/// <summary> /// 将对象附加到指定的插口 /// </summary> /// <param name="_AttachSocketName">附加的目标插口名字</param> /// <param name="AttackObject">附加的对象</param> /// <returns>true:附加成功</returns> public bool AttackToSocket(string _AttachSocketName, Transform AttackObject) { bool res = false; SkeletalMeshSocket so = GetSocketByName(_AttachSocketName); if (so != null) { AttackObject.parent = so.SocketGameObject.transform; AttackObject.localPosition = Vector3.zero; AttackObject.localRotation = Quaternion.identity; res = true; } return(res); }
/// <summary> /// 修改SkeletalMeshSocket 名字 /// </summary> /// <param name="_SocketObject">需要修改名字的Socket Object</param> /// <param name="_NewSocketName">Socket Object新名字</param> /// <returns></returns> public bool ChangeSocketObjectName(SkeletalMeshSocket _SocketObject, string _NewSocketName) { if (_SocketObject == null) { return(false); } if (_NewSocketName != null) { _SocketObject.SocketObjectName = _NewSocketName; } if (_SocketObject.SocketGameObject != null) { _SocketObject.SocketGameObject.name = "Socket_" + _NewSocketName; } return(true); }