Esempio n. 1
0
    public void setHair()
    {
        Destroy(part_hair);
        var index = Random.Range(0, CostumeHair.hairsM.Length);

        if (index == 3)
        {
            index = 9;
        }

        hairType = index;
        hair     = CostumeHair.hairsM[index];
        if (hair.hair == string.Empty)
        {
            hair     = CostumeHair.hairsM[9];
            hairType = 9;
        }

        part_hair = (GameObject)Instantiate(Resources.Load("Character/" + hair.hair));
        part_hair.transform.parent        = hair_go_ref.transform.parent;
        part_hair.transform.position      = hair_go_ref.transform.position;
        part_hair.transform.rotation      = hair_go_ref.transform.rotation;
        part_hair.transform.localScale    = hair_go_ref.transform.localScale;
        part_hair.renderer.material       = CharacterMaterials.materials[hair.texture];
        part_hair.renderer.material.color = HeroCostume.costume[Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
        var id = Random.Range(1, 8);

        setFacialTexture(eye, id);
        if (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER && photonView.isMine)
        {
            object[] parameters = { hairType, id, part_hair.renderer.material.color.r, part_hair.renderer.material.color.g, part_hair.renderer.material.color.b };
            photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, parameters);
        }
    }
Esempio n. 2
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    public void setHair()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        int index = UnityEngine.Random.Range(0, CostumeHair.hairsM.Length);

        if (index == 3)
        {
            index = 9;
        }
        this.hairType = index;
        this.hair     = CostumeHair.hairsM[index];
        if (this.hair.hair == string.Empty)
        {
            this.hair     = CostumeHair.hairsM[9];
            this.hairType = 9;
        }
        this.part_hair = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.hair.hair));
        this.part_hair.transform.parent        = this.hair_go_ref.transform.parent;
        this.part_hair.transform.position      = this.hair_go_ref.transform.position;
        this.part_hair.transform.rotation      = this.hair_go_ref.transform.rotation;
        this.part_hair.transform.localScale    = this.hair_go_ref.transform.localScale;
        this.part_hair.renderer.material       = CharacterMaterials.materials[this.hair.texture];
        this.part_hair.renderer.material.color = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
        int id = UnityEngine.Random.Range(1, 8);

        this.setFacialTexture(this.eye, id);
        if ((IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER) && base.photonView.isMine)
        {
            object[] parameters = new object[] { this.hairType, id, this.part_hair.renderer.material.color.r, this.part_hair.renderer.material.color.g, this.part_hair.renderer.material.color.b };
            base.photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, parameters);
        }
    }
Esempio n. 3
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    public void setPunkHair()
    {
        Destroy(part_hair);
        hair     = CostumeHair.hairsM[3];
        hairType = 3;
        var obj2 = (GameObject)Instantiate(Resources.Load("Character/" + hair.hair));

        obj2.transform.parent     = hair_go_ref.transform.parent;
        obj2.transform.position   = hair_go_ref.transform.position;
        obj2.transform.rotation   = hair_go_ref.transform.rotation;
        obj2.transform.localScale = hair_go_ref.transform.localScale;
        obj2.renderer.material    = CharacterMaterials.materials[hair.texture];
        switch (Random.Range(1, 4))
        {
        case 1:
            obj2.renderer.material.color = FengColor.hairPunk1;
            break;

        case 2:
            obj2.renderer.material.color = FengColor.hairPunk2;
            break;

        case 3:
            obj2.renderer.material.color = FengColor.hairPunk3;
            break;
        }

        part_hair = obj2;
        setFacialTexture(eye, 0);
        if (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER && photonView.isMine)
        {
            object[] parameters = { hairType, 0, part_hair.renderer.material.color.r, part_hair.renderer.material.color.g, part_hair.renderer.material.color.b };
            photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, parameters);
        }
    }
Esempio n. 4
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    public void setPunkHair()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        this.hair     = CostumeHair.hairsM[3];
        this.hairType = 3;
        GameObject obj2 = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.hair.hair));

