/// <summary>
        /// [EDITOR] Load character from a prefab.
        /// </summary>
        public void LoadCharacterFromPrefab()
        {
            _processing = true;
#if UNITY_EDITOR
            string path = CharacterUtils.ShowOpenFileDialog("Load Character", "prefab");
            if (!string.IsNullOrEmpty(path))
            {
                CharacterViewer tcharacter = CharacterUtils.LoadCharacterFromPrefab(path);
                if (tcharacter == null)
                {
                    return;
                }

                CharacterData data = tcharacter.GenerateCharacterData();
                this.character.AssignCharacterData(data);
                dialog.DisplayDialog("Load Character", "'" + tcharacter.name + "' is loaded");
            }
#endif
            _processing = false;
        }
Exemple #2
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        /// <summary>
        /// [EDITOR] Load character from a prefab.
        /// </summary>
        public void LoadCharacterFromPrefab()
        {
#if UNITY_EDITOR && !CC2D_DEMO
            _processing = true;
            string path = CharacterUtils.ShowOpenFileDialog("Load Character", "prefab", true);
            if (!string.IsNullOrEmpty(path))
            {
                CharacterViewer tcharacter = CharacterUtils.LoadCharacterFromPrefab(path);
                if (tcharacter == null)
                {
                    return;
                }

                CharacterData data = tcharacter.GenerateCharacterData();
                this.character.AssignCharacterData(data);
                dialog.DisplayDialog("Load Character", "Character from <color=#178294>" + path + "</color> is loaded succesfully.");
            }
            _processing = false;
#endif
        }
Exemple #3
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        void Awake()
        {
            _processing = false;
            BodyTypeGroup bodygroup = this.transform.GetComponentInChildren <BodyTypeGroup>(true);

            bodygroup.Initialize();
            PartGroup[] partgroups = this.transform.GetComponentsInChildren <PartGroup>(true);
            foreach (PartGroup g in partgroups)
            {
                g.Initialize();
            }
            menus = new List <GameObject>();
            foreach (Transform child in this.transform.Find("Menus"))
            {
                menus.Add(child.gameObject);
            }
            partmenus = new List <GameObject>();
            foreach (Transform child in this.transform.Find("Parts"))
            {
                partmenus.Add(child.gameObject);
            }
            defaultCharacter = character.GenerateCharacterData();
        }