public static SetUpAnimation ( string animationName, Part part ) : UnityEngine.AnimationState[] | ||
animationName | string | |
part | Part | |
Результат | UnityEngine.AnimationState[] |
public static AnimationState[] SetUpAnimation(string animationName, Part part)
{
var states = new List<AnimationState>();
foreach (var animation in part.FindModelAnimators(animationName))
{
var animationState = animation[animationName];
animationState.speed = 0;
animationState.enabled = true;
animationState.wrapMode = WrapMode.ClampForever;
animation.Blend(animationName);
states.Add(animationState);
}
return states.ToArray();
}
public override void OnStart(PartModule.StartState state) { animStates = Utils.SetUpAnimation(ThrustAnimationName, this.part); foreach (ModuleEngines me in this.part.FindModulesImplementing <ModuleEngines>()) { modEng = me; isEngineFX = false; break; } foreach (ModuleEnginesFX me in this.part.FindModulesImplementing <ModuleEnginesFX>()) { modEngFX = me; isEngineFX = true; break; } HideGimbalButtons(); part.OnEditorAttach += new Callback(HideGimbalButtons); if (disableGimbalToggle) { Actions["AGToggleGimbal"].active = true; Events["GuiToggleGimbal"].guiActive = true; Events["GuiToggleGimbal"].guiActiveEditor = true; foreach (ModuleGimbal mgg in this.part.FindModulesImplementing <ModuleGimbal>()) { gimbalStatus = !mgg.gimbalLock; } } else { Actions["AGToggleGimbal"].active = false; } }