public override void SetEquipItems(IList <CharacterItem> equipItems)
        {
            tempEquipItems = equipItems;

            if (!IsUmaCharacterCreated)
            {
                return;
            }

            ClearObjectsAndSlots(equipItemUsedSlots, equipItemObjects);

            if (CacheUmaAvatar.activeRace == null ||
                CacheUmaAvatar.activeRace.racedata == null ||
                equipItems == null)
            {
                return;
            }

            string raceName = CacheUmaAvatar.activeRace.racedata.raceName;
            Item   tempEquipmentItem;

            UMATextRecipe[]     receipes;
            BaseEquipmentEntity tempEquipmentEntity;

            foreach (CharacterItem equipItem in equipItems)
            {
                tempEquipmentItem = equipItem.GetEquipmentItem();
                if (tempEquipmentItem == null)
                {
                    continue;
                }

                SetEquipmentObject(equipItemObjects, tempEquipmentItem.equipmentModels, equipItem.level, out tempEquipmentEntity);

                if (!tempEquipmentItem.CacheUmaRecipeSlot.TryGetValue(raceName, out receipes))
                {
                    continue;
                }

                SetSlot(equipItemUsedSlots, receipes);
            }
            // Update avatar
            CacheUmaAvatar.BuildCharacter(true);
            CacheUmaAvatar.ForceUpdate(true, true, true);
        }
        public override void SetEquipWeapons(EquipWeapons equipWeapons)
        {
            tempEquipWeapons = equipWeapons;
            SetClipBasedOnWeapon(equipWeapons);

            if (!IsUmaCharacterCreated)
            {
                return;
            }

            ClearObjectsAndSlots(equipWeaponUsedSlots, equipWeaponObjects);

            if (CacheUmaAvatar.activeRace == null ||
                CacheUmaAvatar.activeRace.racedata == null ||
                equipWeapons == null)
            {
                return;
            }

            string raceName = CacheUmaAvatar.activeRace.racedata.raceName;
            Item   tempEquipmentItem;

            UMATextRecipe[] receipes;
            // Setup right hand weapon
            if (equipWeapons.rightHand != null)
            {
                tempEquipmentItem = equipWeapons.rightHand.GetWeaponItem();
                if (tempEquipmentItem != null)
                {
                    SetEquipmentObject(equipWeaponObjects, tempEquipmentItem.equipmentModels, equipWeapons.rightHand.level, out rightHandEquipmentEntity);
                    if (tempEquipmentItem.CacheUmaRecipeSlot.TryGetValue(raceName, out receipes))
                    {
                        SetSlot(equipWeaponUsedSlots, receipes);
                    }
                }
            }
            // Setup left hand weapon
            if (equipWeapons.leftHand != null)
            {
                // Weapon
                tempEquipmentItem = equipWeapons.leftHand.GetWeaponItem();
                if (tempEquipmentItem != null)
                {
                    SetEquipmentObject(equipWeaponObjects, tempEquipmentItem.subEquipmentModels, equipWeapons.leftHand.level, out leftHandEquipmentEntity);
                    if (tempEquipmentItem.CacheUmaRecipeSlot.TryGetValue(raceName, out receipes))
                    {
                        SetSlot(equipWeaponUsedSlots, receipes);
                    }
                }
                // Shield
                tempEquipmentItem = equipWeapons.leftHand.GetShieldItem();
                if (tempEquipmentItem != null)
                {
                    SetEquipmentObject(equipWeaponObjects, tempEquipmentItem.equipmentModels, equipWeapons.leftHand.level, out leftHandEquipmentEntity);
                    if (tempEquipmentItem.CacheUmaRecipeSlot.TryGetValue(raceName, out receipes))
                    {
                        SetSlot(equipWeaponUsedSlots, receipes);
                    }
                }
            }
            // Update avatar
            CacheUmaAvatar.BuildCharacter(true);
            CacheUmaAvatar.ForceUpdate(true, true, true);
        }
        IEnumerator ApplyUmaAvatarRoutine(UmaAvatarData avatarData)
        {
            int           i;
            UmaRace       race   = CurrentGameInstance.UmaRaces[avatarData.raceIndex];
            UmaRaceGender gender = race.genders[avatarData.genderIndex];

            CacheUmaAvatar.ChangeRace(gender.raceData.raceName);
            yield return(null);

            // Set character hair, beard, eyebrows (or other things up to your settings)
            if (avatarData.slots != null)
            {
                Dictionary <string, List <UMATextRecipe> > recipes = CacheUmaAvatar.AvailableRecipes;
                string slotName;
                for (i = 0; i < gender.customizableSlots.Length; ++i)
                {
                    if (i >= avatarData.slots.Length)
                    {
                        break;
                    }
                    slotName = gender.customizableSlots[i].name;
                    CacheUmaAvatar.SetSlot(recipes[slotName][avatarData.slots[i]]);
                }
            }
            // Set skin color, eyes color, hair color (or other things up to your settings)
            if (avatarData.colors != null)
            {
                SharedColorTable colorTable;
                for (i = 0; i < race.colorTables.Length; ++i)
                {
                    if (i >= avatarData.colors.Length)
                    {
                        break;
                    }
                    colorTable = race.colorTables[i];
                    CacheUmaAvatar.SetColor(colorTable.sharedColorName, colorTable.colors[avatarData.colors[i]]);
                }
            }
            // Set equip items if it is already set
            if (tempEquipWeapons != null)
            {
                SetEquipWeapons(tempEquipWeapons);
            }
            if (tempEquipItems != null)
            {
                SetEquipItems(tempEquipItems);
            }

            // Update avatar
            CacheUmaAvatar.BuildCharacter(true);
            CacheUmaAvatar.ForceUpdate(true, true, true);
            yield return(null);

            // Set character dna
            if (avatarData.dnas != null)
            {
                Dictionary <string, DnaSetter> dnas = null;
                while (dnas == null || dnas.Count == 0)
                {
                    dnas = CacheUmaAvatar.GetDNA();
                    yield return(null);
                }
                List <string> dnaNames = new List <string>(dnas.Keys);
                dnaNames.Sort();
                string dnaName;
                for (i = 0; i < dnaNames.Count; ++i)
                {
                    if (i >= avatarData.dnas.Length)
                    {
                        break;
                    }
                    dnaName = dnaNames[i];
                    dnas[dnaName].Set(avatarData.dnas[i] * 0.01f);
                }
            }
            // Update avatar after set dna
            CacheUmaAvatar.ForceUpdate(true, false, false);
        }