The Skinned Mesh filter.
// TODO: Put this into Misc class? private void CreateBlendMesh(SkinnedMeshRenderer skinnedMeshRenderer, Mesh skinnedMesh, string name, bool convex) { // Detecting how many BlendShapes we have. int blendShapeCount = 0; blendShapeCount = skinnedMesh.blendShapeCount; Debug.Log("BlendShape count bottom: " + blendShapeCount); // Applying BlendShapes. if (blendShapeCount != 0) skinnedMeshRenderer.SetBlendShapeWeight(0, size * 100); // Creates a snapshot of the SkinnedMeshRenderer and stores it in the mesh. // That skinned mesh renderer should have the shape with the BlendShapes applyied. Mesh bakedMesh = new Mesh(); skinnedMeshRenderer.BakeMesh(bakedMesh); // Recalcultate the bounding volume of the mesh from the vertices. bakedMesh.RecalculateBounds(); Debug.Log("Baked mesh bounds: " + bakedMesh.bounds.ToString()); // Selecting part and destroying MeshCollider in case there is one. GameObject child = transform.FindChild(name).gameObject; DestroyImmediate(child.GetComponent<MeshCollider>()); // Adding MeshCollider and assigning the bakedMesh. MeshCollider meshCollider = child.AddComponent<MeshCollider>(); meshCollider.sharedMesh = bakedMesh; meshCollider.convex = convex; }
public override void SetupGeometryAndAppearance() { Tip = part.FindModelTransform("Tip"); Root = part.FindModelTransform("Root"); SMRcontainer = part.FindModelTransform("Collider"); wingSMR = SMRcontainer.GetComponent<SkinnedMeshRenderer>(); }
public void NewTarget(GameObject targ) { if ( target != targ ) { target = targ; t = 0.0f; if ( target ) { filter = (MeshFilter)target.GetComponent(typeof(MeshFilter)); if ( filter != null ) center = filter.mesh.bounds.center; else { render = (MeshRenderer)target.GetComponent(typeof(MeshRenderer)); if ( render != null ) center = render.bounds.center; else { srender = (SkinnedMeshRenderer)target.GetComponent(typeof(SkinnedMeshRenderer)); if ( srender != null ) center = srender.bounds.center; } } } } }
private void Start() { this.pVis = base.transform.root.GetComponent<netPlayerVis>(); this.tr = base.transform; this.skin = base.transform.GetComponent<SkinnedMeshRenderer>(); this.setup = base.transform.root.GetComponentInChildren<playerScriptSetup>(); }
private void SetBaseMesh(string assetPath) { var curDir = System.IO.Directory.GetCurrentDirectory().Replace('\\', '/'); if (assetPath.StartsWith(curDir, System.StringComparison.InvariantCultureIgnoreCase)) { assetPath = assetPath.Remove(0, curDir.Length + 1); } var asset = AssetDatabase.LoadMainAssetAtPath(assetPath); if (asset is GameObject) { RaceGO = Instantiate(asset) as GameObject; RaceSMR = RaceGO.GetComponentInChildren<SkinnedMeshRenderer>(); if (RaceSMR != null) { if (SlotSMR != null) { PerformValidation(); } else { NextPage(); } } else { Destroy(RaceGO); } } }
public override void changeColor() { r = body.GetComponent<SkinnedMeshRenderer>(); Material[] mats = r.materials; if (element == "Fire") { mats[2] = Fire[0]; mats[0] = Fire[1]; } if (element == "Frost") { mats[2] = Frost[0]; mats[0] = Frost[1]; } if (element == "Cloud") { mats[2] = Cloud[0]; mats[0] = Cloud[1]; } if (element == "Earth") { mats[2] = Earth[0]; mats[0] = Earth[1]; } if (element == "Dark") { mats[2] = Dark[0]; mats[0] = Dark[1]; mats [5].color = Color.black; mats [3].color = Color.yellow; } else { mats [5].color = Color.white; mats [3].color = Color.red; } r.materials = mats; }
public BlendShapeTarget(string name, int shapeIndex, SkinnedMeshRenderer targetMesh) : base(name, targetMesh.transform) { Index = shapeIndex; TargetMesh = targetMesh; AnimationType = typeof(SkinnedMeshRenderer); }
