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C# SkeletonAnimation.LateUpdate方法代码示例

本文整理汇总了C#中SkeletonAnimation.LateUpdate方法的典型用法代码示例。如果您正苦于以下问题:C# SkeletonAnimation.LateUpdate方法的具体用法?C# SkeletonAnimation.LateUpdate怎么用?C# SkeletonAnimation.LateUpdate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在SkeletonAnimation的用法示例。


在下文中一共展示了SkeletonAnimation.LateUpdate方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: CreatePreviewInstances

		private void CreatePreviewInstances () {
			this.DestroyPreviewInstances();
			if (this.m_previewInstance == null) {
				try {
					string skinName = EditorPrefs.GetString(m_skeletonDataAssetGUID + "_lastSkin", "");

					m_previewInstance = SpineEditorUtilities.InstantiateSkeletonAnimation((SkeletonDataAsset)target, skinName).gameObject;
					m_previewInstance.hideFlags = HideFlags.HideAndDontSave;
					m_previewInstance.layer = 0x1f;


					m_skeletonAnimation = m_previewInstance.GetComponent<SkeletonAnimation>();
					m_skeletonAnimation.initialSkinName = skinName;
					m_skeletonAnimation.LateUpdate();

					m_skeletonData = m_skeletonAnimation.skeletonDataAsset.GetSkeletonData(true);

					m_previewInstance.GetComponent<Renderer>().enabled = false;

					m_initialized = true;
					AdjustCameraGoals(true);
				} catch {
					// WARNING: Suppresses errors.
				}
			}
		}
开发者ID:SirFelolis,项目名称:Snot-Ninja,代码行数:26,代码来源:SkeletonDataAssetInspector.cs

示例2: CreatePreviewInstances

		void CreatePreviewInstances () {
			this.DestroyPreviewInstances();

			var skeletonDataAsset = (SkeletonDataAsset)target;
			if (skeletonDataAsset.GetSkeletonData(false) == null)
				return;

			if (this.m_previewInstance == null) {
				string skinName = EditorPrefs.GetString(m_skeletonDataAssetGUID + "_lastSkin", "");
				m_previewInstance = SpineEditorUtilities.InstantiateSkeletonAnimation(skeletonDataAsset, skinName).gameObject;

				if (m_previewInstance != null) {
					m_previewInstance.hideFlags = HideFlags.HideAndDontSave;
					m_previewInstance.layer = 0x1f;
					m_skeletonAnimation = m_previewInstance.GetComponent<SkeletonAnimation>();
					m_skeletonAnimation.initialSkinName = skinName;
					m_skeletonAnimation.LateUpdate();
					m_skeletonData = m_skeletonAnimation.skeletonDataAsset.GetSkeletonData(true);
					m_previewInstance.GetComponent<Renderer>().enabled = false;
					m_initialized = true;
				}

				AdjustCameraGoals(true);
			}
		}
开发者ID:smartether,项目名称:spine-runtimes,代码行数:25,代码来源:SkeletonDataAssetInspector.cs

示例3: CreatePreviewInstances

        private void CreatePreviewInstances () {
        this.DestroyPreviewInstances();
        if (this.m_previewInstance == null) {
            string skinName = EditorPrefs.GetString(m_skeletonDataAssetGUID + "_lastSkin", "");
            SkeletonAnimation skelAnim = SpineEditorUtilities.SpawnAnimatedSkeleton((SkeletonDataAsset)target, skinName);
            if(skelAnim == null){
                failedSkeletonDataLatch = true;
                    //EditorUtility.DisplayDialog("Skeleton / SpriteCollection Mismatch",  "GetSkeletonData failed, make sure JSON and SpriteCollection match.\nSprite Collection must contain all attachments referenced in SkeletonJSON", "OK");
                return; //failed
            }

            m_previewInstance = skelAnim.gameObject;
            //m_previewInstance.transform.localScale = Vector3.one * 0.01f;
            m_previewInstance.hideFlags = HideFlags.HideAndDontSave;
            m_previewInstance.layer = 0x1f;

            m_skeletonAnimation = m_previewInstance.GetComponent<SkeletonAnimation>();
            m_skeletonAnimation.initialSkinName = skinName;
            m_skeletonAnimation.LateUpdate();
            m_skeletonData = m_skeletonAnimation.skeletonDataAsset.GetSkeletonData(true);

            m_previewInstance.renderer.enabled = false;

            m_initialized = true;
            AdjustCameraGoals(true);
        }
        }
开发者ID:nagyistoce,项目名称:spine-runtimes,代码行数:27,代码来源:SkeletonDataAssetInspector.cs


注:本文中的SkeletonAnimation.LateUpdate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。