        obj2.transform.parent     = this.hair_go_ref.transform.parent;
        obj2.transform.position   = this.hair_go_ref.transform.position;
        obj2.transform.rotation   = this.hair_go_ref.transform.rotation;
        obj2.transform.localScale = this.hair_go_ref.transform.localScale;
        obj2.renderer.material    = CharacterMaterials.materials[this.hair.texture];
        switch (UnityEngine.Random.Range(1, 4))
        {
        case 1:
            obj2.renderer.material.color = FengColor.hairPunk1;
            break;

        case 2:
            obj2.renderer.material.color = FengColor.hairPunk2;
            break;

        case 3:
            obj2.renderer.material.color = FengColor.hairPunk3;
            break;
        }
        this.part_hair = obj2;
        this.setFacialTexture(this.eye, 0);
        if ((IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER) && base.photonView.isMine)
        {
            object[] parameters = new object[] { this.hairType, 0, this.part_hair.renderer.material.color.r, this.part_hair.renderer.material.color.g, this.part_hair.renderer.material.color.b };
            base.photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, parameters);
        }
    }
Esempio n. 5
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 private void Awake()
 {
     CostumeHair.Init();
     CharacterMaterials.InitData();
     HeroCostume.Init();
     hair_go_ref                    = new GameObject();
     eye.transform.parent           = base.transform.Find("Amarture/Core/Controller_Body/hip/spine/chest/neck/head").transform;
     hair_go_ref.transform.position = eye.transform.position + Vector3.up * 3.5f + base.transform.forward * 5.2f;
     hair_go_ref.transform.rotation = eye.transform.rotation;
     hair_go_ref.transform.RotateAround(eye.transform.position, base.transform.right, -20f);
     hair_go_ref.transform.localScale = new Vector3(210f, 210f, 210f);
     hair_go_ref.transform.parent     = base.transform.Find("Amarture/Core/Controller_Body/hip/spine/chest/neck/head").transform;
 }
Esempio n. 6
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 private void Awake()
 {
     CostumeHair.init();
     CharacterMaterials.init();
     HeroCostume.init();
     this.hair_go_ref                    = new GameObject();
     this.eye.transform.parent           = base.transform.Find("Amarture/Core/Controller_Body/hip/spine/chest/neck/head").transform;
     this.hair_go_ref.transform.position = (Vector3)((this.eye.transform.position + (Vector3.up * 3.5f)) + (base.transform.forward * 5.2f));
     this.hair_go_ref.transform.rotation = this.eye.transform.rotation;
     this.hair_go_ref.transform.RotateAround(this.eye.transform.position, base.transform.right, -20f);
     this.hair_go_ref.transform.localScale = new Vector3(210f, 210f, 210f);
     this.hair_go_ref.transform.parent     = base.transform.Find("Amarture/Core/Controller_Body/hip/spine/chest/neck/head").transform;
 }
Esempio n. 7
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    public static void Init()
    {
        // Male
        MaleHairs = new CostumeHair[11];
        for (int i = 0; i < MaleHairs.Length; i++)
        {
            MaleHairs[i]    = new CostumeHair();
            MaleHairs[i].id = i;
        }
        MaleHairs[0].hair  = (MaleHairs[0].texture = "hair_boy1");
        MaleHairs[1].hair  = (MaleHairs[1].texture = "hair_boy2");
        MaleHairs[2].hair  = (MaleHairs[2].texture = "hair_boy3");
        MaleHairs[3].hair  = (MaleHairs[3].texture = "hair_boy4");
        MaleHairs[4].hair  = (MaleHairs[4].texture = "hair_eren");
        MaleHairs[5].hair  = (MaleHairs[5].texture = "hair_armin");
        MaleHairs[6].hair  = (MaleHairs[6].texture = "hair_jean");
        MaleHairs[7].hair  = (MaleHairs[7].texture = "hair_levi");
        MaleHairs[8].hair  = (MaleHairs[8].texture = "hair_marco");
        MaleHairs[9].hair  = (MaleHairs[9].texture = "hair_mike");
        MaleHairs[10].hair = (MaleHairs[10].texture = string.Empty);

