protected GameObject AddPart(E_AvatarPart part, GameObject pfb_go) { GameObject go = Object.Instantiate(pfb_go); TransformHelper.Reset(go, _skeleton_go); _avatar_part_map.Add(part, go); return(go); }
public void CombineSkinnedMesh() { TransformHelper.DestroyComponent <SkinnedMeshRenderer>(_skeleton_go); SkinnedMeshRenderer skinned_mesh = _skeleton_go.AddComponent <SkinnedMeshRenderer>(); skinned_mesh.sharedMesh = new Mesh(); skinned_mesh.sharedMesh.CombineMeshes(_combines.ToArray(), false, false); skinned_mesh.bones = _skeleton_trans.ToArray(); skinned_mesh.materials = _mats.ToArray(); //_combines.Clear(); //_mats.Clear(); //_skeleton_trans.Clear(); }
public void CreateSkinnedMesh() { TransformHelper.DestroyComponent <SkinnedMeshRenderer>(_skeleton_go); SkinnedMeshRenderer skinned = _skeleton_go.AddComponent <SkinnedMeshRenderer>(); skinned.sharedMesh = new Mesh(); skinned.sharedMesh.CombineMeshes(_combines.ToArray(), true, false); skinned.bones = _skeleton_trans.ToArray(); skinned.material = _new_material; for (int i = 0; i < _combines.Count; i++) { _combines[i].mesh.uv = _old_uv[i]; } }
public virtual void Init(GameObject pfb_skeleton) { _skeleton_go = Object.Instantiate(pfb_skeleton);; TransformHelper.CollectionTrans(_skeleton_go, _skeleton_map); }