/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="rawImage">設定したいRawImage</param> /// <param name="texture2D">RawImageのTexture</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(RawImage rawImage, Texture2D texture2D) { var parts = new SkinParts(); SkinnerUtility.ResetObjectReference(parts.property.objectReferenceValues, ObjectLength); parts.property.objectReferenceValues[RawImageIndex] = rawImage; parts.property.objectReferenceValues[Texture2DIndex] = texture2D; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="shadows">設定したいShadow</param> /// <param name="color">ShadowのeffectColor</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <Shadow> shadows, Color color) { var parts = new SkinParts(); SkinnerUtility.ResetColor(parts.property.colorValues, ColorLength); parts.property.objectReferenceValues.AddRange(shadows.Cast <Object>()); parts.property.colorValues[ColorIndex] = color; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="outlines">設定したいBaseMeshEffect</param> /// <param name="color">BaseMeshEffectのenabled</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <BaseMeshEffect> baseMeshEffects, bool enabled) { var parts = new SkinParts(); SkinnerUtility.ResetBoolean(parts.property.boolValues, BoolLength); parts.property.objectReferenceValues.AddRange(baseMeshEffects.Cast <Object>()); parts.property.boolValues[BoolIndex] = enabled; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="canvasGroups">設定したいCanvasGroup</param> /// <param name="alpha">CanvasGroupのアルファ</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <CanvasGroup> canvasGroups, float alpha) { var parts = new SkinParts(); SkinnerUtility.ResetFloat(parts.property.floatValues, FloatLength); parts.property.objectReferenceValues.AddRange(canvasGroups.Cast <Object>()); parts.property.floatValues[FloatIndex] = alpha; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="graphic">設定したいGraphic</param> /// <param name="material">GraphicのMaterial</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(Graphic graphic, Material material) { var parts = new SkinParts(); SkinnerUtility.ResetObjectReference(parts.property.objectReferenceValues, ObjectLength); parts.property.objectReferenceValues[GraphicIndex] = graphic; parts.property.objectReferenceValues[MaterialIndex] = material; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="transforms">設定したいTransform</param> /// <param name="localScale">TransformのlocalScale</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <Transform> transforms, Vector3 localScale) { var parts = new SkinParts(); SkinnerUtility.ResetVector4(parts.property.vector4Values, VectorLength); parts.property.objectReferenceValues.AddRange(transforms.Cast <Object>()); parts.property.vector4Values[VectorIndex] = localScale; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="image">設定したいImage</param> /// <param name="sprite">ImageのSprite</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(Image image, Sprite sprite) { var parts = new SkinParts(); SkinnerUtility.ResetObjectReference(parts.property.objectReferenceValues, ObjectLength); parts.property.objectReferenceValues[ImageIndex] = image; parts.property.objectReferenceValues[SpriteIndex] = sprite; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="gameObjects">設定したいGameObject</param> /// <param name="isActive">GameObjectのactiveSelf</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <GameObject> gameObjects, bool isActive) { var parts = new SkinParts(); SkinnerUtility.ResetBoolean(parts.property.boolValues, BoolLength); parts.property.objectReferenceValues.AddRange(gameObjects.Cast <Object>()); parts.property.boolValues[BoolIndex] = isActive; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="rootGameObject">ルートとなるGameObject</param> /// <param name="animationClip">アニメーションクリップ</param> /// <param name="time">クリップをサンプルする時間</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(GameObject rootGameObject, AnimationClip animationClip, float time) { var parts = new SkinParts(); SkinnerUtility.ResetObjectReference(parts.property.objectReferenceValues, ObjectLength); SkinnerUtility.ResetFloat(parts.property.floatValues, FloatLength); parts.property.objectReferenceValues[GameObjectIndex] = rootGameObject; parts.property.objectReferenceValues[AnimationClipIndex] = animationClip; parts.property.floatValues[TimeIndex] = time; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="userLogic">設定したいロジックのインスタンスオブジェクト</param> /// <param name="property">ロジックに合ったプロパティ</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(UserLogic userLogic, SkinPartsPropertry property) { var parts = new SkinParts(); SkinnerUtility.ResetObjectReference(parts.property.objectReferenceValues, RequiredObjectLength); parts.property.objectReferenceValues[LogicIndex] = userLogic; parts.property.objectReferenceValues.AddRange(property.objectReferenceValues); parts.property.boolValues.AddRange(property.boolValues); parts.property.intValues.AddRange(property.intValues); parts.property.floatValues.AddRange(property.floatValues); parts.property.vector4Values.AddRange(property.vector4Values); return(parts); }
/// <summary> /// <see cref="SkinParts"/>を初期化して生成 /// </summary> /// <param name="base">複製対象となるデータ</param> public SkinParts(SkinParts @base) : this() { m_Type = @base.m_Type; m_Property = new SkinPartsPropertry(@base.m_Property); }