using UnityEngine; namespace tech_art_outsource.vertex_animation { public class VA_MaterialSetup : MonoBehaviour { public TextAsset m_animationJson = null; [HideInInspector] public AnimationData m_animationData = null; private Material m_material = null; // Start is called before the first frame update void Start() { m_animationData = JsonUtility.FromJson(m_animationJson.text); m_material = GetComponent().material; m_material.SetInt("_numOfFrames", int.Parse(m_animationData.vertex_animation_textures1[0]._numOfFrames)); m_material.SetFloat("_paddedX", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedX)); m_material.SetFloat("_paddedY", float.Parse(m_animationData.vertex_animation_textures1[0]._paddedY)); m_material.SetFloat("_pivMax", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMax)); m_material.SetFloat("_pivMin", float.Parse(m_animationData.vertex_animation_textures1[0]._pivMin)); m_material.SetFloat("_posMax", float.Parse(m_animationData.vertex_animation_textures1[0]._posMax)); m_material.SetFloat("_posMin", float.Parse(m_animationData.vertex_animation_textures1[0]._posMin)); m_material.SetFloat("_speed", float.Parse(m_animationData.vertex_animation_textures1[0]._speed)); } } [System.Serializable] public class AnimationData { public AnimData[] vertex_animation_textures1; } [System.Serializable] public class AnimData { public string _doubleTex; public string _height; public string _normData; public string _numOfFrames; public string _packNorm; public string _packPscale; public string _paddedX; public string _paddedY; public string _pivMax; public string _pivMin; public string _posMax; public string _posMin; public string _scaleMax; public string _scaleMin; public string _speed; public string _width; } }