public void OnGUI() { skin = (SkinnedMeshRenderer)EditorGUILayout.ObjectField("Skin", skin, typeof(SkinnedMeshRenderer), true); if (skin != null && skin.bones.Length > 0) { GUI.color = (isPainting) ? Color.green : Color.white; if (GUILayout.Button("Paint")) { isPainting = !isPainting; if (isPainting) { Selection.objects = new GameObject[] { skin.gameObject }; } SceneView.currentDrawingSceneView.Repaint(); } GUI.color = Color.white; brushSize = EditorGUILayout.FloatField("Brush size", brushSize * 2) / 2; weight = Mathf.Clamp(EditorGUILayout.FloatField("Weight", weight), 0, 1); mode = (PaintingMode)EditorGUILayout.EnumPopup("Mode", mode); string[] bones = skin.bones.Select(b => b.gameObject.name).ToArray(); boneIndex = EditorGUILayout.Popup("Bone", boneIndex, bones); colorTransparency = Mathf.Clamp(EditorGUILayout.FloatField("Color Transparency", colorTransparency), 0, 1); } else { EditorGUILayout.HelpBox("SkinnedMeshRenderer not assigned to any bones, Recalculate Bone Weights.", MessageType.Error); if (SceneView.currentDrawingSceneView != null) SceneView.currentDrawingSceneView.Repaint(); } }
void Start() { skinnedMeshRend = GetComponent<SkinnedMeshRenderer>(); clothMesh = GetComponent<SkinnedMeshRenderer>().sharedMesh; shapeCount = clothMesh.blendShapeCount; skinnedMeshRend.updateWhenOffscreen = false; }
// Use this for initialization void Start() { timer = 0f; timeToUpdate = 1 / updatesPerSecond; particleSystem = GetComponent<ParticleSystem> (); skin = objectToPutParticlesOn.GetComponent<SkinnedMeshRenderer>(); }
public void Start() { smrenderer = gameObject.GetComponentInChildren<SkinnedMeshRenderer>(); int i = rnd.Next(_materials.Length); smrenderer.material = _materials[i]; }
public MeshContainer(SkinnedMeshRenderer skinnedRenderer) { Mesh = skinnedRenderer.sharedMesh; transform = skinnedRenderer.GetComponent<Transform>(); bones = skinnedRenderer.bones; isAnimated = true; }
// Use this for initialization void Start () { GameObject face = Instantiate(Face) as GameObject; face.transform.parent = transform; FaceRenderer = face.GetComponentInChildren<SkinnedMeshRenderer>(); GameObject body = Instantiate(Body) as GameObject; body.transform.parent = transform; BodyRenderer = body.GetComponentInChildren<SkinnedMeshRenderer>(); CombinedRenderer = gameObject.GetComponent<SkinnedMeshRenderer>(); // 重组Mesh后删除原始GO Mesh faceMesh = FaceRenderer.sharedMesh; Mesh bodyMesh = BodyRenderer.sharedMesh; CombineInstance[] combineInstances = new CombineInstance[2]; combineInstances[0].mesh = faceMesh; combineInstances[0].transform = FaceRenderer.transform.localToWorldMatrix; combineInstances[1].mesh = bodyMesh; combineInstances[1].transform = BodyRenderer.transform.localToWorldMatrix; CombinedRenderer.sharedMesh = new Mesh(); CombinedRenderer.sharedMesh.CombineMeshes(combineInstances); // 组合材质球引用 Material[] sharedMats = new Material[2]; sharedMats[0] = FaceRenderer.sharedMaterial; sharedMats[1] = BodyRenderer.sharedMaterial; CombinedRenderer.sharedMaterials = sharedMats; // Mesh和材质的关联是按照材质在数组中的顺序的,重组Mesh势必会产生一个新的材质球次序 }
// Use this for initialization void Awake () { player = GameObject.FindGameObjectWithTag ("Player"); lightVisibilityCheck = GameObject.Find ("LightVisibilityChecker").transform; pointLight = GetComponent<Light> (); _renderer = GameObject.Find("vincent_Casual_Male_Lod_1").GetComponent<SkinnedMeshRenderer> (); }
public BlendShapeMapper(SkinnedMeshRenderer face, Transform headJoint, Transform leftEyeJoint, Transform rightEyeJoint) { this.face = face; this.headJoint = headJoint; this.leftEye = leftEyeJoint; this.rightEye = rightEyeJoint; }
static public int constructor(IntPtr l) { UnityEngine.SkinnedMeshRenderer o; o = new UnityEngine.SkinnedMeshRenderer(); pushObject(l, o); return(1); }
void Awake() { filter = GetComponent<MeshFilter>(); skinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>(); if(filter==null && skinnedMeshRenderer == null) Destroy(this); }
