コード例 #1
0
        // Reset to default values.
        public void Reset()
        {
            UpdateMaterials();

            for (int i = 0; i < GetGraphCount(); i++)
            {
                string m = BocsCyclesShaderConvert.Convert(Smats[i]);
                m        = Regex.Replace(m, "[^a-zA-Z0-9_.:,|=+-;<>/| ]", string.Empty);
                Nodes[i] = m;
            }

            NSync();
            BocsCyclesAPI.ObjectDelete(this.gameObject);
            BocsCyclesAPI.AddMesh(this.gameObject);
        }
コード例 #2
0
 //Dup object
 protected void Awake()
 {
     NSync();
     BocsCyclesAPI.AddMesh(this.gameObject);
 }
コード例 #3
0
        private static void StepSync()
        {
            if (syncLights.Length > 0)
            {
                if (syncLightsIndex < syncLights.Length)
                {
                    if (syncLights[syncLightsIndex].GetComponent <BocsCyclesSkip>() == null)
                    {
                        if (syncLights[syncLightsIndex].GetComponent <BocsCyclesLight>() == null)
                        {
                            syncLights[syncLightsIndex].gameObject.AddComponent <BocsCyclesLight>();
                        }
                        else
                        {
                            BocsCyclesAPI.AddLight(syncLights[syncLightsIndex].gameObject);
                        }
                    }
                    syncLightsIndex++;
                    syncCurrent++;
                    return;
                }
            }
            if (syncMeshes.Length > 0)
            {
                if (syncMeshesIndex < syncMeshes.Length)
                {
                    if (syncMeshes[syncMeshesIndex].GetComponent <BocsCyclesSkip>() == null)
                    {
                        if (syncMeshes[syncMeshesIndex].GetComponent <BocsCyclesMaterial>() == null)
                        {
                            syncMeshes[syncMeshesIndex].gameObject.AddComponent <BocsCyclesMaterial>();
                        }
                        else
                        {
                            BocsCyclesAPI.AddMesh(syncMeshes[syncMeshesIndex].gameObject);
                        }
                    }
                    syncMeshesIndex++;
                    syncCurrent++;
                    return;
                }
            }

            if (syncSkins.Length > 0)
            {
                if (syncSkinsIndex < syncSkins.Length)
                {
                    if (syncSkins[syncSkinsIndex].GetComponent <BocsCyclesSkip>() == null)
                    {
                        if (syncSkins[syncSkinsIndex].GetComponent <BocsCyclesMaterial>() == null)
                        {
                            syncSkins[syncSkinsIndex].gameObject.AddComponent <BocsCyclesMaterial>();
                        }
                        else
                        {
                            BocsCyclesAPI.AddMesh(syncSkins[syncSkinsIndex].gameObject);
                        }
                    }
                    syncSkinsIndex++;
                    syncCurrent++;
                    return;
                }
            }

            synced = true;
        }