public void ResetSubactionVariables() { //Reload scripts LoadSubactionScripts(); //Reset model visiblity to its default state if (_model != null && _model._objList != null && _article._mdlVis != null) { ModelVisibility node = _article._mdlVis; if (node.Count != 0) { ModelVisReference entry = node[0]; //First, disable bones foreach (ModelVisBoneSwitch Switch in entry) { int i = 0; foreach (ModelVisGroup Group in Switch) { if (i != Switch._defaultGroup) { foreach (BoneIndexValue b in Group._bones) { if (b.BoneNode != null) { foreach (MDL0ObjectNode p in b.BoneNode._manPolys) { p._render = false; } } } } i++; } } //Now, enable bones foreach (ModelVisBoneSwitch Switch in entry) { if (Switch._defaultGroup >= 0 && Switch._defaultGroup < Switch.Count) { ModelVisGroup Group = Switch[Switch._defaultGroup]; foreach (BoneIndexValue b in Group._bones) { if (b.BoneNode != null) { foreach (MDL0ObjectNode p in b.BoneNode._manPolys) { p._render = true; } } } } } } } }
public static void ResetSubactionVariables() { LoadSubactionScripts(); foreach (MDL0BoneNode bone in Scriptor._boneCollisions) { bone._nodeColor = bone._boneColor = Color.Transparent; } Scriptor._boneCollisions = new List <MDL0BoneNode>(); Scriptor._hurtBoxType = 0; _hitBoxes = new List <HitBox>(); _allowInterrupt = false; //Reset articles if (_articles != null) { foreach (ArticleInfo i in _articles) { if (i == null) { continue; } i.SubactionIndex = -1; if (!i._etcModel) { if (i._model != null) { i._model._visible = true; i._model.ApplyCHR(null, 0); } i.Running = true; } else { if (i._model != null) { i._model._visible = false; } i.Running = false; } } } //Reset model visiblity to its default state if (MainWindow.TargetModel != null && MainWindow.TargetModel._objList != null && Manager.Moveset != null) { ModelVisibility node = Manager.Moveset.Data._modelVis; if (node.Count != 0) { ModelVisReference entry = node[0] as ModelVisReference; //First, disable bones foreach (ModelVisBoneSwitch Switch in entry) { int i = 0; foreach (ModelVisGroup Group in Switch) { if (i != Switch._defaultGroup) { foreach (BoneIndexValue b in Group._bones) { if (b.BoneNode != null) { foreach (MDL0ObjectNode p in b.BoneNode._manPolys) { p._render = false; } } } } i++; } } //Now, enable bones foreach (ModelVisBoneSwitch Switch in entry) { if (Switch._defaultGroup >= 0 && Switch._defaultGroup < Switch.Count) { ModelVisGroup Group = Switch[Switch._defaultGroup]; foreach (BoneIndexValue b in Group._bones) { if (b.BoneNode != null) { foreach (MDL0ObjectNode p in b.BoneNode._manPolys) { p._render = true; } } } } } } } }