public void SaveGraphics() { HumanoidData data = CharData as HumanoidData; data.BodyGraphics = BodyRenderer.sprite; data.BodyOffset = BodyRenderer.transform.localPosition; data.BodyOrder = BodyRenderer.sortingOrder; data.HeadGraphics = HeadRenderer.sprite; data.HeadOffset = HeadRenderer.transform.localPosition; data.HeadOrder = HeadRenderer.sortingOrder; data.BackpackGraphics = BackpackRenderer.sprite; data.BackpackOffset = BackpackRenderer.transform.localPosition; data.BackpackOrder = BackpackRenderer.sortingOrder; data.LeftShoulderGraphics = LeftShoulderRenderer.sprite; data.LeftShoulderOffset = LeftShoulderRenderer.transform.localPosition; data.LeftShoulderOrder = LeftShoulderRenderer.sortingOrder; data.RightShoulderGraphics = RightShoulderRenderer.sprite; data.RightShoulderOffset = RightShoulderRenderer.transform.localPosition; data.RightShoulderOrder = RightShoulderRenderer.sortingOrder; data.LeftHandGraphics = LeftHandRenderer.sprite; data.LeftHandOffset = LeftHandRenderer.transform.localPosition; data.LeftHandOrder = LeftHandRenderer.sortingOrder; data.RightHandGraphics = RightHandRenderer.sprite; data.RightHandOffset = RightHandRenderer.transform.localPosition; data.RightHandOrder = RightHandRenderer.sortingOrder; data.WeaponOffset = WeaponRenderer.transform.localPosition; data.WeaponOrder = WeaponRenderer.sortingOrder; data.ColliderOffset = Collider.offset; data.ColliderRadius = Collider.radius; EditorUtility.SetDirty(CharData); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public void SetGraphics() { HumanoidData data = CharData as HumanoidData; BodyRenderer.sprite = data.BodyGraphics; BodyRenderer.transform.localPosition = data.BodyOffset; BodyRenderer.sortingOrder = data.BodyOrder; HeadRenderer.sprite = data.HeadGraphics; HeadRenderer.transform.localPosition = data.HeadOffset; HeadRenderer.sortingOrder = data.HeadOrder; BackpackRenderer.sprite = data.BackpackGraphics; BackpackRenderer.transform.localPosition = data.BackpackOffset; BackpackRenderer.sortingOrder = data.BackpackOrder; LeftShoulderRenderer.sprite = data.LeftShoulderGraphics; LeftShoulderRenderer.transform.localPosition = data.LeftShoulderOffset; LeftShoulderRenderer.sortingOrder = data.LeftShoulderOrder; RightShoulderRenderer.sprite = data.RightShoulderGraphics; RightShoulderRenderer.transform.localPosition = data.RightShoulderOffset; RightShoulderRenderer.sortingOrder = data.RightShoulderOrder; LeftHandRenderer.sprite = data.LeftHandGraphics; LeftHandRenderer.transform.localPosition = data.LeftHandOffset; LeftHandRenderer.sortingOrder = data.LeftHandOrder; RightHandRenderer.sprite = data.RightHandGraphics; RightHandRenderer.transform.localPosition = data.RightHandOffset; RightHandRenderer.sortingOrder = data.RightHandOrder; WeaponRenderer.transform.localPosition = data.WeaponOffset; WeaponRenderer.sortingOrder = data.WeaponOrder; Collider.offset = data.ColliderOffset; Collider.radius = data.ColliderRadius; }