static public void FastSetter(this UnityEngine.SkinnedMeshRenderer o, string propertyName, object value) { switch (propertyName) { case "bones": o.bones = (UnityEngine.Transform[])value; return; case "rootBone": o.rootBone = (UnityEngine.Transform)value; return; case "quality": o.quality = (UnityEngine.SkinQuality)value; return; case "sharedMesh": o.sharedMesh = (UnityEngine.Mesh)value; return; case "updateWhenOffscreen": o.updateWhenOffscreen = (System.Boolean)value; return; case "skinnedMotionVectors": o.skinnedMotionVectors = (System.Boolean)value; return; case "localBounds": o.localBounds = (UnityEngine.Bounds)value; return; case "tag": o.tag = (System.String)value; return; } LBoot.LogUtil.Error("UnityEngine.SkinnedMeshRenderer no Setter Found : " + propertyName); }
void buildMech(Mech m) { string[] parts = new string[9]{ m.Core, m.Arms, m.Legs, m.Head, m.Booster, m.Weapon1L, m.Weapon1R, m.Weapon2L, m.Weapon2R }; // Create new array to store skinned mesh renderers SkinnedMeshRenderer[] newSMR = new SkinnedMeshRenderer[5]; Material[] materials = new Material[5]; for (int i = 0; i < 5; i++) { // Load mech part GameObject part = Resources.Load (parts [i], typeof(GameObject)) as GameObject; // Extract Skinned Mesh newSMR [i] = part.GetComponentInChildren<SkinnedMeshRenderer> () as SkinnedMeshRenderer; // Load texture materials [i] = Resources.Load (parts [i] + "mat", typeof(Material)) as Material; } // Replace all SkinnedMeshRenderer[] curSMR = GetComponentsInChildren<SkinnedMeshRenderer> (); for (int i = 0; i < curSMR.Length; i++){ curSMR[i].sharedMesh = newSMR[i].sharedMesh; curSMR[i].material = materials[i]; curSMR[i].enabled = true; } // Make weapons buildWeapons (new string[4]{parts[5],parts[6],parts[7],parts[8]}); }
// Use this for initialization void Start () { colorObjMng = rsc.coloredObjectsMng; voxelPool = rsc.poolMng.voxelPool; voxelColliderPool = rsc.poolMng.voxelColliderPool; mat = colorObjMng.GetVoxelRandomMaterial(); if (!includeChildren) { transf = gameObject.transform; rend = gameObject.GetComponent<Renderer>(); meshFilter = gameObject.GetComponent<MeshFilter>(); sRend = gameObject.GetComponent<SkinnedMeshRenderer>(); } else { transforms = new List<Transform>(); renderers = new List<Renderer>(); isSkinedMeshRenderer = new List<bool>(); meshFilters = new List<MeshFilter>(); meshes = new List<Mesh>(); PopulateLists(gameObject); } voxelScale = new Vector3(voxelSideSize, voxelSideSize, voxelSideSize); }
virtual public void Initialize(Ilife lifeData, string resourcePath, AssetType resourceType) { m_LifeData = lifeData; m_iInstanceId = lifeData.GetInstanceId(); m_ObjectInstance = GameObject.Instantiate(ResourceManager.Instance.LoadBuildInResource<GameObject>(resourcePath, resourceType)); //load material string localpath = resourcePath.Substring(0, resourcePath.LastIndexOf('/')); m_NormalMaterial = ResourceManager.Instance.LoadBuildInResource<Material>(localpath + "/Normal", AssetType.Char); m_HighlightMaterial = ResourceManager.Instance.LoadBuildInResource<Material>(localpath + "/SelectedHighlight", AssetType.Char); m_MeshRender = ComponentTool.FindChildComponent<SkinnedMeshRenderer>("Body", m_ObjectInstance); if (null == m_NormalMaterial || null == m_HighlightMaterial || null == m_MeshRender) { Debuger.LogWarning("can't load mesh render or normal&highlight materials !"); } //mark transform m_CharContainer = m_ObjectInstance.AddComponent<CharTransformContainer>(); m_CharContainer.Initialize(lifeData.GetInstanceId(), lifeData); if (null == m_ObjectInstance) { Debuger.LogError("Can't load resource " + resourcePath); } m_AnimatorAgent = new AnimatorAgent(m_ObjectInstance); }
// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { cartucho = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006"); m =cartucho.GetComponent<SkinnedMeshRenderer>(); m.enabled = false; //Instantiate(flash,); casquillos = animator.GetInteger ("casquillos"); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); disparo.disparo (3); anim = GameObject.Find ("animacionColt44-40").GetComponent<Animator> (); anim.SetInteger ("cartuchos",anim.GetInteger("cartuchos")-1); //Transform bone = GetComponent<Animator>().avatar.GetBone(BoneType.LeftShoulder); objetin = GameObject.FindGameObjectsWithTag ("canionColt"); posicionHueso = objetin [0].transform; Debug.Log("Posicion del hgueso -----------------"+posicionHueso.position+"----------------------"); Instantiate (esfera, posicionHueso.position,posicionHueso.rotation); // Script1.disparo (); /*abtenemos posicion del posicion = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/marco").GetComponent<Transform>(); Debug.Log ("+++++++++++ la poscion del flash es: " + posicion.position + "+++++++++++++++++++");canion*/ /*obtenemos un hueso*/ }
// Use this for initialization void Start() { if (gameObject.layer == 8) { rend = transform.GetChild (0).transform.GetChild (1).GetComponent<SkinnedMeshRenderer> (); } flag = true; }
// fields // properties static void SkinnedMeshRenderer_bones(JSVCall vc) { if (vc.bGet) { UnityEngine.SkinnedMeshRenderer _this = (UnityEngine.SkinnedMeshRenderer)vc.csObj; var result = _this.bones; var arrRet = result; for (int i = 0; arrRet != null && i < arrRet.Length; i++) { JSMgr.datax.setObject((int)JSApi.SetType.SaveAndTempTrace, arrRet[i]); JSApi.moveSaveID2Arr(i); } JSApi.setArrayS((int)JSApi.SetType.Rval, (arrRet != null ? arrRet.Length : 0), true); } else { UnityEngine.Transform[] arg0 = JSDataExchangeMgr.GetJSArg <UnityEngine.Transform[]>(() => { int jsObjID = JSApi.getObject((int)JSApi.GetType.Arg); int length = JSApi.getArrayLength(jsObjID); var ret = new UnityEngine.Transform[length]; for (var i = 0; i < length; i++) { JSApi.getElement(jsObjID, i); ret[i] = (UnityEngine.Transform)JSMgr.datax.getObject((int)JSApi.GetType.SaveAndRemove); } return(ret); }); UnityEngine.SkinnedMeshRenderer _this = (UnityEngine.SkinnedMeshRenderer)vc.csObj; _this.bones = arg0; } }
protected virtual void Awake() { creatureActions = GetComponent<CreatureActions>(); animator = GetComponentInChildren<Animator>(); particleSystem = GetComponentInChildren<ParticleSystem>(); meshRenderer = GetComponentInChildren<SkinnedMeshRenderer>(); }
private void OnGUI() { EditorGUI.BeginChangeCheck(); skinnedMeshRenderer = (SkinnedMeshRenderer) EditorGUILayout.ObjectField(skinnedMeshRenderer, typeof (SkinnedMeshRenderer), true); EditorGUI.EndChangeCheck(); if (skinnedMeshRenderer != null) { var mesh = skinnedMeshRenderer.sharedMesh; var sb = new StringBuilder(); sb.AppendLine("public enum BlendShapes : int"); sb.AppendLine("{"); sb.AppendLine(string.Format("\t{0} = {1},", "Unknown", -1)); sb.AppendLine(); for (var i = 0; i < mesh.blendShapeCount; i++) sb.AppendLine(string.Format("\t{0} = {1},", mesh.GetBlendShapeName(i).Replace('.', '_'), i)); sb.AppendLine(); sb.AppendLine(string.Format("\t{0} = {1}", "LastBlendShape", mesh.blendShapeCount)); sb.AppendLine("}"); scroll = EditorGUILayout.BeginScrollView(scroll); EditorGUILayout.TextArea(sb.ToString()); EditorGUILayout.EndScrollView(); } }
