Esempio n. 1
0
    void ReplaceBotModel()
    {
        if (ModelPrefab == null)
        {
            return;
        }
        GameObject model = ModelPrefab;

        if (PrefabUtility.GetPrefabParent(ModelPrefab) == null && PrefabUtility.GetPrefabObject(ModelPrefab) != null)
        {
            model = PrefabUtility.InstantiatePrefab(ModelPrefab) as GameObject;
#if UNITY_2018_3_OR_NEWER
            PrefabUtility.UnpackPrefabInstance(model, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
#endif
        }
        model.name += " [NEW]";
        GameObject botPrefab = PrefabUtility.InstantiatePrefab(bl_GameData.Instance.BotTeam1) as GameObject;
#if UNITY_2018_3_OR_NEWER
        PrefabUtility.UnpackPrefabInstance(botPrefab, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
#endif
        botPrefab.name = "AISoldier [NEW]";
        bl_AIAnimation oldModel = botPrefab.GetComponentInChildren <bl_AIAnimation>();
        oldModel.name += " [OLD]";
        Animator modelAnimator = model.GetComponent <Animator>();
        modelAnimator.applyRootMotion           = false;
        modelAnimator.runtimeAnimatorController = oldModel.GetComponent <Animator>().runtimeAnimatorController;
        if (!AutoRagdoller.Build(modelAnimator))
        {
            Debug.LogError("Could not build a ragdoll for this model");
            return;
        }
        botPrefab.GetComponent <bl_AIShooterAgent>().AimTarget = modelAnimator.GetBoneTransform(HumanBodyBones.Spine);
        model.transform.parent        = oldModel.transform.parent;
        model.transform.localPosition = oldModel.transform.localPosition;
        model.transform.localRotation = oldModel.transform.localRotation;
        bl_AIAnimation aia = model.AddComponent <bl_AIAnimation>();
        aia.mRigidBody.AddRange(model.transform.GetComponentsInChildren <Rigidbody>());
        Collider[] allColliders = model.transform.GetComponentsInChildren <Collider>();
        for (int i = 0; i < allColliders.Length; i++)
        {
            allColliders[i].gameObject.layer = LayerMask.NameToLayer("Player");
            allColliders[i].gameObject.tag   = "AI";
            bl_AIHitBox hbox = allColliders[i].gameObject.AddComponent <bl_AIHitBox>();
            hbox.m_Collider = allColliders[i];
            hbox.AI         = botPrefab.GetComponent <bl_AIShooterHealth>();
            hbox.isHead     = allColliders[i].name.ToLower().Contains("head");
            aia.HitBoxes.Add(hbox);
        }
        Transform  weaponRoot = botPrefab.GetComponent <bl_AIShooterWeapon>().m_AIWeapons[0].WeaponObject.transform.parent;
        Vector3    wrp        = weaponRoot.localPosition;
        Quaternion wrr        = weaponRoot.localRotation;
        weaponRoot.parent        = modelAnimator.GetBoneTransform(HumanBodyBones.RightHand);
        weaponRoot.localRotation = wrr;
        weaponRoot.localPosition = wrp;
        DestroyImmediate(oldModel.gameObject);

        var view = (SceneView)SceneView.sceneViews[0];
        view.LookAt(botPrefab.transform.position);
        EditorGUIUtility.PingObject(botPrefab);
        Selection.activeTransform = botPrefab.transform;
    }
    void DrawRagdolled()
    {
        if (subStep == 0)
        {
            HideNextButton = true;
            DrawText("Alright, with the model ready it's time to start set up it, the first thing that you need to do is make a ragdoll of your new player model," +
                     " So normally you make a ragdoll manually with GameObject -> " +
                     "3D Object -> Ragdoll -> and then assign every player bone in the wizard window manually, but this tool will make this automatically, you simple need drag the player model.");
            DownArrow();
            DrawText("Drag here your player model from the <b>Project View</b>");
            PlayerModel = EditorGUILayout.ObjectField("Player Model", PlayerModel, typeof(GameObject), false) as GameObject;
            GUI.enabled = PlayerModel != null;
            if (DrawButton("Continue"))
            {
                AssetImporter importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(PlayerModel));
                if (importer != null)
                {
                    ModelInfo = importer as ModelImporter;
                    if (ModelInfo != null)
                    {
                        if (ModelInfo.animationType == ModelImporterAnimationType.Human)
                        {
                            PlayerInstantiated = PrefabUtility.InstantiatePrefab(PlayerModel) as GameObject;
#if UNITY_2018_3_OR_NEWER
                            PrefabUtility.UnpackPrefabInstance(PlayerInstantiated, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
#endif
                            PlayerAnimator    = PlayerInstantiated.GetComponent <Animator>();
