private void FilterSlots(int indexStruc)
        {
            //Get the cloth slots from the selected body structure
            int idStruc = bodyStrucList [indexStruc].ID;

            bodyStrucSlots = bodyStrucTable.GetClothSlotList(idStruc);

            selectedSlots = new bool[bodyStrucSlots.Count];

            //Get the body subtypes from the selected structure
            modelsList.Clear();

            List <BodySubtypeTable.BodySubtype> tList = bodySubType.GetList();

            BodyStructureTable.BodyStructure tRecord = bodyStrucTable.GetRecord(idStruc);

            for (int i = 0; i < tRecord.IDBodySubtype.Count; i++)
            {
                ModelPrefab toAdd = new ModelPrefab();
                toAdd.IDSubtype   = tRecord.IDBodySubtype [i];
                toAdd.SubtypeName = tList.Find(x => x.ID == tRecord.IDBodySubtype [i]).Name;

                modelsList.Add(toAdd);
            }
        }
        private void FilterSlots(int indexStruc)
        {
            //Get the cloth slots from the selected body structure
            int idStruc = bodyStrucList [indexStruc].ID;

            bodyStrucSlots = bodyStrucTable.GetPropSlotList(idStruc);

            System.Array.Resize(ref propSlotsOptions, bodyStrucSlots.Count);

            for (int i = 0; i < bodyStrucSlots.Count; i++)
            {
                propSlotsOptions [i] = bodyStrucSlots [i].SlotName;
            }
            modelsList.Clear();

            List <BodySubtypeTable.BodySubtype> tList = bodySubType.GetList();

            BodyStructureTable.BodyStructure tRecord = bodyStrucTable.GetRecord(idStruc);

            for (int i = 0; i < tRecord.IDBodySubtype.Count; i++)
            {
                ModelPrefab toAdd = new ModelPrefab();
                toAdd.IDSubtype   = tRecord.IDBodySubtype [i];
                toAdd.SubtypeName = tList.Find(x => x.ID == tRecord.IDBodySubtype [i]).Name;

                modelsList.Add(toAdd);
            }
        }
Beispiel #3
0
        void SelectRecord(int ID)
        {
            //Select structure record
            recordSelected = ID;
            bStrucRec      = bodyStrucTable.GetRecord(ID);

            //Body type
            bodyTypeSelected = bodyTypes.FindIndex(x => x.ID == bStrucRec.IDBodyType);

            //Body subtypes
            for (int i = 0; i < bolSubTypes.Length; i++)
            {
                bolSubTypes [i] = false;
            }

            int index = 0;

            for (int i = 0; i < bStrucRec.IDBodySubtype.Count; i++)
            {
                index = bodySubtypes.FindIndex(x => x.ID == bStrucRec.IDBodySubtype [i]);
                if (index > -1)
                {
                    bolSubTypes [index] = true;
                }
            }

            //Load slots
            clothSlots = bodyStrucTable.GetClothSlotList(recordSelected);
            propSlots  = bodyStrucTable.GetPropSlotList(recordSelected);
            skinSlots  = bodyStrucTable.GetSkinSlotList(recordSelected);

            flagEdit = 2;
        }
        private void GetModelsList()
        {
            modelsList.Clear();
            bodyModelList = bodyModelTable.GetList(true);

            BodyStructureTable.BodyStructure searchStruct  = new BodyStructureTable.BodyStructure();
            BodySubtypeTable.BodySubtype     searchSubtype = new BodySubtypeTable.BodySubtype();

            for (int i = 0; i < bodyModelList.Count; i++)
            {
                ListModels toAdd = new ListModels();
                toAdd.IDModel = bodyModelList [i].ID;
                toAdd.Name    = bodyModelList [i].Name;
                searchStruct  = bodyStrucList.Find(x => x.ID == bodyModelList [i].IDBodyStructure);
                if (searchStruct != null)
                {
                    toAdd.Structure = searchStruct.Name;
                }

                searchSubtype = bodySubtList.Find(x => x.ID == bodyModelList [i].IDBodySubtype);
                if (searchSubtype != null)
                {
                    toAdd.BodySubtype = searchSubtype.Name;
                }

                GameObject prefabToLoad = (GameObject)Resources.Load(_config.GetPathName(CSConfig.PathTypeEnum.BodyModelsPath) + "/" + bodyModelList[i].ModelName);
                if (prefabToLoad == null)
                {
                    toAdd.PrefabError = true;
                }

                modelsList.Add(toAdd);
            }
        }
Beispiel #5
0
        void NewRecord()
        {
            bStrucRec = new BodyStructureTable.BodyStructure();

            propSlots  = new List <BodyStructureTable.BodyPropsSlots> ();
            skinSlots  = new List <BodyStructureTable.BodySkinsSlots> ();
            clothSlots = new List <BodyStructureTable.BodyClothSlots> ();

            for (int i = 0; i < bolSubTypes.Length; i++)
            {
                bolSubTypes [i] = false;
            }

            recordSelected   = 0;
            bodyTypeSelected = 0;

            flagEdit = 1;
        }