キーフレームを別で保存して動的にモーションを変更する用
Inheritance: UnityEngine.ScriptableObject
Esempio n. 1
0
        /// <summary>
        /// リソースを指定してモーションを切り替え
        /// </summary>
        /// <param name="resource"></param>
        public void Build(KeyFrameResource resource)
        {
            totalFrames_  = resource.TotalFrames;
            currentFrame_ = 0;

            foreach (var part in parts_)
            {
                var frames = resource.GetKeyFrames(part.Key);
                part.Value.SetKeyFrames(frames);
            }
        }
 /// <summary>
 /// 内容をコピーする
 /// </summary>
 /// <param name="other"></param>
 public void CopyTo(KeyFrameResource other)
 {
     other.totalFrames_ = totalFrames_;
     other.keyFrames_   = keyFrames_;
     other.partsNames_  = partsNames_;
 }
 /// <summary>
 /// モーションの変更
 /// </summary>
 /// <param name="resource"></param>
 public void ChangeMotion( KeyFrameResource resource )
 {
     Build( resource );
 }
        /// <summary>
        /// リソースを指定してモーションを切り替え
        /// </summary>
        /// <param name="resource"></param>
        public void Build( KeyFrameResource resource )
        {
            totalFrames_ = resource.TotalFrames;
            currentFrame_ = 0;

            foreach ( var part in parts_ ) {
                var frames = resource.GetKeyFrames( part.Key );
                part.Value.SetKeyFrames( frames );
            }
        }
Esempio n. 5
0
 /// <summary>
 /// モーションの変更
 /// </summary>
 /// <param name="resource"></param>
 public void ChangeMotion(KeyFrameResource resource)
 {
     Build(resource);
 }
 /// <summary>
 /// 内容をコピーする
 /// </summary>
 /// <param name="other"></param>
 public void CopyTo( KeyFrameResource other )
 {
     other.totalFrames_ = totalFrames_;
     other.keyFrames_ = keyFrames_;
     other.partsNames_ = partsNames_;
 }