Exemple #1
0
    public static void RestoreBones(PlayerAvatarMask mask)
    {
        if (!PlayerTools.s_Initialized)
        {
            PlayerTools.Initialize();
            return;
        }
        List <Transform> list = null;

        switch (mask)
        {
        case PlayerAvatarMask.Spine:
            list = PlayerTools.s_SpineTransform;
            break;

        case PlayerAvatarMask.Bottom:
            list = PlayerTools.s_BottomTransform;
            break;

        case PlayerAvatarMask.All:
            list = PlayerTools.s_AllTransform;
            break;
        }
        CJPair <Vector3, Quaternion> cjpair = default(CJPair <Vector3, Quaternion>);

        for (int i = 0; i < list.Count; i++)
        {
            if (PlayerTools.s_StoredTransform.TryGetValue(list[i], out cjpair))
            {
                list[i].position = cjpair.v1;
                list[i].rotation = cjpair.v2;
            }
        }
    }
Exemple #2
0
    public static void StoreBones(PlayerAvatarMask mask)
    {
        if (!PlayerTools.s_Initialized)
        {
            PlayerTools.Initialize();
        }
        List <Transform> list = null;

        if (mask != PlayerAvatarMask.Bottom)
        {
            if (mask != PlayerAvatarMask.Spine)
            {
                if (mask == PlayerAvatarMask.All)
                {
                    list = PlayerTools.s_AllTransform;
                }
            }
            else
            {
                list = PlayerTools.s_SpineTransform;
            }
        }
        else
        {
            list = PlayerTools.s_BottomTransform;
        }
        CJPair <Vector3, Quaternion> cjpair = default(CJPair <Vector3, Quaternion>);

        for (int i = 0; i < list.Count; i++)
        {
            if (!PlayerTools.s_StoredTransform.TryGetValue(list[i], out cjpair))
            {
                PlayerTools.s_StoredTransform[list[i]] = default(CJPair <Vector3, Quaternion>);
            }
            CJPair <Vector3, Quaternion> value = new CJPair <Vector3, Quaternion>(list[i].position, list[i].rotation);
            PlayerTools.s_StoredTransform[list[i]] = value;
        }
    }