Esempio n. 1
0
        private void RebuildRenderTexture(UMAData data)
        {
            var rt = data.GetFirstRenderTexture();

            if (rt != null && !rt.IsCreated())
            {
                if (NoCoroutines)
                {
                    UMAGeneratorPro ugp = new UMAGeneratorPro();
                    ugp.ProcessTexture(this, umaData, true, InitialScaleFactor);
                    TextureChanged++;
                }
                else
                {
                    umaData = data;
                    TextureProcessBaseCoroutine textureProcessCoroutine;
                    textureProcessCoroutine = new TextureProcessPROCoroutine();
                    textureProcessCoroutine.Prepare(data, this);

                    activeGeneratorCoroutine = new UMAGeneratorCoroutine();
                    activeGeneratorCoroutine.Prepare(this, umaData, textureProcessCoroutine, true, InitialScaleFactor);

                    while (!activeGeneratorCoroutine.Work())
                    {
                        ;
                    }

                    activeGeneratorCoroutine = null;
                }

                TextureChanged++;
            }
        }
Esempio n. 2
0
        public void OnCreated(UMAData umaData)
        {
            var RT = umaData.GetFirstRenderTexture();

            if (RT == null)
            {
                return;
            }
            if (allUMACharacters == null)
            {
                allUMACharacters = new Dictionary <UMAData, RenderTexture>();
            }
            allUMACharacters.Add(umaData, RT);
            anyRT = RT;
            if (!enabled)
            {
                enabled = true;
            }
        }
Esempio n. 3
0
        public void OnUpdate(UMAData umaData)
        {
            if (updatingCount > 0)
            {
                updatingCount--;
            }
            var RT = umaData.GetFirstRenderTexture();

            if (RT == null)
            {
                return;
            }
            if (allUMACharacters == null)
            {
                allUMACharacters = new Dictionary <UMAData, RenderTexture>();
            }

            allUMACharacters[umaData] = RT;
            anyRT = RT;
            if (!enabled)
            {
                enabled = true;
            }
        }