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; }