        // Female
        FemaleHairs = new CostumeHair[11];
        for (int i = 0; i < FemaleHairs.Length; i++)
        {
            FemaleHairs[i]    = new CostumeHair();
            FemaleHairs[i].id = i;
        }
        FemaleHairs[0].hair      = (FemaleHairs[0].texture = "hair_girl1");
        FemaleHairs[1].hair      = (FemaleHairs[1].texture = "hair_girl2");
        FemaleHairs[2].hair      = (FemaleHairs[2].texture = "hair_girl3");
        FemaleHairs[3].hair      = (FemaleHairs[3].texture = "hair_girl4");
        FemaleHairs[4].hair      = (FemaleHairs[4].texture = "hair_girl5");
        FemaleHairs[4].hasCloth  = true;
        FemaleHairs[4].hair_1    = "hair_girl5_cloth";
        FemaleHairs[5].hair      = (FemaleHairs[5].texture = "hair_annie");
        FemaleHairs[6].hair      = (FemaleHairs[6].texture = "hair_hanji");
        FemaleHairs[6].hasCloth  = true;
        FemaleHairs[6].hair_1    = "hair_hanji_cloth";
        FemaleHairs[7].hair      = (FemaleHairs[7].texture = "hair_mikasa");
        FemaleHairs[8].hair      = (FemaleHairs[8].texture = "hair_petra");
        FemaleHairs[9].hair      = (FemaleHairs[9].texture = "hair_rico");
        FemaleHairs[10].hair     = (FemaleHairs[10].texture = "hair_sasha");
        FemaleHairs[10].hasCloth = true;
        FemaleHairs[10].hair_1   = "hair_sasha_cloth";
    }
Esempio n. 8
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    public void setPunkHair()
    {
        Object.Destroy(part_hair);
        hair     = CostumeHair.hairsM[3];
        hairType = 3;
        GameObject gameObject = (GameObject)Object.Instantiate(Resources.Load("Character/" + hair.hair));

        gameObject.transform.parent     = hair_go_ref.transform.parent;
        gameObject.transform.position   = hair_go_ref.transform.position;
        gameObject.transform.rotation   = hair_go_ref.transform.rotation;
        gameObject.transform.localScale = hair_go_ref.transform.localScale;
        gameObject.renderer.material    = CharacterMaterials.materials[hair.texture];
        int num = Random.Range(1, 4);

        if (num == 1)
        {
            gameObject.renderer.material.color = FengColor.PunkHair1;
        }
        if (num == 2)
        {
            gameObject.renderer.material.color = FengColor.PunkHair2;
        }
        if (num == 3)
        {
            gameObject.renderer.material.color = FengColor.PunkHair3;
        }
        part_hair = gameObject;
        setFacialTexture(eye, 0);
        if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Multiplayer && base.photonView.isMine)
        {
            PhotonView photonView = base.photonView;
            object[]   obj        = new object[5]
            {
                hairType,
                0,
                null,
                null,
                null
            };
            Color color = part_hair.renderer.material.color;
            obj[2] = color.r;
            obj[3] = color.g;
            obj[4] = color.b;
            photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, obj);
        }
    }
Esempio n. 9
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    public static void Init()
    {
        // Male
        hairsM = new CostumeHair[11];
        for (int i = 0; i < hairsM.Length; i++)
        {
            hairsM[i]    = new CostumeHair();
            hairsM[i].id = i;
        }
        hairsM[0].hair  = (hairsM[0].texture = "hair_boy1");
        hairsM[1].hair  = (hairsM[1].texture = "hair_boy2");
        hairsM[2].hair  = (hairsM[2].texture = "hair_boy3");
        hairsM[3].hair  = (hairsM[3].texture = "hair_boy4");
        hairsM[4].hair  = (hairsM[4].texture = "hair_eren");
        hairsM[5].hair  = (hairsM[5].texture = "hair_armin");
        hairsM[6].hair  = (hairsM[6].texture = "hair_jean");
        hairsM[7].hair  = (hairsM[7].texture = "hair_levi");
        hairsM[8].hair  = (hairsM[8].texture = "hair_marco");
        hairsM[9].hair  = (hairsM[9].texture = "hair_mike");
        hairsM[10].hair = (hairsM[10].texture = string.Empty);