public static void CreateControlPoints(SkinnedMeshRenderer skin) { if (skin.sharedMesh != null) { for (int i = 0; i < skin.sharedMesh.vertices.Length; i++) { GameObject b = new GameObject("Control Point"); // Unparent the skin temporarily before adding the control point Transform skinParent = skin.transform.parent; skin.transform.parent = null; // Reset the rotation before creating the mesh so the UV's will align properly Quaternion localRotation = skin.transform.localRotation; skin.transform.localRotation = Quaternion.identity; b.transform.position = new Vector3(skin.transform.position.x + (skin.sharedMesh.vertices[i].x * skin.transform.localScale.x), skin.transform.position.y + (skin.sharedMesh.vertices[i].y * skin.transform.localScale.y), skin.transform.position.z + (skin.sharedMesh.vertices[i].z * skin.transform.localScale.z)); b.transform.parent = skin.transform; ControlPoint[] points = b.transform.parent.transform.GetComponentsInChildren<ControlPoint>(); if (points != null && points.Length > 0) { b.gameObject.name = b.gameObject.name + points.Length; } Undo.RegisterCreatedObjectUndo(b, "Add control point"); ControlPoint controlPoint = b.AddComponent<ControlPoint>(); controlPoint.index = i; controlPoint.skin = skin; controlPoint.originalPosition = b.transform.localPosition; // Reset the rotations of the object skin.transform.localRotation = localRotation; skin.transform.parent = skinParent; } } }
public override void OnEnter() { GameObject go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value; if (go!=null) { _skr = go.GetComponent<SkinnedMeshRenderer>(); } if (_skr == null) { LogWarning("Missing component SkinnedMeshRenderer"); Finish(); return; } if (! orBlendShapeName.IsNone) { _blendShapeIndex = _skr.sharedMesh.GetBlendShapeIndex(orBlendShapeName.Value); }else{ _blendShapeIndex = blendShapeIndex.Value; } DoGetBlendShapeWeight(); if (!everyFrame) { Finish(); } }
public void OnGUI() { skin = (SkinnedMeshRenderer)EditorGUILayout.ObjectField("Skin", skin, typeof(SkinnedMeshRenderer), true); if (skin != null) { GUI.color = (isPainting) ? Color.green : Color.white; if (GUILayout.Button("Paint")) { isPainting = !isPainting; if (isPainting) { Selection.objects = new GameObject[] { skin.gameObject }; } SceneView.currentDrawingSceneView.Repaint(); } GUI.color = Color.white; brushSize = EditorGUILayout.FloatField("Brush size", brushSize * 2) / 2; weight = Mathf.Clamp(EditorGUILayout.FloatField("Weight", weight), 0, 1); mode = (PaintingMode)EditorGUILayout.EnumPopup("Mode", mode); string[] bones = skin.bones.Select(b => b.gameObject.name).ToArray(); bone = EditorGUILayout.Popup("Bone", bone, bones); } }
// Use this for initialization void Start () { //voxelPool = mng.poolManager.voxelPool; voxelScriptPool = mng.poolManager.voxelControllerPool; voxelColliderPool = mng.poolManager.voxelColliderPool; mat = redMaterial; if (!includeChildren) { transf = gameObject.transform; rend = gameObject.GetComponent<Renderer>(); meshFilter = gameObject.GetComponent<MeshFilter>(); sRend = gameObject.GetComponent<SkinnedMeshRenderer>(); } else { transforms = new List<Transform>(); renderers = new List<Renderer>(); isSkinedMeshRenderer = new List<bool>(); meshFilters = new List<MeshFilter>(); meshes = new List<Mesh>(); PopulateLists(gameObject); } voxelScale = new Vector3(voxelSideSize, voxelSideSize, voxelSideSize); }
public void buildMech(string c, string a, string l, string h, string b, string w1l, string w1r, string w2l, string w2r) { findHands (); string[] parts = new string[9]{ c, a, l, h, b, w1l, w1r, w2l, w2r }; for (int i = 0; i < parts.Length; i++) { parts [i] = parts [i] == null ? defaultParts [i] : parts [i]; } // Create new array to store skinned mesh renderers SkinnedMeshRenderer[] newSMR = new SkinnedMeshRenderer[5]; Material[] materials = new Material[5]; for (int i = 0; i < 5; i++) { // Load mech part GameObject part = Resources.Load (parts [i], typeof(GameObject)) as GameObject; // Extract Skinned Mesh newSMR [i] = part.GetComponentInChildren<SkinnedMeshRenderer> () as SkinnedMeshRenderer; // Load texture materials [i] = Resources.Load (parts [i] + "mat", typeof(Material)) as Material; } // Replace all SkinnedMeshRenderer[] curSMR = GetComponentsInChildren<SkinnedMeshRenderer> (); for (int i = 0; i < curSMR.Length; i++){ curSMR[i].sharedMesh = newSMR[i].sharedMesh; curSMR[i].material = materials[i]; curSMR[i].enabled = true; } // Replace weapons buildWeapons (new string[4]{parts[5],parts[6],parts[7],parts[8]}); }
