private Animation.BoneData CreateBone(UnityEngine.Transform transform) { Animation.BoneData bone = new Animation.BoneData(); bone.Name = transform.name; foreach (Transform t in transform) { bone.Add(CreateBone(t)); } return(bone); }
private void UpdateSkeleton() { if (_RootField.Object != null) { Skill.Editor.Animation.BoneData root = CreateBone(_RootField.Object, string.Empty); SkinMeshData skin = _Data.Load(); skin.Root = root; _Data.Save(skin); } }
/// <summary> /// Check whether specyfied bone is in hierarchy or unused /// </summary> /// <param name="bone">Bone to check</param> /// <returns>True if is in hierarchy, otherwise false</returns> public bool IsInHierarchy(BoneData bone) { return(IsInHierarchy(Root, bone)); }