public static void setTargetTapeLength(string btn_name) { BodyPartNum parsed_enum = (BodyPartNum)System.Enum.Parse(typeof(BodyPartNum), btn_name); // set up the targetNum targetNum = (int)parsed_enum; // set up target tape length TargetTapeLength = LengthArray[(int)parsed_enum]; Debug.Log(TargetTapeLength); // set up target animation model }
public static List <string> getTargetBodyCollider() { BodyPartNum part = BodyPartNum.ecum;//(BodyPartNum)targetNum; List <string> ret = new List <string>(); switch (part) { case (BodyPartNum.ecum): ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/L_wrist_1"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/L_wrist_2"); break; case (BodyPartNum.back): ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Top_L"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Top_M"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Top_R"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Bot_1"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Bot_2"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Bot_3"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Bot_4"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Back_Bot_5"); break; case (BodyPartNum.pat): ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Thigh/Pat_L_1"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Thigh/Pat_L_2"); break; case (BodyPartNum.gas): ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Thigh/Bip001 L Calf/Gas_L_1"); ret.Add("/playerCollider/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Thigh/Bip001 L Calf/Gas_L_2"); break; default: break; } return(ret); }