                            PlayerModelAvatar = PlayerAnimator.avatar;
                            var view = (SceneView)SceneView.sceneViews[0];
                            view.LookAt(PlayerInstantiated.transform.position);
                            EditorGUIUtility.PingObject(PlayerInstantiated);
                            Selection.activeTransform = PlayerInstantiated.transform;
                            subStep++;
                        }
                        else
                        {
                            LogLine = "Your model is not set to Humanoid Rig!";
                        }
                    }
                    else
                    {
                        LogLine = "Please Select Imported Model in Project View not prefab or other.";
                    }
                }
                else
                {
                    LogLine = "Please Select Imported Model in Project View not prefab";
                }
            }
            GUI.enabled = true;
            if (!string.IsNullOrEmpty(LogLine))
            {
                GUILayout.Label(LogLine);
            }
        }
        else if (subStep == 1)
        {
            HideNextButton = false;
            GUI.enabled    = false;
            GUILayout.BeginVertical("box");
            PlayerInstantiated = EditorGUILayout.ObjectField("Player Prefab", PlayerInstantiated, typeof(GameObject), false) as GameObject;
            PlayerModelAvatar  = EditorGUILayout.ObjectField("Avatar", PlayerModelAvatar, typeof(Avatar), true) as Avatar;
            SkinnedMeshRenderer smr = null;
            if (PlayerInstantiated != null)
            {
                smr = PlayerInstantiated.GetComponentInChildren <SkinnedMeshRenderer>();
                GUILayout.Label(string.Format("Model Height: <b>{0}</b> | Expected Height: <b>2</b>", smr.bounds.size.y));
                if (ModelInfo != null)
                {
                    GUILayout.Label(string.Format("Model Rig: {0}", ModelInfo.animationType.ToString()));
                }
                GUI.enabled = true;
                if (smr.bounds.size.y < 1.9f)
                {
                    GUILayout.Label("<color=yellow>the size of the model is very small</color>, you want resize it automatically?", EditorStyles.label);
                    if (DrawButton("Yes, Resize automatically"))
                    {
                        Vector3 v   = PlayerInstantiated.transform.localScale;
                        float   dif = 2f / smr.bounds.size.y;
                        v = v * dif;
                        PlayerInstantiated.transform.localScale = v;
                    }
                }
                else if (smr.bounds.size.y > 2.25f)
                {
                    GUILayout.Label("<color=yellow>the size of the model is very large</color>, you want resize it automatically?", EditorStyles.label);
                    if (DrawButton("Yes, Resize automatically"))
                    {
                        Vector3 v   = PlayerInstantiated.transform.localScale;
                        float   dif = smr.bounds.size.y / 2;
                        v = v / dif;
                        PlayerInstantiated.transform.localScale = v;
                    }
                }
            }
            GUILayout.EndVertical();
            GUI.enabled = true;
            if (PlayerModelAvatar != null && PlayerAnimator != null)
            {
                DownArrow();
                DrawText("All ready to create the ragdoll, Click in the button below to build it.");
                if (DrawButton("Build Ragdoll"))
                {
                    if (AutoRagdoller.Build(PlayerAnimator))
                    {
                        var view = (SceneView)SceneView.sceneViews[0];
                        view.ShowNotification(new GUIContent("Ragdoll Created!"));
                        NextStep();
                    }
                }
            }
            else
            {
                GUILayout.Label("<color=yellow>Hmm... something is happening here, can't get the model avatar.</color>", EditorStyles.label);
            }
        }
        else if (subStep == 2)
        {
            DrawText("Right now your player model (in the scene) should look like this:");
            DrawImage(GetServerImage(2));
            DownArrow();
            DrawText("Now the ragdoll is ready, what you need to do now is create a prefab of this ragdoll (don't delete the one in the scene yet), simple drag the player model from the hirarchy window " +
                     "into a folder in the Project Window, just remember in which folder cuz you will need that prefab later.\n\nYou are ready for the next step.");
        }
    }