public SSTUAnimData[] getAnimationData(Transform transform, int startLayer) { ModelAnimationData[] mData = modelDefinition.animationData; int len = mData.Length; SSTUAnimData[] data = new SSTUAnimData[len]; for (int i = 0; i < len; i++, startLayer++) { data[0] = new SSTUAnimData(mData[i].animationName, mData[i].speed, startLayer, transform); } return(data); }
public SSTUAnimData[] getAnimationData(Transform transform) { SSTUAnimData[] data = null; ConfigNode[] nodes = modelDefinition.configNode.GetNodes("ANIMATION"); int len = nodes.Length; data = new SSTUAnimData[len]; for (int i = 0; i < len; i++) { data[i] = new SSTUAnimData(nodes[i], transform); } return(data); }
private void initialize() { ConfigNode node = SSTUConfigNodeUtils.parseConfigNode(configNodeData); ConfigNode[] animNodes = node.GetNodes("ANIMATION"); int len = animNodes.Length; ConfigNode[] allNodes = null; if (!String.IsNullOrEmpty(animationName)) { allNodes = new ConfigNode[len + 1]; for (int i = 0; i < len; i++) { allNodes[i] = animNodes[i]; } ConfigNode legacyNode = new ConfigNode("ANIMATION"); legacyNode.AddValue("name", animationName); legacyNode.AddValue("speed", animationSpeed); legacyNode.AddValue("layer", animationLayer); allNodes[len] = legacyNode; } else { allNodes = animNodes; } if (allNodes == null) { allNodes = new ConfigNode[0]; } //should be impossible, but ensures clean init with no animations defined, without throwing un-necessary errors AnimState prevState = (AnimState)Enum.Parse(typeof(AnimState), persistentState); float time = prevState == AnimState.STOPPED_START || prevState == AnimState.PLAYING_BACKWARD ? 0 : 1; controller = new AnimationController(time, animationMaxDeploy); SSTUAnimData animationData; len = allNodes.Length; for (int i = 0; i < len; i++) { animationData = new SSTUAnimData(allNodes[i], part.gameObject.transform.FindRecursive("model")); controller.addAnimationData(animationData); } controller.restorePreviousAnimationState(prevState, 1f); controller.setStateChangeCallback(onAnimationStateChange); }
private void initialize() { ConfigNode node = SSTUStockInterop.getPartModuleConfig(part, this); ConfigNode[] animNodes = node.GetNodes("ANIMATION"); int len = animNodes.Length; ConfigNode[] allNodes = null; if (!String.IsNullOrEmpty(animationName)) { allNodes = new ConfigNode[len + 1]; for (int i = 0; i < len; i++) { allNodes[i] = animNodes[i]; } ConfigNode legacyNode = new ConfigNode("ANIMATION"); legacyNode.AddValue("name", animationName); legacyNode.AddValue("speed", animationSpeed); legacyNode.AddValue("layer", animationLayer); allNodes[len] = legacyNode; } else { allNodes = animNodes; } controller = new AnimationController(); SSTUAnimData animationData; len = allNodes.Length; for (int i = 0; i < len; i++) { animationData = new SSTUAnimData(allNodes[i], part.gameObject.transform); controller.addAnimationData(animationData); } AnimState prevState = (AnimState)Enum.Parse(typeof(AnimState), persistentState); controller.restorePreviousAnimationState(prevState); controller.setStateChangeCallback(onAnimationStateChange); }
public void addAnimationData(SSTUAnimData data) { animationData.Add(data); }
private void initialize() { ConfigNode node = SSTUConfigNodeUtils.parseConfigNode(configNodeData);// SSTUStockInterop.getPartModuleConfig(part, this); ConfigNode[] animNodes = node.GetNodes("ANIMATION"); int len = animNodes.Length; ConfigNode[] allNodes=null; if (!String.IsNullOrEmpty(animationName)) { allNodes = new ConfigNode[len + 1]; for (int i = 0; i < len; i++) { allNodes[i] = animNodes[i]; } ConfigNode legacyNode = new ConfigNode("ANIMATION"); legacyNode.AddValue("name", animationName); legacyNode.AddValue("speed", animationSpeed); legacyNode.AddValue("layer", animationLayer); allNodes[len] = legacyNode; } else { allNodes = animNodes; } controller = new AnimationController(); SSTUAnimData animationData; len = allNodes.Length; for (int i = 0; i < len; i++) { animationData = new SSTUAnimData(allNodes[i], part.gameObject.transform.FindRecursive("model")); controller.addAnimationData(animationData); } AnimState prevState = (AnimState)Enum.Parse(typeof(AnimState), persistentState); controller.restorePreviousAnimationState(prevState); controller.setStateChangeCallback(onAnimationStateChange); }