예제 #1
0
        private void OnEnable()
        {
            matChan = ((MaterialChanger)target);

            list = new ReorderableList(serializedObject, serializedObject.FindProperty("materialList"), false, true, true, true);
            list.drawElementCallback = drawElementCallback;
            list.drawHeaderCallback  = HeaderCallbackDelegate;
        }
예제 #2
0
        /// <summary>
        /// Updates the Material Changer Component on the Dismembered Limbs
        /// </summary>
        public void UpdateMaterialDismemberLimb(GameObject limb)
        {
            MaterialChanger LimbMaterial = limb.GetComponent <MaterialChanger>();

            if (LimbMaterial != null && MaterialItemName != string.Empty && CurrentMaterialItemIndex != -1)
            {
                LimbMaterial.SetMaterial(MaterialItemName, CurrentMaterialItemIndex);
            }
        }
예제 #3
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        private void OnEnable()
        {
            M        = ((Dismember)target);
            script   = MonoScript.FromMonoBehaviour(M);
            changer  = M.GetComponent <MaterialChanger>();
            LimbList = serializedObject.FindProperty("bodyParts");

            list = new ReorderableList(serializedObject, LimbList, true, true, true, true);
            list.drawElementCallback = DrawElementCallback;
            list.drawHeaderCallback  = HeaderCallbackDelegate;
            list.onAddCallback       = OnAddCallBack;
        }
예제 #4
0
        public void Awake()
        {
            if (MaterialItemName != string.Empty)
            {
                MaterialChanger AnimalMaterialChanger = GetComponentInChildren <MaterialChanger>();
                MaterialItem    MaterialItemLimbs     = AnimalMaterialChanger.materialList.Find(mat => mat.Name.ToLower() == MaterialItemName.ToLower()); //Find

                if (MaterialItemLimbs != null)
                {
                    CurrentMaterialItemIndex = MaterialItemLimbs.current;
                    MaterialItemLimbs.OnMaterialChanged.AddListener(UpdateMaterialItemIndex);
                }
            }
        }