示例#1
0
 void Update()
 {
     if (ownedRenderTextures != null)
     {
         foreach (var rt in ownedRenderTextures)
         {
             if (!rt.IsCreated())
             {
                 if (DK_UMACrowd.GeneratorMode == "Preset")
                 {
                     isTextureDirty = true;
                     DKumaGenerator.addDirtyUMA(this);
                 }
                 else if (DK_UMACrowd.GeneratorMode == "RPG" /*&& Creating*/)
                 {
                     if (!umaGenerator)
                     {
                         umaGenerator = transform.gameObject.AddComponent <DK_RPG_SelfGenerator>() as DK_RPG_SelfGenerator;
                         Debug.Log("creating DK_RPG_SelfGenerator umaGenerator");
                     }
                     isTextureDirty = true;
                     umaGenerator.addDirtyUMA(this);
                     // launch generator
                     umaGenerator.Awake();
                                             #if UNITY_EDITOR
                     umaGenerator.UpdateEditor();
                                             #endif
                 }
             }
         }
     }
 }
 public void Prepare(DKUMAData _umaData, DK_RPG_SelfGenerator _umaGenerator)
 {
     umaData         = _umaData;
     umaGenerator    = _umaGenerator;
     _DKumaGenerator = GameObject.Find("DKUMAGenerator").GetComponent <DKUMAGenerator>();
     EditorStart();
 }
 public void Prepare(DK_RPG_SelfGenerator _umaGenerator)
 {
     umaGenerator = _umaGenerator;
 }