Пример #1
0
 public virtual void OnDirtyUpdate()
 {
     try
     {
         if (HandleDirtyUpdate(umaDirtyList[0]))
         {
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
         }
         else if (fastGeneration && HandleDirtyUpdate(umaDirtyList[0]))
         {
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
         }
     }
     catch (Exception ex)
     {
         if (Debug.isDebugBuild)
         {
             UnityEngine.Debug.LogException(ex);
         }
     }
     //anything more than 166,000 is too long (166,000 is 1 frame @ 60fps)
     //the demo alien is about 65,000 on average- this is a big chunk of the available time though and my machine is fast
     //Human Male DCS using pre plugins dna is about 45,000 on average but then its only doing 'skeletonModifiers' and 1 bonepose
     //where as elfOrAlien demo is doing SkeletonModifiers + 3 BonePoses + 2 Blendshapes + 7 ColorDNAs
     //if(charName != "")
     //Debug.Log(charName + " DirtyUpdate took " + DirtyStopwatch.ElapsedTicks);
 }
Пример #2
0
 public virtual void OnDirtyUpdate()
 {
     if (HandleDirtyUpdate(umaDirtyList[0]))
     {
         umaDirtyList.RemoveAt(0);
         umaData.MoveToList(cleanUmas);
         umaData = null;
     }
     else if (fastGeneration && HandleDirtyUpdate(umaDirtyList[0]))
     {
         umaDirtyList.RemoveAt(0);
         umaData.MoveToList(cleanUmas);
         umaData = null;
     }
 }
Пример #3
0
 /// <inheritdoc/>
 public override void addDirtyUMA(UMAData umaToAdd)
 {
     if (umaToAdd)
     {
         umaDirtyList.Add(umaToAdd);
         umaToAdd.MoveToList(dirtyUmas);
     }
 }
Пример #4
0
 public virtual void OnDirtyUpdate()
 {
     try
     {
         if (NoCoroutines)
         {
             UMAData umaData = umaDirtyList[0];
             if (umaData.RebuildSkeleton)
             {
                 DestroyImmediate(umaData.umaRoot, false);
                 umaData.umaRoot         = null;
                 umaData.RebuildSkeleton = false;
                 umaData.isShapeDirty    = true;
             }                     // this happens in GenerateSingleUMA now
             GenerateSingleUMA(umaDirtyList[0], true);
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
             return;
         }
         if (HandleDirtyUpdate(umaDirtyList[0]))
         {
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
         }
         else if (fastGeneration && HandleDirtyUpdate(umaDirtyList[0]))
         {
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
         }
     }
     catch (Exception ex)
     {
         if (Debug.isDebugBuild)
         {
             UnityEngine.Debug.LogException(ex);
         }
     }
 }
Пример #5
0
 /// <inheritdoc/>
 public override void addDirtyUMA(UMAData umaToAdd)
 {
     if (umaToAdd)
     {
         // guard against duplicates
         if (!updatePending(umaToAdd))
         {
             umaDirtyList.Add(umaToAdd);
             umaToAdd.MoveToList(dirtyUmas);
         }
     }
 }
Пример #6
0
 public virtual void OnDirtyUpdate()
 {
     try
     {
         if (HandleDirtyUpdate(umaDirtyList[0]))
         {
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
         }
         else if (fastGeneration && HandleDirtyUpdate(umaDirtyList[0]))
         {
             umaDirtyList.RemoveAt(0);
             umaData.MoveToList(cleanUmas);
             umaData = null;
         }
     }
     catch (Exception ex)
     {
         UnityEngine.Debug.LogWarning("Exception in UMAGeneratorBuiltin.OnDirtyUpdate: " + ex);
     }
 }