Esempio n. 1
0
        /// <summary>
        /// Searches child scene objects for <see cref="Bone"/> components and returns any found ones.
        /// </summary>
        private Bone[] FindChildBones()
        {
            Stack <SceneObject> todo = new Stack <SceneObject>();

            todo.Push(SceneObject);

            List <Bone> bones = new List <Bone>();

            while (todo.Count > 0)
            {
                SceneObject currentSO = todo.Pop();

                Bone bone = currentSO.GetComponent <Bone>();
                if (bone != null)
                {
                    bone.SetParent(this, true);
                    bones.Add(bone);
                }

                int childCount = currentSO.GetNumChildren();
                for (int i = 0; i < childCount; i++)
                {
                    SceneObject child = currentSO.GetChild(i);
                    if (child.GetComponent <Animation>() != null)
                    {
                        continue;
                    }

                    todo.Push(child);
                }
            }

            return(bones.ToArray());
        }
Esempio n. 2
0
        /// <summary>
        /// Searches child scene objects for Collider components and attaches them to the rigidbody. Make sure to call
        /// <see cref="ClearColliders"/> if you need to clear old colliders first.
        /// </summary>
        private void UpdateColliders()
        {
            Stack <SceneObject> todo = new Stack <SceneObject>();

            todo.Push(SceneObject);

            while (todo.Count > 0)
            {
                SceneObject currentSO = todo.Pop();

                if (currentSO.GetComponent <Collider>() != null)
                {
                    Collider[] colliders = currentSO.GetComponents <Collider>();
                    foreach (var entry in colliders)
                    {
                        if (!entry.IsValidParent(this))
                        {
                            continue;
                        }

                        if (entry.native == null)
                        {
                            continue;
                        }

                        entry.SetRigidbody(this, true);
                        entry.native.Rigidbody = native;

                        children.Add(entry);
                        native.AddCollider(entry);
                    }
                }

                int childCount = currentSO.GetNumChildren();
                for (int i = 0; i < childCount; i++)
                {
                    SceneObject child = currentSO.GetChild(i);

                    if (child.GetComponent <Rigidbody>() != null)
                    {
                        continue;
                    }

                    todo.Push(child);
                }
            }
        }