public void Ready(apPortrait portrait) { _portrait = portrait; //_portrait.RegistUniqueID_ControlParam(_uniqueID); _portrait.RegistUniqueID(apIDManager.TARGET.ControlParam, _uniqueID); MakeInterpolationRange(); }
public void LinkEditor(apPortrait portrait) { _portrait = portrait; _targetMeshGroup = _portrait.GetMeshGroup(_targetMeshGroupID); //ID를 등록해주자 //_portrait.RegistUniqueID_AnimClip(_uniqueID); _portrait.RegistUniqueID(apIDManager.TARGET.AnimClip, _uniqueID); //TODO : 멤버 추가시 값을 추가하자 for (int i = 0; i < _timelines.Count; i++) { _timelines[i].Link(this); } }
public void LinkEditor(apPortrait portrait) { _portrait = portrait; _targetMeshGroup = _portrait.GetMeshGroup(_targetMeshGroupID); //ID를 등록해주자 //_portrait.RegistUniqueID_AnimClip(_uniqueID); _portrait.RegistUniqueID(apIDManager.TARGET.AnimClip, _uniqueID); //v1.1.7 버그 수정 if (_endFrame <= _startFrame) { UnityEngine.Debug.LogError("AnyPortrait : End Frame of Animation Clip [" + _name + "] is not set up normally. End Frame is changed from " + _endFrame + " to " + (_startFrame + 1) + ".\nThis action is temporary, so please modify the frame settings of this Animation Clip."); _endFrame = _startFrame + 1; } //TODO : 멤버 추가시 값을 추가하자 for (int i = 0; i < _timelines.Count; i++) { _timelines[i].Link(this); } }
public void ReadyToEdit(apPortrait portrait) { portrait.RegistUniqueID(apIDManager.TARGET.Texture, _uniqueID); }
public void RegistIDToPortrait(apPortrait portrait) { portrait.RegistUniqueID(apIDManager.TARGET.Transform, _transformUniqueID); }