public void ChangeFaceExpression(FaceExpressions fe) { switch (fe) { case FaceExpressions.ANGRY: characterRenderer.materials[1].mainTexture = EyeExpressions[0]; characterRenderer.materials[2].mainTexture = MouthExpressions[0]; currentExpression = FaceExpressions.ANGRY; break; case FaceExpressions.SAD: characterRenderer.materials[1].mainTexture = EyeExpressions[1]; characterRenderer.materials[2].mainTexture = MouthExpressions[1]; currentExpression = FaceExpressions.SAD; break; case FaceExpressions.SMILE: characterRenderer.materials[1].mainTexture = EyeExpressions[2]; characterRenderer.materials[2].mainTexture = MouthExpressions[0]; currentExpression = FaceExpressions.SMILE; break; case FaceExpressions.SUPRÄ°SED: characterRenderer.materials[1].mainTexture = EyeExpressions[3]; characterRenderer.materials[2].mainTexture = MouthExpressions[2]; currentExpression = FaceExpressions.SUPRÄ°SED; break; } }
public void emmotionStart(FaceExpressions Key) { int index = 0; foreach (var obj in expressions.expressionPoints) { if (obj.dancename == Key.expressionName) { //foreach (var ob in obj.expressionTimes) { // foreach (var time in expressions.expressions) { // if (time.name == ob.name) { // print (index); // index++; // // Material[] mat = boyBody.materials; // mat [1] = time.faceactions [charecterSelectionindex]; // boyBody.materials = mat; // yield return new WaitForSecondsRealtime (ob.time * 4.166f); // } // } // } // print ("Finished"); // } StartCoroutine(PlayReactions(obj)); } } }
public IEnumerator emmotionStart(FaceExpressions Key) { yield return(new WaitForSeconds(0.001f)); foreach (var obj in expressions.expressionPoints) { if (obj.dancename == Key.expressionName) { foreach (var objects in expressions.expressions) { if (objects.name == obj.dancename) { foreach (var ob in obj.expressionTimes) { foreach (var time in expressions.expressions) { if (time.name == ob.name) { Material[] mat = mainBody.materials; mat[1] = time.faceactions[charecterSelectionIndex]; StartCoroutine(emotionsKeyStart(ob.time, mat)); } } } } } } } }
public void EffectAnimationcalled(string Key, GameObject logo, FaceExpressions expTime) { StopAllCoroutines(); if (effectinstantiated) { Destroy(effectinstantiated); } animationCharecter.Play(Key); emmotionStart(expTime); StartCoroutine(starteffect(animationCharecter.GetCurrentAnimatorClipInfo(0).Length, logo)); }
public IEnumerator emmotionStart(FaceExpressions Key) { // if() // foreach (var obj in Key.expressionTimes) { yield return(new WaitForSeconds(0)); // Material[] mat = boyBody.materials; //mat [2] = obj.faceAction[charecterSelectionindex]; // boyBody.materials = mat; // } }
public void AnimationCalled(string key, AudioClip Audio, FaceExpressions Test) { SelectOption.SetActive(true); if (effectinstantiated) { Destroy(effectinstantiated); } bodyAudio.clip = Audio; bodyAudio.Play(); StartCoroutine(emmotionStart(Test)); StartCoroutine(StopAnimation(Audio.length)); animationCharecter.Play(key); }
public void AnimationCalled(string key, AudioClip Audio, FaceExpressions Test, objectsinHand objs) { StopAllCoroutines(); ScrollItems[ThemeIndex].SelectOption.SetActive(true); if (effectinstantiated) { Destroy(effectinstantiated); } bodyAudio.clip = Audio; bodyAudio.Play(); emmotionStart(Test); StartCoroutine(StopAnimation(Audio.length)); animationCharecter.Play(key); StartCoroutine(ActivateObjects(objs)); //animationNameText.text = animationCharecter.GetCurrentAnimatorClipInfo(0)[0].clip.name; }
private void Start() { characterRenderer = transform.Find("CharacterEquipments").Find("CharacterShape").GetComponent <MeshRenderer>(); currentExpression = FaceExpressions.SMILE; }