        // Female
        hairsF = new CostumeHair[11];
        for (int i = 0; i < hairsF.Length; i++)
        {
            hairsF[i]    = new CostumeHair();
            hairsF[i].id = i;
        }
        hairsF[0].hair      = (hairsF[0].texture = "hair_girl1");
        hairsF[1].hair      = (hairsF[1].texture = "hair_girl2");
        hairsF[2].hair      = (hairsF[2].texture = "hair_girl3");
        hairsF[3].hair      = (hairsF[3].texture = "hair_girl4");
        hairsF[4].hair      = (hairsF[4].texture = "hair_girl5");
        hairsF[4].hasCloth  = true;
        hairsF[4].hair_1    = "hair_girl5_cloth";
        hairsF[5].hair      = (hairsF[5].texture = "hair_annie");
        hairsF[6].hair      = (hairsF[6].texture = "hair_hanji");
        hairsF[6].hasCloth  = true;
        hairsF[6].hair_1    = "hair_hanji_cloth";
        hairsF[7].hair      = (hairsF[7].texture = "hair_mikasa");
        hairsF[8].hair      = (hairsF[8].texture = "hair_petra");
        hairsF[9].hair      = (hairsF[9].texture = "hair_rico");
        hairsF[10].hair     = (hairsF[10].texture = "hair_sasha");
        hairsF[10].hasCloth = true;
        hairsF[10].hair_1   = "hair_sasha_cloth";
    }
Esempio n. 10
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 private void setHairPRC(int type, int eye_type, float c1, float c2, float c3)
 {
     Object.Destroy(part_hair);
     hair     = CostumeHair.hairsM[type];
     hairType = type;
     if (hair.hair != string.Empty)
     {
         GameObject gameObject = (GameObject)Object.Instantiate(Resources.Load("Character/" + hair.hair));
         gameObject.transform.parent        = hair_go_ref.transform.parent;
         gameObject.transform.position      = hair_go_ref.transform.position;
         gameObject.transform.rotation      = hair_go_ref.transform.rotation;
         gameObject.transform.localScale    = hair_go_ref.transform.localScale;
         gameObject.renderer.material       = CharacterMaterials.materials[hair.texture];
         gameObject.renderer.material.color = new Color(c1, c2, c3);
         part_hair = gameObject;
     }
     setFacialTexture(eye, eye_type);
 }
Esempio n. 11
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 private void setHairPRC(int hairIndex, int eyeIndex, float hairR, float hairG, float hairB)
 {
     Object.Destroy(part_hair);
     hair          = CostumeHair.MaleHairs[hairIndex];
     this.hairType = hairIndex;
     if (hair.hair.Length > 0)
     {
         GameObject gameObject = (GameObject)Object.Instantiate(Resources.Load("Character/" + hair.hair));
         gameObject.transform.parent        = hair_go_ref.transform.parent;
         gameObject.transform.position      = hair_go_ref.transform.position;
         gameObject.transform.rotation      = hair_go_ref.transform.rotation;
         gameObject.transform.localScale    = hair_go_ref.transform.localScale;
         gameObject.renderer.material       = CharacterMaterials.materials[hair.texture];
         gameObject.renderer.material.color = new Color(hairR, hairG, hairB);
         part_hair = gameObject;
     }
     SetEyeTexture(eye, eyeIndex);
 }
Esempio n. 12
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 private void setHairPRC(int type, int eye_type, float c1, float c2, float c3)
 {
     UnityEngine.Object.Destroy(this.part_hair);
     this.hair     = CostumeHair.hairsM[type];
     this.hairType = type;
     if (this.hair.hair != string.Empty)
     {
         GameObject obj2 = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.hair.hair));
         obj2.transform.parent        = this.hair_go_ref.transform.parent;
         obj2.transform.position      = this.hair_go_ref.transform.position;
         obj2.transform.rotation      = this.hair_go_ref.transform.rotation;
         obj2.transform.localScale    = this.hair_go_ref.transform.localScale;
         obj2.renderer.material       = CharacterMaterials.materials[this.hair.texture];
         obj2.renderer.material.color = new Color(c1, c2, c3);
         this.part_hair = obj2;
     }
     this.setFacialTexture(this.eye, eye_type);
 }
Esempio n. 13
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 private void ApplyHairSkin(int hair, int eye, string hairlink)
 {
     Destroy(this.part_hair);
     this.hair     = CostumeHair.hairsM[hair];
     this.hairType = hair;
     if (this.hair.hair != string.Empty)
     {
         part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
         part_hair.transform.parent     = this.hair_go_ref.transform.parent;
         part_hair.transform.position   = this.hair_go_ref.transform.position;
         part_hair.transform.rotation   = this.hair_go_ref.transform.rotation;
         part_hair.transform.localScale = this.hair_go_ref.transform.localScale;
         part_hair.renderer.material    = CharacterMaterials.Materials[this.hair.texture];
     }
     if (hairSkin != null)
     {
         hairSkin = new Anarchy.Skins.Titans.TitanSkinHair(part_hair, hairlink);
     }
     Anarchy.Skins.Skin.Check(hairSkin, new string[] { hairlink });
     this.setFacialTexture(this.eye, eye);
 }
Esempio n. 14
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    public void setPunkHair()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        this.hair     = CostumeHair.hairsM[3];
        this.hairType = 3;
        GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));

