function Start() {
var boneName = new System.Collections.Generic.Dictionary.<String, String>();
boneName["Chest"] = "Bip001 Spine2";
boneName["Head"] = "Bip001 Head";
boneName["Hips"] = "Bip001 Pelvis";
boneName["LeftFoot"] = "Bip001 L Foot";
boneName["LeftHand"] = "Bip001 L Hand";
boneName["LeftLowerArm"] = "Bip001 L Forearm";
boneName["LeftLowerLeg"] = "Bip001 L Calf";
boneName["LeftShoulder"] = "Bip001 L Clavicle";
boneName["LeftUpperArm"] = "Bip001 L UpperArm";
boneName["LeftUpperLeg"] = "Bip001 L Thigh";
boneName["RightFoot"] = "Bip001 R Foot";
boneName["RightHand"] = "Bip001 R Hand";
boneName["RightLowerArm"] = "Bip001 R Forearm";
boneName["RightLowerLeg"] = "Bip001 R Calf";
boneName["RightShoulder"] = "Bip001 R Clavicle";
boneName["RightUpperArm"] = "Bip001 R UpperArm";
boneName["RightUpperLeg"] = "Bip001 R Thigh";
boneName["Spine"] = "Bip001 Spine1";
var humanName: String[] = HumanTrait.BoneName;
var humanBones: HumanBone[] = new HumanBone[boneName.Count];
var j = 0;
for (var i = 0; i < humanName.Length; i++) {
if (boneName.ContainsKey(humanName[i])) {
var humanBone = new HumanBone();
humanBone.humanName = humanName[i];
humanBone.boneName = boneName[humanName[i]];
humanBone.limit.useDefaultValues = true;
humanBones[j++] = humanBone;
}
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Start() {
stringstring boneName = new System.Collections.Generic.Dictionary<string, string>();
boneName["Chest"] = "Bip001 Spine2";
boneName["Head"] = "Bip001 Head";
boneName["Hips"] = "Bip001 Pelvis";
boneName["LeftFoot"] = "Bip001 L Foot";
boneName["LeftHand"] = "Bip001 L Hand";
boneName["LeftLowerArm"] = "Bip001 L Forearm";
boneName["LeftLowerLeg"] = "Bip001 L Calf";
boneName["LeftShoulder"] = "Bip001 L Clavicle";
boneName["LeftUpperArm"] = "Bip001 L UpperArm";
boneName["LeftUpperLeg"] = "Bip001 L Thigh";
boneName["RightFoot"] = "Bip001 R Foot";
boneName["RightHand"] = "Bip001 R Hand";
boneName["RightLowerArm"] = "Bip001 R Forearm";
boneName["RightLowerLeg"] = "Bip001 R Calf";
boneName["RightShoulder"] = "Bip001 R Clavicle";
boneName["RightUpperArm"] = "Bip001 R UpperArm";
boneName["RightUpperLeg"] = "Bip001 R Thigh";
boneName["Spine"] = "Bip001 Spine1";
string[] humanName = HumanTrait.BoneName;
HumanBone[] humanBones = new HumanBone[boneName.Count];
int j = 0;
int i = 0;
while (i < humanName.Length) {
if (boneName.ContainsKey(humanName[i])) {
HumanBone humanBone = new HumanBone();
humanBone.humanName = humanName[i];
humanBone.boneName = boneName[humanName[i]];
humanBone.limit.useDefaultValues = true;
humanBones[j++] = humanBone;
}
i++;
}
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Start() as void:
boneName as System.Collections.Generic.Dictionary[of string, string] = System.Collections.Generic.Dictionary[of string, string]()
boneName['Chest'] = 'Bip001 Spine2'
boneName['Head'] = 'Bip001 Head'
boneName['Hips'] = 'Bip001 Pelvis'
boneName['LeftFoot'] = 'Bip001 L Foot'
boneName['LeftHand'] = 'Bip001 L Hand'
boneName['LeftLowerArm'] = 'Bip001 L Forearm'
boneName['LeftLowerLeg'] = 'Bip001 L Calf'
boneName['LeftShoulder'] = 'Bip001 L Clavicle'
boneName['LeftUpperArm'] = 'Bip001 L UpperArm'
boneName['LeftUpperLeg'] = 'Bip001 L Thigh'
boneName['RightFoot'] = 'Bip001 R Foot'
boneName['RightHand'] = 'Bip001 R Hand'
boneName['RightLowerArm'] = 'Bip001 R Forearm'
boneName['RightLowerLeg'] = 'Bip001 R Calf'
boneName['RightShoulder'] = 'Bip001 R Clavicle'
boneName['RightUpperArm'] = 'Bip001 R UpperArm'
boneName['RightUpperLeg'] = 'Bip001 R Thigh'
boneName['Spine'] = 'Bip001 Spine1'
humanName as (string) = HumanTrait.BoneName
humanBones as (HumanBone) = array[of HumanBone](boneName.Count)
j as int = 0
i as int = 0
while i < humanName.Length:
if boneName.ContainsKey(humanName[i]):
humanBone as HumanBone = HumanBone()
humanBone.humanName = humanName[i]
humanBone.boneName = boneName[humanName[i]]
humanBone.limit.useDefaultValues = true
humanBones[(j++)] = humanBone
i++