コード例 #1
0
ファイル: Humanoid.cs プロジェクト: Eibis/TopShooter
    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();
    }
コード例 #2
0
ファイル: Humanoid.cs プロジェクト: Eibis/TopShooter
    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;
    }