Make frame properties animatable.
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@@ -52,9 +52,9 @@ namespace Cryville.Crtr.Components {
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static readonly ArrayPool<Vector2> _shapePool = new ArrayPool<Vector2>(0x100, 0x10000);
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public PolygonSGO() {
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SubmitProperty("head", new PropOp.String(v => head.FrameName = v));
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SubmitProperty("body", new PropOp.String(v => body.FrameName = v));
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SubmitProperty("tail", new PropOp.String(v => tail.FrameName = v));
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SubmitProperty("head", new PropOp.String(v => head.FrameName = v), 2);
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SubmitProperty("body", new PropOp.String(v => body.FrameName = v), 2);
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SubmitProperty("tail", new PropOp.String(v => tail.FrameName = v), 2);
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SubmitProperty("shape", new op_set_shape(this), 2);
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}
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@@ -98,18 +98,13 @@ namespace Cryville.Crtr.Components {
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public override void Init() {
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base.Init();
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head.Load();
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body.Load();
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tail.Load();
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mesh.Init(transform);
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List<Material> materials = new List<Material>();
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if (head.FrameName != null) AddMat(materials, head.FrameName);
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if (body.FrameName != null) AddMat(materials, body.FrameName);
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if (tail.FrameName != null) AddMat(materials, tail.FrameName);
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mesh.Renderer.materials = materials.ToArray();
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var mats = mesh.Renderer.materials = new Material[] { mesh.NewMaterial, mesh.NewMaterial, mesh.NewMaterial };
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head.Bind(mats[0]);
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body.Bind(mats[1]);
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tail.Bind(mats[2]);
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UpdateZIndex();
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}
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@@ -157,9 +152,9 @@ namespace Cryville.Crtr.Components {
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int vcpsec = _shapeLength; // Vertex Count Per Section
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float width = GetWidth();
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float headLength = 0;
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if (head.FrameName != null) headLength = width / head.Ratio;
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if (head.Frame != null) headLength = width / head.Ratio;
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float tailLength = 0;
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if (tail.FrameName != null) tailLength = width / tail.Ratio;
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if (tail.Frame != null) tailLength = width / tail.Ratio;
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float endLength = headLength + tailLength;
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if (sumLength <= endLength) {
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// The total length of the two ends is longer than the whole mesh, squeeze the two ends
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@@ -187,17 +182,17 @@ namespace Cryville.Crtr.Components {
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verts = _vertPool.Rent(vc * vcpsec);
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uvs = _uvPool.Rent(vc * vcpsec);
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int i = 0; int t = 0; float l = 0; int m = 0;
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if (head.FrameName != null) { m++; GenerateMeshTo(verts, uvs, out trih, head, ref i, ref t, ref l, 0, headLength, vcpsec, hvc); }
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if (body.FrameName != null) { m++; GenerateMeshTo(verts, uvs, out trib, body, ref i, ref t, ref l, headLength, sumLength - tailLength, vcpsec, hvc + bvc); }
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if (tail.FrameName != null) { m++; GenerateMeshTo(verts, uvs, out trit, tail, ref i, ref t, ref l, sumLength - tailLength, sumLength, vcpsec, vc); }
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if (head.Frame != null) { m++; GenerateMeshTo(verts, uvs, out trih, head, ref i, ref t, ref l, 0, headLength, vcpsec, hvc); }
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if (body.Frame != null) { m++; GenerateMeshTo(verts, uvs, out trib, body, ref i, ref t, ref l, headLength, sumLength - tailLength, vcpsec, hvc + bvc); }
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if (tail.Frame != null) { m++; GenerateMeshTo(verts, uvs, out trit, tail, ref i, ref t, ref l, sumLength - tailLength, sumLength, vcpsec, vc); }
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mesh.Mesh.subMeshCount = m;
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m = 0;
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mesh.Mesh.SetVertices(verts);
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mesh.Mesh.SetUVs(0, uvs);
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if (head.FrameName != null) mesh.Mesh.SetTriangles(trih, m++);
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if (body.FrameName != null) mesh.Mesh.SetTriangles(trib, m++);
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if (tail.FrameName != null) mesh.Mesh.SetTriangles(trit, m++);
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if (head.Frame != null) mesh.Mesh.SetTriangles(trih, m++);
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if (body.Frame != null) mesh.Mesh.SetTriangles(trib, m++);
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if (tail.Frame != null) mesh.Mesh.SetTriangles(trit, m++);
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mesh.Mesh.RecalculateNormals();
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_vertPool.Return(verts); verts = null;
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