public List <UniqueSpriteBone> GetRawData() { if (m_OrderDirty) { SortBones(); } var bones = new List <UniqueSpriteBone>(); foreach (var bone in m_BoneList.bones) { var spriteBone = new UniqueSpriteBone(); spriteBone.name = bone.name; spriteBone.parentId = bone.parentId; // Store position in mesh/rect space for root. Vector3 position = bone.isRoot ? bone.localPosition - m_Offset : bone.localPosition; position.z = bone.depth; spriteBone.position = position; spriteBone.rotation = bone.localRotation; spriteBone.length = bone.length; spriteBone.id = new GUID(bone.uniqueId); bones.Add(spriteBone); } return(bones); }
private List <UniqueSpriteBone> NormalToUnique(List <SpriteBone> spriteBones) { List <UniqueSpriteBone> uniqueBones = new List <UniqueSpriteBone>(); foreach (var n in spriteBones) { var u = new UniqueSpriteBone(n); u.id = GUID.Generate(); uniqueBones.Add(u); } return(uniqueBones); }