public void RegisterConstraint(SkeletonUtilityConstraint constraint) { if (utilityConstraints.Contains(constraint)) { return; } else { utilityConstraints.Add(constraint); needToReprocessBones = true; } }
private void UpdateWorld(SkeletonRenderer anim) { this.UpdateAllBones(); using (List <SkeletonUtilityConstraint> .Enumerator enumerator = this.utilityConstraints.GetEnumerator()) { while (enumerator.MoveNext()) { SkeletonUtilityConstraint current = enumerator.get_Current(); current.DoUpdate(); } } }
public void UnregisterConstraint(SkeletonUtilityConstraint constraint) { utilityConstraints.Remove(constraint); }
public void UnregisterConstraint(SkeletonUtilityConstraint constraint){ utilityConstraints.Remove(constraint); }
public void RegisterConstraint(SkeletonUtilityConstraint constraint){ if(utilityConstraints.Contains(constraint)) return; else{ utilityConstraints.Add(constraint); needToReprocessBones = true; } }