protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            SkinnedMeshRenderer uo = (SkinnedMeshRenderer)obj;

            quality             = uo.quality;
            updateWhenOffscreen = uo.updateWhenOffscreen;
            rootBone            = ToID(uo.rootBone);
            bones                = ToID(uo.bones);
            sharedMesh           = ToID(uo.sharedMesh);
            skinnedMotionVectors = uo.skinnedMotionVectors;
            localBounds          = uo.localBounds;
        }
Exemple #2
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        protected override void ReadFromImpl(object obj)
        {
            base.ReadFromImpl(obj);
            Mesh uo = (Mesh)obj;

            boneWeights = Assign(uo.boneWeights, v_ => (PersistentBoneWeight)v_);
            bindposes   = Assign(uo.bindposes, v_ => (PersistentMatrix4x4)v_);
            bounds      = uo.bounds;
            normals     = Assign(uo.normals, v_ => (PersistentVector3)v_);
            tangents    = Assign(uo.tangents, v_ => (PersistentVector4)v_);
            uv          = Assign(uo.uv, v_ => (PersistentVector2)v_);
            uv2         = Assign(uo.uv2, v_ => (PersistentVector2)v_);
            uv3         = Assign(uo.uv3, v_ => (PersistentVector2)v_);
            uv4         = Assign(uo.uv4, v_ => (PersistentVector2)v_);
            uv5         = Assign(uo.uv5, v_ => (PersistentVector2)v_);
            uv6         = Assign(uo.uv6, v_ => (PersistentVector2)v_);
            uv7         = Assign(uo.uv7, v_ => (PersistentVector2)v_);
            uv8         = Assign(uo.uv8, v_ => (PersistentVector2)v_);
            colors      = Assign(uo.colors, v_ => (PersistentColor)v_);
        }