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@CSaratakij
Forked from tsubaki/SkinnedMeshUpdater.cs
Created September 22, 2023 08:42
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update SkinnedMesh
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Assertions;
using System;
public class SkinnedMeshUpdater : MonoBehaviour
{
[SerializeField]
SkinnedMeshRenderer original;
#region UNITYC_CALLBACK
void Update ()
{
if (Input.GetKeyDown (KeyCode.Space)) {
UpdateMeshRenderer (original);
}
}
#if UNITY_EDITOR
void OnDrawGizmosSelected ()
{
var meshrenderer = GetComponentInChildren<SkinnedMeshRenderer> ();
Vector3 before = meshrenderer.bones [0].position;
for (int i = 0; i < meshrenderer.bones.Length; i++) {
Gizmos.DrawLine (meshrenderer.bones [i].position, before);
UnityEditor.Handles.Label (meshrenderer.bones [i].transform.position, i.ToString ());
before = meshrenderer.bones [i].position;
}
}
#endif
#endregion
public void UpdateMeshRenderer (SkinnedMeshRenderer newMeshRenderer)
{
// update mesh
var meshrenderer = GetComponentInChildren<SkinnedMeshRenderer> ();
meshrenderer.sharedMesh = newMeshRenderer.sharedMesh;
Transform[] childrens = transform.GetComponentsInChildren<Transform> (true);
// sort bones.
Transform[] bones = new Transform[newMeshRenderer.bones.Length];
for (int boneOrder = 0; boneOrder < newMeshRenderer.bones.Length; boneOrder++) {
bones [boneOrder] = Array.Find<Transform> (childrens, c => c.name == newMeshRenderer.bones [boneOrder].name);
}
meshrenderer.bones = bones;
}
}
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