// Use this for initialization void Start() { ac = m_ObjectToAnimate.GetComponent <Animator>(); ac_parms = ac.parameters; skel_script = m_SkeletonObject.GetComponent <DASkeleton>(); Toggle chk_skel = GameObject.Find("DAChkBox_Skel").GetComponent <Toggle>(); chk_skel.isOn = skel_script.m_ShowSkeleton; }
public void goInit(GameObject child_in, GameObject skel_root_in) { skel_root = skel_root_in; parent_script = skel_root.GetComponent <DASkeleton>(); child_go = child_in; transform.localPosition = child_go.transform.localPosition; // Add Bone Line Renderer (Background) lr_bg = transform.Find("Line_BG").gameObject.AddComponent <LineRenderer>(); lr_bg.material = new Material(Shader.Find("Sprites/Default")); lr_bg.useWorldSpace = true; lr_bg.positionCount = 2; lr_bg.startWidth = .3f; lr_bg.endWidth = .13f; lr_bg.sortingOrder = 990; lr_bg.startColor = parent_script.m_BoneBGColor; lr_bg.endColor = parent_script.m_BoneBGColor; // Add Bone Line Renderer (Foregound) lr_fg = transform.Find("Line_FG").gameObject.AddComponent <LineRenderer>(); lr_fg.material = new Material(Shader.Find("Sprites/Default")); lr_fg.useWorldSpace = true; lr_fg.positionCount = 2; lr_fg.startWidth = .2f; lr_fg.endWidth = .03f; lr_fg.sortingOrder = 991; lr_fg.startColor = parent_script.m_BoneFGColor; lr_fg.endColor = parent_script.m_BoneFGColor; // Set Joint color transform.Find("Joint/Sphere").gameObject.GetComponent <Renderer>().material.color = parent_script.m_JointColor; // Set Glow color transform.Find("Joint/Glow").gameObject.GetComponent <Renderer>().material.color = parent_script.m_JointGlowColor; }