public static void AddSkeletonBoneLines(Transform root, string prefix, Color color, int render_queue_plus, float parent_width, float child_width) { Material line_material = GetBoneLineMaterial(color, render_queue_plus); if (line_material) { int counter = NSH.AddBonesComponentsTransform <BoneLine>(root, prefix, delegate_add_bone_line_transform, line_material, parent_width, child_width); NeuronTransformsInstance instance = root.GetComponent <NeuronTransformsInstance>(); instance.Bind(root, prefix); Transform t = instance.transforms[(int)NeuronBones.Head]; if (t != null && t.childCount > 0) { // get end_end Transform child = t.GetChild(0); if (child != null) { BoneLine boneline = child.gameObject.AddComponent <BoneLine>(); boneline.AddRenderer(line_material, parent_width, child_width, t, child); counter++; } } Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines added to {1}.", counter, root.name), root); } }
public static void AddSkeletonBoneLines(Animator animator, Color color, int render_queue_plus, float parent_width, float child_width) { Material line_material = GetBoneLineMaterial(color, render_queue_plus); if (line_material) { int counter = NSH.AddBonesComponents <BoneLine>(animator, delegate_add_bone_line, line_material, parent_width, child_width); Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines added to {1}.", counter, animator.gameObject.name), animator.gameObject); } }
public static void AddSkeletonBoneLines(Transform root, string prefix, Color color, int render_queue_plus, float parent_width, float child_width) { Material line_material = GetBoneLineMaterial(color, render_queue_plus); if (line_material) { int counter = NSH.AddBonesComponentsTransform <BoneLine>(root, prefix, delegate_add_bone_line_transform, line_material, parent_width, child_width); Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines added to {1}.", counter, root.name), root); } }
public static void AddSkeletonBoneLines(Animator animator, Color color, int render_queue_plus, float parent_width, float child_width) { Material line_material = GetBoneLineMaterial(color, render_queue_plus); if (line_material) { int counter = NSH.AddBonesComponents <BoneLine>(animator, delegate_add_bone_line, line_material, parent_width, child_width); // add bone line for spine1 and spine2 which we do not assign to animator Transform t = animator.GetBoneTransform(HumanBodyBones.Chest); Transform child = t; t = t.parent; while (t != null && t.GetComponent <BoneLine>() == null) { BoneLine bone_line = t.gameObject.AddComponent <BoneLine>(); child = t; t = t.parent; bone_line.AddRenderer(line_material, parent_width, child_width, t, child); counter++; } // add bone line for head_end t = animator.GetBoneTransform(HumanBodyBones.Head); if (t != null && t.childCount > 0) { // get end_end child = t.GetChild(0); if (child != null) { BoneLine boneline = child.gameObject.AddComponent <BoneLine>(); boneline.AddRenderer(line_material, parent_width, child_width, t, child); counter++; } } Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines added to {1}.", counter, animator.gameObject.name), animator.gameObject); } }
// remove rigidbodies by transforms public static void RemoveSkeletonRigidBodies(Transform root, string prefix) { int counter = NSH.RemoveBonesComponentsTransform <Rigidbody>(root, prefix, null); Debug.Log(string.Format("[NeuronUtilities] {0} Rigidbodies removed from {1}.", counter, root.name), root); }
// remove rigidbodies by animator public static void RemoveSkeletonRigidBodies(Animator animator) { int counter = NSH.RemoveBonesComponents <Rigidbody>(animator, null); Debug.Log(string.Format("[NeuronUtilities] {0} Rigidbodies removed from {1}.", counter, animator.gameObject.name), animator.gameObject); }
public static void AddSkeletonRigidBodies(Transform root, string prefix) { int counter = NSH.AddBonesComponentsTransform <Rigidbody>(root, prefix, delegate_add_rigidbody_transform); Debug.Log(string.Format("[NeuronUtilities] {0} Rigidbodies added to {1}.", counter, root.name), root); }
public static void AddSkeletonRigidBodies(Animator animator) { int counter = NSH.AddBonesComponents <Rigidbody>(animator, delegate_add_rigidbody); Debug.Log(string.Format("[NeuronUtilities] {0} Rigidbodies added to {1}.", counter, animator.gameObject.name), animator.gameObject); }
public static void RemoveSkeletonBoneLines(Transform root, string prefix) { int counter = NSH.RemoveBonesComponentsTransform <BoneLine>(root, prefix, delegate_remove_bone_line_tranform); Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines removed from {1}.", counter, root.name), root); }
public static void RemoveSkeletonBoneLines(Animator animator) { int counter = NSH.RemoveBonesComponents <BoneLine>(animator, delegate_remove_bone_line); Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines removed from {1}.", counter, animator.gameObject.name), animator.gameObject); }