Пример #1
0
        public void Ready(apPortrait portrait)
        {
            _portrait = portrait;
            //_portrait.RegistUniqueID_ControlParam(_uniqueID);
            _portrait.RegistUniqueID(apIDManager.TARGET.ControlParam, _uniqueID);

            MakeInterpolationRange();
        }
        public void LinkEditor(apPortrait portrait)
        {
            _portrait        = portrait;
            _targetMeshGroup = _portrait.GetMeshGroup(_targetMeshGroupID);


            //ID를 등록해주자
            //_portrait.RegistUniqueID_AnimClip(_uniqueID);
            _portrait.RegistUniqueID(apIDManager.TARGET.AnimClip, _uniqueID);

            //TODO : 멤버 추가시 값을 추가하자
            for (int i = 0; i < _timelines.Count; i++)
            {
                _timelines[i].Link(this);
            }
        }
Пример #3
0
        public void LinkEditor(apPortrait portrait)
        {
            _portrait        = portrait;
            _targetMeshGroup = _portrait.GetMeshGroup(_targetMeshGroupID);


            //ID를 등록해주자
            //_portrait.RegistUniqueID_AnimClip(_uniqueID);
            _portrait.RegistUniqueID(apIDManager.TARGET.AnimClip, _uniqueID);

            //v1.1.7 버그 수정
            if (_endFrame <= _startFrame)
            {
                UnityEngine.Debug.LogError("AnyPortrait : End Frame of Animation Clip [" + _name + "] is not set up normally. End Frame is changed from " + _endFrame + " to " + (_startFrame + 1) + ".\nThis action is temporary, so please modify the frame settings of this Animation Clip.");
                _endFrame = _startFrame + 1;
            }

            //TODO : 멤버 추가시 값을 추가하자
            for (int i = 0; i < _timelines.Count; i++)
            {
                _timelines[i].Link(this);
            }
        }
 public void ReadyToEdit(apPortrait portrait)
 {
     portrait.RegistUniqueID(apIDManager.TARGET.Texture, _uniqueID);
 }
Пример #5
0
 public void RegistIDToPortrait(apPortrait portrait)
 {
     portrait.RegistUniqueID(apIDManager.TARGET.Transform, _transformUniqueID);
 }