public void Init(Player P, Vector3 _velocity, Vector3 _angularVelocity) { BP = GetComponent <BodyPositions>(); P.CamOverride = CameraEmpty; for (int i = 0; i < BP.Syncs.Count; i++) { BP.Syncs[i].position = P.BodyInfo.Syncs[i].position; BP.Syncs[i].rotation = P.BodyInfo.Syncs[i].rotation; if (BP.Syncs[i].GetComponent <Rigidbody>() != null) { BP.Syncs[i].GetComponent <Rigidbody>().velocity = _velocity; BP.Syncs[i].GetComponent <Rigidbody>().angularVelocity = _angularVelocity; } } Mats = Model.materials; Mats[0].SetColor("_albedo", P.MRD._skinColor); //SKIN Mats[3].SetColor("_albedo", P.MRD._skinColor); //FACE Mats[1].SetColor("_albedo", P.MRD._pantsColor); //PANTS Mats[2].SetColor("_albedo", P.MRD._shirtColor); //SHIRT if (P.MRD._faceIndex != 4) { Mats[3].SetTexture("_face", GameServer.GS.GetFace(P.MRD._faceIndex)); //FACE } else { Texture2D customFace = new Texture2D(32, 32, TextureFormat.Alpha8, false); byte[] CustomFaceDataArray = new byte[P.MRD._customFaceData.Count]; for (int i = 0; i < P.MRD._customFaceData.Count; i++) { CustomFaceDataArray[i] = P.MRD._customFaceData[i]; } customFace.LoadImage(CustomFaceDataArray); customFace.filterMode = FilterMode.Point; customFace.Apply(); Mats[3].SetTexture("_face", customFace); //FACE } Invoke("Despawn", Settings._ragdollDespawnTime); }
public void SetBodyPosition(BodyPositions bodyPosition) { UInt16 adjustedSolenoidStatus = this.robotSolenoidSetPoint; if (BodyPositions.off == bodyPosition) { adjustedSolenoidStatus = 0; } else if (BodyPositions.closed == bodyPosition) { adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontDrillCover)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearDrillCover)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontNozzleExtend)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearNozzleExtend)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontArmExtend)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearArmExtend)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.lowerArmExtend)); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.frontArmRetract); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.rearArmRetract); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.lowerArmRetract); } else if (BodyPositions.opened == bodyPosition) { adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.frontArmExtend); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.rearArmExtend); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.lowerArmExtend); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.lowerArmRetract)); } else if (BodyPositions.frontLoose == bodyPosition) { adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontArmExtend)); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.rearArmExtend); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.lowerArmExtend); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.lowerArmRetract)); } else if (BodyPositions.rearLoose == bodyPosition) { adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.frontArmExtend); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearArmExtend)); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.lowerArmExtend); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.lowerArmRetract)); } else if (BodyPositions.drill == bodyPosition) { adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.frontArmExtend); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.rearArmExtend); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.lowerArmExtend)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.frontArmRetract)); adjustedSolenoidStatus &= (UInt16)~(this.GetSolenoidMask(Solenoids.rearArmRetract)); adjustedSolenoidStatus |= this.GetSolenoidMask(Solenoids.lowerArmRetract); } this.UpdateSolenoidSetPoint(adjustedSolenoidStatus); }
public void SetBodyPosition(BodyPositions bodyPosition) { RobotCommBus.Instance.SetBodyPosition(bodyPosition); }