Пример #1
0
#pragma warning disable 618
        void Update()
        {
            if (runScript && umaData)
            {
                umaData.boneHashList = new Dictionary <int, UMAData.BoneData>();

                Transform[] umaBones = boneStructure.gameObject.GetComponentsInChildren <Transform>();
                umaData.tempBoneData = new UMAData.BoneData[umaBones.Length];



                for (int i = 0; i < umaBones.Length; i++)
                {
                    UMAData.BoneData tempBone = new UMAData.BoneData();

                    tempBone.boneTransform = umaBones[i];

                    tempBone.originalBonePosition = umaBones[i].localPosition;
                    tempBone.originalBoneRotation = umaBones[i].localRotation;
                    tempBone.originalBoneScale    = umaBones[i].localScale;

                    umaData.boneHashList.Add(UMASkeleton.StringToHash(umaBones[i].name), tempBone);

                    umaData.tempBoneData[i] = tempBone;                    //Only while Dictionary can't be serialized
                }
                Debug.Log(umaData.boneHashList.Count + " bones have been included");

                ReplaceAnimatedBones();
            }
            runScript = false;
        }
Пример #2
0
        private void AddBonesRecursive(Transform transform)
        {
            var hash = UMASkeleton.StringToHash(transform.name);

            boneHashData[hash] = new UMAData.BoneData()
            {
                boneTransform        = transform,
                originalBonePosition = transform.localPosition,
                originalBoneScale    = transform.localScale,
                originalBoneRotation = transform.localRotation
            };
            for (int i = 0; i < transform.childCount; i++)
            {
                var child = transform.GetChild(i);
                AddBonesRecursive(child);
            }
        }