void Start() { emotePartGroup = this.transform.GetComponentInParent <EmotePartGroup>(); emoteIndex = emotePartGroup.emoteIndex; emotionType = emotePartGroup.emotionType; character = emotePartGroup.emoteUI.character; }
IEnumerator ie_savecharaasprefab() { _processing = true; yield return(null); #if UNITY_EDITOR string path = CharacterUtils.ShowSaveFileDialog("Save Character", "New Character", "prefab"); if (!string.IsNullOrEmpty(path)) { CharacterViewer tcharacter = CharacterUtils.SpawnCharacter(this.character, path); yield return(null); yield return(null); CharacterUtils.SaveCharacterToPrefab(tcharacter, path); yield return(null); yield return(null); Destroy(tcharacter.gameObject); dialog.DisplayDialog("Save Character", "'" + tcharacter.name + "' is saved"); } #endif _processing = false; }
void ShowInHierarchy(CharacterViewer character) { Transform[] child = character.GetComponentsInChildren <Transform>(true); foreach (Transform c in child) { c.gameObject.hideFlags = HideFlags.None; } EditorApplication.RepaintHierarchyWindow(); }
void OnEnable() { _character = (CharacterViewer)target; _initialized = serializedObject.FindProperty("initializeAtAwake"); _instancemat = serializedObject.FindProperty("instanceMaterials"); _tintcolor = serializedObject.FindProperty("_tintcolor"); _hidechild = EditorPrefs.GetBool("Simpleton/CC2D/autohidechild", true); if (_hidechild) { HideInHierarchy(_character); } }
void HideInHierarchy(CharacterViewer character) { Transform[] child = character.GetComponentsInChildren <Transform>(true); foreach (Transform c in child) { if (c != child[0]) { c.gameObject.hideFlags = HideFlags.HideInInspector; c.gameObject.hideFlags ^= HideFlags.HideInHierarchy; } } EditorApplication.RepaintHierarchyWindow(); EditorApplication.DirtyHierarchyWindowSorting(); }
/// <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; }
/// <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 }
private void MenuOpenCV_Click(object sender, RoutedEventArgs e) { var cv = new CharacterViewer(); cv.ShowDialog(); }
// Use this for initialization void Start() { _canvas = GameObject.Find("Canvas"); joinGame = _canvas.GetComponent <JoinGame>(); characterViewer = GetComponent <CharacterViewer>(); }