コード例 #1
0
 /// <summary>
 /// Adds an OutlineGlowRender to the internal dictionary and returns an id, which the renderer has been given.
 /// NOTE: This method does not check, wether the object is already in the dictionary. So be careful if you call it yourself.
 /// </summary>
 /// <param name="renderer">The renderer which should be added.</param>
 /// <returns>Assigned id</returns>
 public int AddRenderer(OutlineGlowRenderer renderer)
 {
     for (int i = 0; i < int.MaxValue - 1; i++)
     {
         if (!renderers.ContainsKey(i))
         {
             renderers.Add(i, renderer);
             return(i);
         }
     }
     //If for some reason this method really returns -1, then there's something badly wrong.
     return(-1);
 }
コード例 #2
0
ファイル: SyncSkinned.cs プロジェクト: colayue/lingyunji
    public static SyncSkinned Begin(SkinnedMeshRenderer smr, OutlineGlowRenderer parent)
    {
        SyncSkinned child = smr.GetComponentInChildren(typeof(SyncSkinned)) as SyncSkinned;

        if (child == null)
        {
            GameObject cgo = new GameObject("copy_smr");
            cgo.SetActive(false);
            child = cgo.AddComponent <SyncSkinned>();
            Transform childtran = cgo.transform;

            childtran.parent        = smr.transform;
            childtran.localPosition = Vector3.zero;
            childtran.localRotation = Quaternion.identity;
            childtran.localScale    = Vector3.one;

            child.parent = parent;
            cgo.SetActive(true);
        }

        child.smr = smr;
        return(child);
    }