예제 #1
0
        /// <summary>
        /// 対象のスキンパーツを生成
        /// </summary>
        /// <param name="outlines">設定したいBaseMeshEffect</param>
        /// <param name="color">BaseMeshEffectのenabled</param>
        /// <returns>生成したスキンパーツ</returns>
        public static SkinParts CreateSkinParts(IEnumerable <BaseMeshEffect> baseMeshEffects, bool enabled)
        {
            var parts = new SkinParts();

            SkinnerUtility.ResetBoolean(parts.property.boolValues, BoolLength);
            parts.property.objectReferenceValues.AddRange(baseMeshEffects.Cast <Object>());
            parts.property.boolValues[BoolIndex] = enabled;
            return(parts);
        }
예제 #2
0
        /// <summary>
        /// 対象のスキンパーツを生成
        /// </summary>
        /// <param name="gameObjects">設定したいGameObject</param>
        /// <param name="isActive">GameObjectのactiveSelf</param>
        /// <returns>生成したスキンパーツ</returns>
        public static SkinParts CreateSkinParts(IEnumerable <GameObject> gameObjects, bool isActive)
        {
            var parts = new SkinParts();

            SkinnerUtility.ResetBoolean(parts.property.boolValues, BoolLength);
            parts.property.objectReferenceValues.AddRange(gameObjects.Cast <Object>());
            parts.property.boolValues[BoolIndex] = isActive;
            return(parts);
        }