComponent <SkeletonUtilityBone>(); bone2.skeletonUtility = this; bone2.position = pos; bone2.rotation = rot; bone2.scale = sca; bone2.mode = mode; bone2.zPosition = true; bone2.Reset(); bone2.bone = bone; bone2.boneName = bone.Data.Name; bone2.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) { obj2.transform.localRotation = Quaternion.Euler(0f, 0f, bone2.bone.AppliedRotation); } if (pos) { obj2.transform.localPosition = new Vector3(bone2.bone.X, bone2.bone.Y, 0f); } obj2.transform.localScale = new Vector3(bone2.bone.scaleX, bone2.bone.scaleY, 0f); } return(obj2); }
void SetBoneMode(SkeletonUtilityEyeConstraint eye, SkeletonUtilityBone.Mode mode) { foreach (var eyeTransform in eye.eyes) { var bone = eyeTransform.GetComponent <SkeletonUtilityBone>(); bone.mode = mode; } }
public GameObject SpawnHierarchy(SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return(go); }
public GameObject SpawnRoot(SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { this.GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject result = this.SpawnBone(skeleton.RootBone, this.boneRoot, mode, pos, rot, sca); this.CollectBones(); return(result); }
public GameObject SpawnRoot(SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonComponent.Skeleton; GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return(go); }
public GameObject SpawnBoneRecursively(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca); foreach (Bone child in bone.Children) { SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca); } return(go); }
public GameObject SpawnBoneRecursively(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject gameObject = SpawnBone(bone, parent, mode, pos, rot, sca); ExposedList <Bone> children = bone.Children; int i = 0; for (int count = children.Count; i < count; i++) { Bone bone2 = children.Items[i]; SpawnBoneRecursively(bone2, gameObject.transform, mode, pos, rot, sca); } return(gameObject); }
public GameObject SpawnBoneRecursively(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca); ExposedList <Bone> childrenBones = bone.Children; for (int i = 0, n = childrenBones.Count; i < n; i++) { Bone child = childrenBones.Items[i]; SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca); } return(go); }
public GameObject SpawnBoneRecursively(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject obj2 = this.SpawnBone(bone, parent, mode, pos, rot, sca); ExposedList <Bone> children = bone.Children; int index = 0; int count = children.Count; while (index < count) { Bone bone2 = children.Items[index]; this.SpawnBoneRecursively(bone2, obj2.transform, mode, pos, rot, sca); index++; } return(obj2); }
public GameObject SpawnBone(Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = new GameObject(bone.Data.Name); #if UNITY_EDITOR if (!Application.isPlaying) { UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn Bone"); } #endif if (skeletonGraphic != null) { go.AddComponent <RectTransform>(); } var goTransform = go.transform; goTransform.SetParent(parent); SkeletonUtilityBone b = go.AddComponent <SkeletonUtilityBone>(); b.hierarchy = this; b.position = pos; b.rotation = rot; b.scale = sca; b.mode = mode; b.zPosition = true; b.Reset(); b.bone = bone; b.boneName = bone.Data.Name; b.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) { goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation); } if (pos) { goTransform.localPosition = new Vector3(b.bone.X * positionScale, b.bone.Y * positionScale, 0); } goTransform.localScale = new Vector3(b.bone.ScaleX, b.bone.ScaleY, 0); } return(go); }