public void deleteCharacterComponent2() { Destroy(part_eye); Destroy(part_face); Destroy(part_glass); Destroy(part_hair); if (!isDeadBody) { ClothFactory.DisposeObject(part_hair_1); } Destroy(part_upper_body); Destroy(part_arm_l); Destroy(part_arm_r); if (!isDeadBody) { ClothFactory.DisposeObject(part_hair_2); ClothFactory.DisposeObject(part_cape); } Destroy(part_brand_1); Destroy(part_brand_2); Destroy(part_brand_3); Destroy(part_brand_4); Destroy(part_chest_1); Destroy(part_chest_2); Destroy(part_chest_3); Destroy(part_3dmg); Destroy(part_3dmg_belt); Destroy(part_3dmg_gas_l); Destroy(part_3dmg_gas_r); Destroy(part_blade_l); Destroy(part_blade_r); }
public void createHair2() { Destroy(part_hair); if (!isDeadBody) { ClothFactory.DisposeObject(part_hair_1); } if (myCostume.hair_mesh != string.Empty) { part_hair = (GameObject)Instantiate(Resources.Load("Character/" + myCostume.hair_mesh)); part_hair.transform.position = part_head.transform.position; part_hair.transform.rotation = part_head.transform.rotation; part_hair.transform.parent = transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; part_hair.renderer.material = CharacterMaterials.materials[myCostume.hairInfo.texture]; part_hair.renderer.material.color = myCostume.hair_color; } if (myCostume.hair_1_mesh.Length > 0 && !isDeadBody) { var name = "Character/" + myCostume.hair_1_mesh; var material = CharacterMaterials.materials[myCostume.hairInfo.texture]; part_hair_1 = ClothFactory.GetHair(reference, name, material, myCostume.hair_color); } }
public void CreateHead() { Object.Destroy(part_eye); Object.Destroy(part_face); Object.Destroy(part_glass); Object.Destroy(part_hair); if (!isDeadBody) { ClothFactory.DisposeObject(part_hair_1); } CreateHair(); if (myCostume.eye_mesh.Length > 0) { part_eye = (GameObject)Object.Instantiate(Resources.Load("Character/" + myCostume.eye_mesh)); part_eye.transform.position = part_head.transform.position; part_eye.transform.rotation = part_head.transform.rotation; part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; SetFaceTexture(part_eye, myCostume.eye_texture_id); } if (myCostume.beard_texture_id >= 0) { CreateFace(); SetFaceTexture(part_face, myCostume.beard_texture_id); } if (myCostume.glass_texture_id >= 0) { CreateGlasses(); SetFaceTexture(part_glass, myCostume.glass_texture_id); } part_head.renderer.material = CharacterMaterials.materials[myCostume.skin_texture]; part_chest.renderer.material = CharacterMaterials.materials[myCostume.skin_texture]; }
public void createHead2() { UnityEngine.Object.Destroy(this.part_eye); UnityEngine.Object.Destroy(this.part_face); UnityEngine.Object.Destroy(this.part_glass); UnityEngine.Object.Destroy(this.part_hair); if (!this.isDeadBody) { ClothFactory.DisposeObject(this.part_hair_1); } this.createHair2(); if (this.myCostume.eye_mesh.Length > 0) { this.part_eye = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.myCostume.eye_mesh)); this.part_eye.transform.position = this.part_head.transform.position; this.part_eye.transform.rotation = this.part_head.transform.rotation; this.part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; this.setFacialTexture(this.part_eye, this.myCostume.eye_texture_id); } if (this.myCostume.beard_texture_id >= 0) { this.createFace(); this.setFacialTexture(this.part_face, this.myCostume.beard_texture_id); } if (this.myCostume.glass_texture_id >= 0) { this.createGlass(); this.setFacialTexture(this.part_glass, this.myCostume.glass_texture_id); } this.part_head.renderer.material = CharacterMaterials.materials[this.myCostume.skin_texture]; this.part_chest.renderer.material = CharacterMaterials.materials[this.myCostume.skin_texture]; }
public void createCape2() { if (!isDeadBody) { ClothFactory.DisposeObject(part_cape); if (myCostume.cape_mesh.Length > 0) { part_cape = ClothFactory.GetCape(reference, "Character/" + myCostume.cape_mesh, CharacterMaterials.materials[myCostume.brand_texture]); } } }
public void CreateCape() { if (!this.IsDeadBody) { ClothFactory.DisposeObject(this.part_cape); if (this.myCostume.cape_mesh.Length > 0) { this.part_cape = ClothFactory.GetCape(this.reference, "Character/" + this.myCostume.cape_mesh, CharacterMaterials.Materials[this.myCostume.brand_texture]); } } }
public void DestroyAllExistingCloths() { var array = FindObjectsOfType <Cloth>(); var flag = array.Length != 0; if (flag) { for (var i = 0; i < array.Length; i++) { ClothFactory.DisposeObject(array[i].gameObject); } } }
