void Update() { /* Boot-Check */ if (null == dataMesh) { MeshCreate(); } if (null == DataMeshInformation) { DataMeshInformation = new Library_SpriteStudio.DrawManager.InformationMeshData(); } /* Update User-CallBack */ SpriteStudioData.UpdateUserData(ScriptRoot.FrameNoNow, gameObject, ScriptRoot); /* Mesh-Data Update */ SpriteStudioData.UpdateMesh(dataMesh, ScriptRoot.FrameNoNow, ScriptRoot); /* Set Matrix for Transform (to the GameObject) */ if ((true == SpriteStudioData.UpdateGameObject(gameObject, ScriptRoot.FrameNoNow, true)) && (false == FlagHideForce)) { /* Show the Sprite */ DataMeshInformation.DataMesh = dataMesh; DataMeshInformation.DataTransform = transform; DataMeshInformation.PartsInstance = null; SpriteStudioData.DrawEntry(DataMeshInformation, ScriptRoot.FrameNoNow, ScriptRoot); } }
void Update() { /* Create Mesh (when Mesh is Lost) */ if (null == dataMesh) { MeshCreate(); } if (null == DataMeshInformation) { DataMeshInformation = new Script_SpriteStudio_PartsRoot.InformationMeshData(); } /* Update User-CallBack */ SpriteStudioData.UpdateUserData(ScriptRoot.FrameNoNow, gameObject, ScriptRoot); /* Mesh-Data Update */ SpriteStudioData.UpdateMesh(dataMesh, ScriptRoot.FrameNoNow, ScriptRoot); /* Set Matrix for Transform (to the GameObject) */ if (true == SpriteStudioData.UpdateGameObject(gameObject, ScriptRoot.FrameNoNow)) { /* Show the Sprite */ DataMeshInformation.DataMesh = dataMesh; DataMeshInformation.DataTransform = transform; SpriteStudioData.DrawEntry(DataMeshInformation, ScriptRoot.FrameNoNow, ScriptRoot); } }