public void Refresh() { if(transform.parent) if(transform.parent.GetComponent<SkinnedMeshRenderer>()) meshRenderer = transform.parent.GetComponent<SkinnedMeshRenderer>(); BoneWeight[] boneWeights = mesh.boneWeights; if(Bone0) boneWeights[vertNumber].boneIndex0 = boneIndex0; if(Bone1) boneWeights[vertNumber].boneIndex1 = boneIndex1; if(Bone2) boneWeights[vertNumber].boneIndex2 = boneIndex2; if(Bone3) boneWeights[vertNumber].boneIndex3 = boneIndex3; boneWeights[vertNumber].weight0 = Weight0; boneWeights[vertNumber].weight1 = Weight1; boneWeights[vertNumber].weight2 = Weight2; boneWeights[vertNumber].weight3 = Weight3; mesh.boneWeights = boneWeights; if(meshRenderer != null) meshRenderer.sharedMesh = mesh; }
void OnGUI() { GUILayout.Label("UMA Slot Builder"); GUILayout.Space(20); normalReferenceMesh = EditorGUILayout.ObjectField("Seams Mesh (Optional)", normalReferenceMesh, typeof(SkinnedMeshRenderer), false) as SkinnedMeshRenderer; slotMesh = EditorGUILayout.ObjectField("Slot Mesh", slotMesh, typeof(SkinnedMeshRenderer), false) as SkinnedMeshRenderer; slotMaterial = EditorGUILayout.ObjectField("UMAMaterial", slotMaterial, typeof(UMAMaterial), false) as UMAMaterial; slotFolder = EditorGUILayout.ObjectField("Slot Destination Folder", slotFolder, typeof(UnityEngine.Object), false) as UnityEngine.Object; EnforceFolder(ref slotFolder); slotName = EditorGUILayout.TextField("Element Name", slotName); if (GUILayout.Button("Create Slot")) { Debug.Log("Processing..."); if (CreateSlot() != null) { Debug.Log("Success."); } } GUILayout.Label("", EditorStyles.boldLabel); Rect dropArea = GUILayoutUtility.GetRect(0.0f, 50.0f, GUILayout.ExpandWidth(true)); GUI.Box(dropArea, "Drag meshes here"); GUILayout.Label("Automatic Drag and Drop processing", EditorStyles.boldLabel); relativeFolder = EditorGUILayout.ObjectField("Relative Folder", relativeFolder, typeof(UnityEngine.Object), false) as UnityEngine.Object; EnforceFolder(ref relativeFolder); DropAreaGUI(dropArea); }
static public int set_rootBone(IntPtr l) { UnityEngine.SkinnedMeshRenderer o = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Transform v; checkType(l, 2, out v); o.rootBone = v; return(0); }
static public int set_localBounds(IntPtr l) { UnityEngine.SkinnedMeshRenderer o = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Bounds v; checkType(l, 2, out v); o.localBounds = v; return(0); }
static public int set_sharedMesh(IntPtr l) { UnityEngine.SkinnedMeshRenderer o = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Mesh v; checkType(l, 2, out v); o.sharedMesh = v; return(0); }
static public int set_quality(IntPtr l) { UnityEngine.SkinnedMeshRenderer o = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.SkinQuality v; checkEnum(l, 2, out v); o.quality = v; return(0); }
static public int set_updateWhenOffscreen(IntPtr l) { UnityEngine.SkinnedMeshRenderer o = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); bool v; checkType(l, 2, out v); o.updateWhenOffscreen = v; return(0); }
static public void FastSetter(this UnityEngine.SkinnedMeshRenderer o, string propertyName, UnityEngine.Transform value) { switch (propertyName) { case "rootBone": o.rootBone = value; return; } LBoot.LogUtil.Error("UnityEngine.SkinnedMeshRenderer no Setter Found : " + propertyName); }
public static int obj_hash(long L) { UnityEngine.SkinnedMeshRenderer obj = FCGetObj.GetObj <UnityEngine.SkinnedMeshRenderer>(L); if (obj != null) { return(obj.GetHashCode()); } return(0); }
