public void AnimateAdd(int matId, string propTex, string propMatrix) { if (materialsList.Count > 0) { bool foundProperty = false; if (materialsList[matId] != null) { for (int i = 0; i < materialsList[matId].animate.Count; i++) // look to see if property is in animate list { if (materialsList[matId].animate[i].propertyName == propTex) { foundProperty = true; break; } } if (!foundProperty) // if its not found in animate list add it to the end { UNOShaderHelperData.UNOShaderAnimData newData = new UNOShaderHelperData.UNOShaderAnimData(); newData.propertyName = (propTex); newData.matrix = (propMatrix); materialsList[matId].animate.Insert(materialsList[matId].animate.Count, newData); // } } } }
public List<UNOShaderHelperData> materialsList = new List<UNOShaderHelperData>(); // -- creates a list using class created #endregion Fields #region Methods public void AnimateAdd(int matId,string propTex,string propMatrix) { if(materialsList.Count>0) { bool foundProperty = false; if(materialsList[matId] != null) { for(int i = 0; i<materialsList[matId].animate.Count;i++) // look to see if property is in animate list { if(materialsList[matId].animate[i].propertyName == propTex) { foundProperty = true; break; } } if (!foundProperty)// if its not found in animate list add it to the end { UNOShaderHelperData.UNOShaderAnimData newData = new UNOShaderHelperData.UNOShaderAnimData(); newData.propertyName =(propTex); newData.matrix = (propMatrix); materialsList[matId].animate.Insert(materialsList[matId].animate.Count,newData);// } } } }