public static void RestoreBones(PlayerAvatarMask mask) { if (!PlayerTools.s_Initialized) { PlayerTools.Initialize(); return; } List <Transform> list = null; switch (mask) { case PlayerAvatarMask.Spine: list = PlayerTools.s_SpineTransform; break; case PlayerAvatarMask.Bottom: list = PlayerTools.s_BottomTransform; break; case PlayerAvatarMask.All: list = PlayerTools.s_AllTransform; break; } CJPair <Vector3, Quaternion> cjpair = default(CJPair <Vector3, Quaternion>); for (int i = 0; i < list.Count; i++) { if (PlayerTools.s_StoredTransform.TryGetValue(list[i], out cjpair)) { list[i].position = cjpair.v1; list[i].rotation = cjpair.v2; } } }
public static void StoreBones(PlayerAvatarMask mask) { if (!PlayerTools.s_Initialized) { PlayerTools.Initialize(); } List <Transform> list = null; if (mask != PlayerAvatarMask.Bottom) { if (mask != PlayerAvatarMask.Spine) { if (mask == PlayerAvatarMask.All) { list = PlayerTools.s_AllTransform; } } else { list = PlayerTools.s_SpineTransform; } } else { list = PlayerTools.s_BottomTransform; } CJPair <Vector3, Quaternion> cjpair = default(CJPair <Vector3, Quaternion>); for (int i = 0; i < list.Count; i++) { if (!PlayerTools.s_StoredTransform.TryGetValue(list[i], out cjpair)) { PlayerTools.s_StoredTransform[list[i]] = default(CJPair <Vector3, Quaternion>); } CJPair <Vector3, Quaternion> value = new CJPair <Vector3, Quaternion>(list[i].position, list[i].rotation); PlayerTools.s_StoredTransform[list[i]] = value; } }