static public void FastSetter(this UnityEngine.SkinnedMeshRenderer o, string propertyName, UnityEngine.SkinQuality value) { switch (propertyName) { case "quality": o.quality = value; return; } LBoot.LogUtil.Error("UnityEngine.SkinnedMeshRenderer no Setter Found : " + propertyName); }
static public int get_bones(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); pushValue(l, self.bones); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_quality(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); pushEnum(l, (int)self.quality); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_updateWhenOffscreen(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); pushValue(l, self.updateWhenOffscreen); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer o; o = new UnityEngine.SkinnedMeshRenderer(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public void FastSetter(this UnityEngine.SkinnedMeshRenderer o, string propertyName, System.Boolean value) { switch (propertyName) { case "updateWhenOffscreen": o.updateWhenOffscreen = value; return; case "skinnedMotionVectors": o.skinnedMotionVectors = value; return; } LBoot.LogUtil.Error("UnityEngine.SkinnedMeshRenderer no Setter Found : " + propertyName); }
void Start() { capsuleCollider = GetComponentInChildren <UE.CapsuleCollider>(); skinMeshRenderer = GetComponentInChildren <UE.SkinnedMeshRenderer>(); if (script != null && script.auto_start && HasWayPoints) { StartWaypointFollowing(); } StartCoroutine(SetAgentColliderSize()); }
static public int get_localBounds(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); pushValue(l, true); pushValue(l, self.localBounds); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_localBounds(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); pushValue(l, self.localBounds); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_localBounds(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Bounds v; checkValueType(l, 2, out v); self.localBounds = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.SkinnedMeshRenderer o; if (matchType(l, 1)) { o = new UnityEngine.SkinnedMeshRenderer(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int set_bones(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Transform[] v; checkType(l, 2, out v); self.bones = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_updateWhenOffscreen(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); bool v; checkType(l, 2, out v); self.updateWhenOffscreen = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int BakeMesh(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Mesh a1; checkType(l, 2, out a1); self.BakeMesh(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_skinnedMotionVectors(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); bool v; checkType(l, 2, out v); self.skinnedMotionVectors = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_quality(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.SkinQuality v; checkEnum(l, 2, out v); self.quality = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_sharedMesh(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Mesh v; checkType(l, 2, out v); self.sharedMesh = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer o; o = new UnityEngine.SkinnedMeshRenderer(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_rootBone(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Transform v; checkType(l, 2, out v); self.rootBone = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_localBounds(IntPtr l) { try { UnityEngine.SkinnedMeshRenderer self = (UnityEngine.SkinnedMeshRenderer)checkSelf(l); UnityEngine.Bounds v; checkType(l, 2, out v); self.localBounds = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }