void SwapTemp() { var tmp = _tmpdata0; _tmpdata0 = _tmpdata1; _tmpdata1 = tmp; }
public void Clone(Skelton src) { time = src.time; for (var i = 0; i < bones.Length; i++) { bones [i] = src.bones [i]; } }
public void Interpolate(Skelton d0, Skelton d1, float t) { time = Mathf.Lerp(d0.time, d1.time, t); for (var i = 0; i < bones.Length; i++) { bones [i].Interpolate(d0.bones [i], d1.bones [i], t); } }
void InitData(Skelton sk) { _syncPositionList.Clear(); _syncRotationList.Clear(); _syncScaleList.Clear(); for (var i = 0; i < sk.bones.Length; i++) { AddBoneOnData(sk.bones [i]); } }
Skelton CreateSkeltonFromData(float time) { var boneCount = _syncPositionList.Count; var bones = new Bone[boneCount]; for (var i = 0; i < boneCount; i++) { bones [i] = CreateBoneFromDataAt(i); } var sk = new Skelton() { time = time, bones = bones }; return(sk); }
void Awake() { _animator = GetComponent <Animator> (); _animator.enabled = false; _nextUpdateTime = Time; _bones = BoneList(transform); _syncPositionList = new SyncVector3List(); _syncRotationList = new SyncQuaternionList(); _syncScaleList = new SyncVector3List(); _datastream = new List <Skelton> (); _tmpdata0 = new Skelton() { bones = new Bone[_bones.Length] }; _tmpdata1 = new Skelton() { bones = new Bone[_bones.Length] }; }