/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="outlines">設定したいBaseMeshEffect</param> /// <param name="color">BaseMeshEffectのenabled</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <BaseMeshEffect> baseMeshEffects, bool enabled) { var parts = new SkinParts(); SkinnerUtility.ResetBoolean(parts.property.boolValues, BoolLength); parts.property.objectReferenceValues.AddRange(baseMeshEffects.Cast <Object>()); parts.property.boolValues[BoolIndex] = enabled; return(parts); }
/// <summary> /// 対象のスキンパーツを生成 /// </summary> /// <param name="gameObjects">設定したいGameObject</param> /// <param name="isActive">GameObjectのactiveSelf</param> /// <returns>生成したスキンパーツ</returns> public static SkinParts CreateSkinParts(IEnumerable <GameObject> gameObjects, bool isActive) { var parts = new SkinParts(); SkinnerUtility.ResetBoolean(parts.property.boolValues, BoolLength); parts.property.objectReferenceValues.AddRange(gameObjects.Cast <Object>()); parts.property.boolValues[BoolIndex] = isActive; return(parts); }