public override void UpdateSkeletonTransform(string mode, float in_scale) { Vector3 position = Vector3.zero; Vector3 scale = Vector3.one; Database.GetBattlefieldCharacterTransform(mode, "battle", out positionFromConfig, out scale); position = positionFromConfig; if (flip) { position.x = -position.x; } modeScaler.localPosition = position; modeScaler.localScale = scale; roleScaler.localScale = Vector3.one * in_scale; spineObject.GetComponent <MeshRenderer>().sortingOrder = 2; clippingNodeSpine.UpdateStencil(); ModelTouchEventListener listener = ModelTouchEventListener.Get(gameObject); listener.onTouchBegan = onPartnerTouchBegan; listener.onTouchEnd = onPartnerTouchEnd; listener.onTouchMove = onPartnerTouchMove; listener.onTouchCancel = onPartnerTouchCancel; }
static void AfterLoad(SkeletonAnimation skeletonAnimation, SkeletonDataAsset skeletonDataAsset, string [] actions = null, bool flip = false) { skeletonAnimation.skeletonDataAsset = skeletonDataAsset; skeletonAnimation.Initialize(true); if (skeletonAnimation.state != null && actions != null) { for (int i = 0; i < actions.Length; i++) { if (!string.IsNullOrEmpty(actions[i])) { if (i == 0) { skeletonAnimation.state.SetAnimation(0, actions[i], (i == (actions.Length - 1))); } else { skeletonAnimation.state.AddAnimation(0, actions[i], (i == (actions.Length - 1)), 0); } } } } if (skeletonAnimation.skeleton != null && flip) { skeletonAnimation.skeleton.FlipX = flip; } MaskableSkeletonAnimation msa = skeletonAnimation.gameObject.GetComponent <MaskableSkeletonAnimation>(); if (msa != null) { msa.UpdateStencil(); } }