bool AnimeshAsset::DetachAll() { for (size_t i = 0; i < animeshsprite->GetSocketCount(); i++) { CS::Mesh::iAnimatedMeshSocketFactory* v = animeshsprite->GetSocket(i); if (!v) continue; AttachMesh(v->GetName(), 0); } return true; }
bool Sprite3DAsset::DetachAll() { for (int i = 0; i < sprite->GetSocketCount(); i++) { iSpriteSocket* sock = sprite->GetSocket(i); if (!sock) continue; AttachMesh(sock->GetName(), 0); } return true; }
bool GenmeshAsset::DetachAll() { if (!skeleton) return false; for (size_t i = 0; i < skeleton->GetFactory()->GetSocketsCount(); i++) { iSkeletonSocketFactory* sock = skeleton->GetFactory()->GetSocket((int)i); if (!sock) continue; AttachMesh(sock->GetName(), 0); } return true; }