protected override void ReadFromImpl(object obj) { base.ReadFromImpl(obj); SkinnedMeshRenderer uo = (SkinnedMeshRenderer)obj; quality = uo.quality; updateWhenOffscreen = uo.updateWhenOffscreen; rootBone = ToID(uo.rootBone); bones = ToID(uo.bones); sharedMesh = ToID(uo.sharedMesh); skinnedMotionVectors = uo.skinnedMotionVectors; localBounds = uo.localBounds; }
protected override void ReadFromImpl(object obj) { base.ReadFromImpl(obj); Mesh uo = (Mesh)obj; boneWeights = Assign(uo.boneWeights, v_ => (PersistentBoneWeight)v_); bindposes = Assign(uo.bindposes, v_ => (PersistentMatrix4x4)v_); bounds = uo.bounds; normals = Assign(uo.normals, v_ => (PersistentVector3)v_); tangents = Assign(uo.tangents, v_ => (PersistentVector4)v_); uv = Assign(uo.uv, v_ => (PersistentVector2)v_); uv2 = Assign(uo.uv2, v_ => (PersistentVector2)v_); uv3 = Assign(uo.uv3, v_ => (PersistentVector2)v_); uv4 = Assign(uo.uv4, v_ => (PersistentVector2)v_); uv5 = Assign(uo.uv5, v_ => (PersistentVector2)v_); uv6 = Assign(uo.uv6, v_ => (PersistentVector2)v_); uv7 = Assign(uo.uv7, v_ => (PersistentVector2)v_); uv8 = Assign(uo.uv8, v_ => (PersistentVector2)v_); colors = Assign(uo.colors, v_ => (PersistentColor)v_); }