public static ModelAnimationData[] parseAnimationData(ConfigNode[] nodes) { int len = nodes.Length; ModelAnimationData[] data = new ModelAnimationData[len]; for (int i = 0; i < len; i++) { data[i] = new ModelAnimationData(nodes[i]); } return(data); }
public AnimationData(ConfigNode node) { deployLabel = node.ROLGetStringValue("deployLabel", "Deploy"); retractLabel = node.ROLGetStringValue("retractLabel", "Retract"); toggleLabel = node.ROLGetStringValue("toggleLabel", "Toggle"); deployLimitActive = node.ROLGetBoolValue("deployLimitActive", false); activeEditor = node.ROLGetBoolValue("activeEditor", true); activeFlight = node.ROLGetBoolValue("activeFlight", true); activeUnfocused = node.ROLGetBoolValue("activeUnfocused", false); activeUncommanded = node.ROLGetBoolValue("activeUncommanded", false); activeEVAOnly = node.ROLGetBoolValue("activeEVAOnly", false); unfocusedRange = node.ROLGetFloatValue("unfocusedRange", 4f); oneShot = node.ROLGetBoolValue("oneShot", false); looping = node.ROLGetBoolValue("looping", false); //the actual animation data for the model mads = ModelAnimationData.parseAnimationData(node.GetNodes("ANIMATION")); }