public void CreateHead() { UnityEngine.Object.Destroy(this.part_eye); UnityEngine.Object.Destroy(this.part_face); UnityEngine.Object.Destroy(this.part_glass); UnityEngine.Object.Destroy(this.part_hair); if (!this.IsDeadBody) { ClothFactory.DisposeObject(this.part_hair_1); } this.CreateHair(); if (this.myCostume.eye_mesh.Length > 0) { this.part_eye = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.eye_mesh)); this.part_eye.transform.position = this.part_head.transform.position; this.part_eye.transform.rotation = this.part_head.transform.rotation; this.part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; this.SetFacialTexture(this.part_eye, this.myCostume.eye_texture_id); } if (this.myCostume.beard_texture_id >= 0) { this.CreateFace(); this.SetFacialTexture(this.part_face, this.myCostume.beard_texture_id); } if (this.myCostume.glass_texture_id >= 0) { this.CreateGlass(); this.SetFacialTexture(this.part_glass, this.myCostume.glass_texture_id); } string indexHead = myCostume.skin_texture; string indexChest = myCostume.skin_texture; if (!CharacterMaterials.Materials.ContainsKey(indexHead)) { indexHead = "hair_annie"; } if (!CharacterMaterials.Materials.ContainsKey(indexChest)) { indexChest = "aottg_hero_skin_1"; } this.part_head.renderer.material = CharacterMaterials.Materials[indexHead]; this.part_chest.renderer.material = CharacterMaterials.Materials[indexChest]; }
public void createHair2() { UnityEngine.Object.Destroy(this.part_hair); if (!this.isDeadBody) { ClothFactory.DisposeObject(this.part_hair_1); } if (this.myCostume.hair_mesh != string.Empty) { this.part_hair = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.myCostume.hair_mesh)); this.part_hair.transform.position = this.part_head.transform.position; this.part_hair.transform.rotation = this.part_head.transform.rotation; this.part_hair.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform; this.part_hair.renderer.material = CharacterMaterials.materials[this.myCostume.hairInfo.texture]; this.part_hair.renderer.material.color = this.myCostume.hair_color; } if ((this.myCostume.hair_1_mesh.Length > 0) && !this.isDeadBody) { string name = "Character/" + this.myCostume.hair_1_mesh; Material material = CharacterMaterials.materials[this.myCostume.hairInfo.texture]; this.part_hair_1 = ClothFactory.GetHair(this.reference, name, material, this.myCostume.hair_color); } }
public void DeleteCharacterComponent() { UnityEngine.Object.Destroy(this.part_eye); UnityEngine.Object.Destroy(this.part_face); UnityEngine.Object.Destroy(this.part_glass); UnityEngine.Object.Destroy(this.part_hair); bool flag = !this.IsDeadBody; if (flag) { ClothFactory.DisposeObject(this.part_hair_1); } UnityEngine.Object.Destroy(this.part_upper_body); UnityEngine.Object.Destroy(this.part_arm_l); UnityEngine.Object.Destroy(this.part_arm_r); bool flag2 = !this.IsDeadBody; if (flag2) { ClothFactory.DisposeObject(this.part_hair_2); ClothFactory.DisposeObject(this.part_cape); } UnityEngine.Object.Destroy(this.part_brand_1); UnityEngine.Object.Destroy(this.part_brand_2); UnityEngine.Object.Destroy(this.part_brand_3); UnityEngine.Object.Destroy(this.part_brand_4); UnityEngine.Object.Destroy(this.part_chest_1); UnityEngine.Object.Destroy(this.part_chest_2); UnityEngine.Object.Destroy(this.part_chest_3); UnityEngine.Object.Destroy(this.part_3dmg); UnityEngine.Object.Destroy(this.part_3dmg_belt); UnityEngine.Object.Destroy(this.part_3dmg_gas_l); UnityEngine.Object.Destroy(this.part_3dmg_gas_r); UnityEngine.Object.Destroy(this.part_blade_l); UnityEngine.Object.Destroy(this.part_blade_r); }
public void createUpperBody2() { Destroy(part_upper_body); Destroy(part_brand_1); Destroy(part_brand_2); Destroy(part_brand_3); Destroy(part_brand_4); Destroy(part_chest_1); Destroy(part_chest_2); if (!isDeadBody) { ClothFactory.DisposeObject(part_chest_3); } createCape2(); if (myCostume.part_chest_object_mesh.Length > 0) { part_chest_1 = (GameObject)Instantiate(Resources.Load("Character/" + myCostume.part_chest_object_mesh)); part_chest_1.transform.position = chest_info.transform.position; part_chest_1.transform.rotation = chest_info.transform.rotation; part_chest_1.transform.parent = transform.Find("Amarture/Controller_Body/hip/spine/chest").transform; part_chest_1.renderer.material = CharacterMaterials.materials[myCostume.part_chest_object_texture]; } if (myCostume.part_chest_1_object_mesh.Length > 0) { part_chest_2 = (GameObject)Instantiate(Resources.Load("Character/" + myCostume.part_chest_1_object_mesh)); part_chest_2.transform.position = chest_info.transform.position; part_chest_2.transform.rotation = chest_info.transform.rotation; part_chest_2.transform.parent = transform.Find("Amarture/Controller_Body/hip/spine/chest").transform; part_chest_2.transform.parent = transform.Find("Amarture/Controller_Body/hip/spine/chest").transform; part_chest_2.renderer.material = CharacterMaterials.materials[myCostume.part_chest_1_object_texture]; } if (myCostume.part_chest_skinned_cloth_mesh.Length > 0 && !isDeadBody) { part_chest_3 = ClothFactory.GetCape(reference, "Character/" + myCostume.part_chest_skinned_cloth_mesh, CharacterMaterials.materials[myCostume.part_chest_skinned_cloth_texture]); } if (myCostume.body_mesh.Length > 0) { part_upper_body = GenerateCloth(reference, "Character/" + myCostume.body_mesh); part_upper_body.renderer.material = CharacterMaterials.materials[myCostume.body_texture]; } if (myCostume.brand1_mesh.Length > 0) { part_brand_1 = GenerateCloth(reference, "Character/" + myCostume.brand1_mesh); part_brand_1.renderer.material = CharacterMaterials.materials[myCostume.brand_texture]; } if (myCostume.brand2_mesh.Length > 0) { part_brand_2 = GenerateCloth(reference, "Character/" + myCostume.brand2_mesh); part_brand_2.renderer.material = CharacterMaterials.materials[myCostume.brand_texture]; } if (myCostume.brand3_mesh.Length > 0) { part_brand_3 = GenerateCloth(reference, "Character/" + myCostume.brand3_mesh); part_brand_3.renderer.material = CharacterMaterials.materials[myCostume.brand_texture]; } if (myCostume.brand4_mesh.Length > 0) { part_brand_4 = GenerateCloth(reference, "Character/" + myCostume.brand4_mesh); part_brand_4.renderer.material = CharacterMaterials.materials[myCostume.brand_texture]; } part_head.renderer.material = CharacterMaterials.materials[myCostume.skin_texture]; part_chest.renderer.material = CharacterMaterials.materials[myCostume.skin_texture]; }
public void createUpperBody2() { UnityEngine.Object.Destroy(this.part_upper_body); UnityEngine.Object.Destroy(this.part_brand_1); UnityEngine.Object.Destroy(this.part_brand_2); UnityEngine.Object.Destroy(this.part_brand_3); UnityEngine.Object.Destroy(this.part_brand_4); UnityEngine.Object.Destroy(this.part_chest_1); UnityEngine.Object.Destroy(this.part_chest_2); if (!this.isDeadBody) { ClothFactory.DisposeObject(this.part_chest_3); } this.createCape2(); if (this.myCostume.part_chest_object_mesh.Length > 0) { this.part_chest_1 = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.myCostume.part_chest_object_mesh)); this.part_chest_1.transform.position = this.chest_info.transform.position; this.part_chest_1.transform.rotation = this.chest_info.transform.rotation; this.part_chest_1.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform; this.part_chest_1.renderer.material = CharacterMaterials.materials[this.myCostume.part_chest_object_texture]; } if (this.myCostume.part_chest_1_object_mesh.Length > 0) { this.part_chest_2 = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.myCostume.part_chest_1_object_mesh)); this.part_chest_2.transform.position = this.chest_info.transform.position; this.part_chest_2.transform.rotation = this.chest_info.transform.rotation; this.part_chest_2.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform; this.part_chest_2.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform; this.part_chest_2.renderer.material = CharacterMaterials.materials[this.myCostume.part_chest_1_object_texture]; } if ((this.myCostume.part_chest_skinned_cloth_mesh.Length > 0) && !this.isDeadBody) { this.part_chest_3 = ClothFactory.GetCape(this.reference, "Character/" + this.myCostume.part_chest_skinned_cloth_mesh, CharacterMaterials.materials[this.myCostume.part_chest_skinned_cloth_texture]); } if (this.myCostume.body_mesh.Length > 0) { this.part_upper_body = this.GenerateCloth(this.reference, "Character/" + this.myCostume.body_mesh); this.part_upper_body.renderer.material = CharacterMaterials.materials[this.myCostume.body_texture]; } if (this.myCostume.brand1_mesh.Length > 0) { this.part_brand_1 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand1_mesh); this.part_brand_1.renderer.material = CharacterMaterials.materials[this.myCostume.brand_texture]; } if (this.myCostume.brand2_mesh.Length > 0) { this.part_brand_2 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand2_mesh); this.part_brand_2.renderer.material = CharacterMaterials.materials[this.myCostume.brand_texture]; } if (this.myCostume.brand3_mesh.Length > 0) { this.part_brand_3 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand3_mesh); this.part_brand_3.renderer.material = CharacterMaterials.materials[this.myCostume.brand_texture]; } if (this.myCostume.brand4_mesh.Length > 0) { this.part_brand_4 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand4_mesh); this.part_brand_4.renderer.material = CharacterMaterials.materials[this.myCostume.brand_texture]; } this.part_head.renderer.material = CharacterMaterials.materials[this.myCostume.skin_texture]; this.part_chest.renderer.material = CharacterMaterials.materials[this.myCostume.skin_texture]; }