public static void RegisterLimb(InteractionLimb type, GameObject limb) { var typeIndex = LimbToInt(type); if (RegisteredLimbs[typeIndex] != null) { Debug.LogWarning(String.Format("Already registered limb '{0}'! Overwriting old value..", type.ToString())); } RegisteredLimbs[typeIndex] = limb; }
public static Dictionary<InteractionLimb, GameObject> GetLimbs(InteractionLimb[] limbs) { var limbMap = new Dictionary<InteractionLimb, GameObject>(); foreach (var limb in limbs) { limbMap.Add(limb, GetLimb(limb)); } return limbMap; }
public static GameObject GetLimb(InteractionLimb type) { var typeIndex = LimbToInt(type); return(RegisteredLimbs[typeIndex]); }
public static void DeregisterLimb(InteractionLimb type) { var typeIndex = LimbToInt(type); RegisteredLimbs[typeIndex] = null; }
private static int LimbToInt(InteractionLimb limb) { // enums are usually just integers with names return((int)limb); }
private static int LimbToInt(InteractionLimb limb) { // enums are usually just integers with names return (int)limb; }
public static GameObject GetLimb(InteractionLimb type) { var typeIndex = LimbToInt(type); return RegisteredLimbs[typeIndex]; }