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[1.0] FirstPerson 初期化を整理 #1206
[1.0] FirstPerson 初期化を整理 #1206
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var count = ExcludeTriangles(indices, mesh.boneWeights, eraseBoneIndices); | ||
var dst = new int[count]; | ||
Array.Copy(indices, 0, dst, 0, count); | ||
var dst = await awaitCaller.Run(() => GetExcludedIndices(src.GetIndices(i), mesh.boneWeights, eraseBoneIndices)); |
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祝 Run
public static Mesh CreateErasedMesh(Mesh src, int[] eraseBoneIndices) | ||
{ | ||
var task = CreateErasedMeshAsync(src, eraseBoneIndices, new ImmediateCaller()); | ||
task.Wait(); |
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ライブラリ内の ImmediateCaller を使っているから Wait しても大丈夫
/// <param name="visible"></param> | ||
/// <param name="awaitCaller"></param> | ||
/// <returns></returns> | ||
public async Task<List<SkinnedMeshRenderer>> SetupAsync(GameObject go, IAwaitCaller awaitCaller = null) |
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レイヤー設定、引数で渡せるようにした方がよさそう。
public static int を内部で参照するのはちょっとわかりづらい
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よさそう
#1194