public void createHair2() { Destroy(part_hair); if (!isDeadBody) { ClothFactory.DisposeObject(part_hair_1); } if (myCostume.hair_mesh != string.Empty) { part_hair = (GameObject)Instantiate(Resources.Load("Character/" + myCostume.hair_mesh)); part_hair.transform.position = part_head.transform.position; part_hair.transform.rotation = part_head.transform.rotation; part_hair.transform.parent = transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; part_hair.renderer.material = CharacterMaterials.materials[myCostume.hairInfo.texture]; part_hair.renderer.material.color = myCostume.hair_color; } if (myCostume.hair_1_mesh.Length > 0 && !isDeadBody) { var name = "Character/" + myCostume.hair_1_mesh; var material = CharacterMaterials.materials[myCostume.hairInfo.texture]; part_hair_1 = ClothFactory.GetHair(reference, name, material, myCostume.hair_color); } }
public void createHair2() { UnityEngine.Object.Destroy(this.part_hair); if (!this.isDeadBody) { ClothFactory.DisposeObject(this.part_hair_1); } if (this.myCostume.hair_mesh != string.Empty) { this.part_hair = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.myCostume.hair_mesh)); this.part_hair.transform.position = this.part_head.transform.position; this.part_hair.transform.rotation = this.part_head.transform.rotation; this.part_hair.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; this.part_hair.renderer.material = CharacterMaterials.materials[this.myCostume.hairInfo.texture]; this.part_hair.renderer.material.color = this.myCostume.hair_color; } if ((this.myCostume.hair_1_mesh.Length > 0) && !this.isDeadBody) { string name = "Character/" + this.myCostume.hair_1_mesh; Material material = CharacterMaterials.materials[this.myCostume.hairInfo.texture]; this.part_hair_1 = ClothFactory.GetHair(this.reference, name, material, this.myCostume.hair_color); } }