        gameObject.transform.parent     = this.hair_go_ref.transform.parent;
        gameObject.transform.position   = this.hair_go_ref.transform.position;
        gameObject.transform.rotation   = this.hair_go_ref.transform.rotation;
        gameObject.transform.localScale = this.hair_go_ref.transform.localScale;
        gameObject.renderer.material    = CharacterMaterials.Materials[this.hair.texture];
        int num = UnityEngine.Random.Range(1, 4);

        if (num == 1)
        {
            gameObject.renderer.material.color = FengColor.hairPunk1;
        }
        if (num == 2)
        {
            gameObject.renderer.material.color = FengColor.hairPunk2;
        }
        if (num == 3)
        {
            gameObject.renderer.material.color = FengColor.hairPunk3;
        }
        this.part_hair = gameObject;
        this.setFacialTexture(this.eye, 0);
        if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && BasePV.IsMine)
        {
            BasePV.RPC("setHairPRC", PhotonTargets.OthersBuffered, new object[]
            {
                this.hairType,
                0,
                this.part_hair.renderer.material.color.r,
                this.part_hair.renderer.material.color.g,
                this.part_hair.renderer.material.color.b
            });
        }
    }
Esempio n. 15
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    private void setHairVanilla()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        int num = UnityEngine.Random.Range(0, CostumeHair.hairsM.Length);

        if (num == 3)
        {
            num = 9;
        }
        this.hairType = num;
        this.hair     = CostumeHair.hairsM[num];
        if (this.hair.hair == string.Empty)
        {
            this.hair     = CostumeHair.hairsM[9];
            this.hairType = 9;
        }
        this.part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
        this.part_hair.transform.parent        = this.hair_go_ref.transform.parent;
        this.part_hair.transform.position      = this.hair_go_ref.transform.position;
        this.part_hair.transform.rotation      = this.hair_go_ref.transform.rotation;
        this.part_hair.transform.localScale    = this.hair_go_ref.transform.localScale;
        this.part_hair.renderer.material       = CharacterMaterials.Materials[this.hair.texture];
        this.part_hair.renderer.material.color = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
        int num2 = UnityEngine.Random.Range(1, 8);

        this.setFacialTexture(this.eye, num2);
        if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && BasePV.IsMine)
        {
            BasePV.RPC("setHairPRC", PhotonTargets.OthersBuffered, new object[]
            {
                this.hairType,
                num2,
                this.part_hair.renderer.material.color.r,
                this.part_hair.renderer.material.color.g,
                this.part_hair.renderer.material.color.b
            });
        }
    }
Esempio n. 16
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 private void setHairPRC(int type, int eye_type, float c1, float c2, float c3, PhotonMessageInfo info = null)
 {
     if (PhotonNetwork.isMasterClient && !info.sender.isLocal)
     { // You don’t have to do this part, this just sets the hair back when someone else sends it.
         object[] parameters = new object[] { this.hairType, eye_type, this.part_hair.renderer.material.color.r, this.part_hair.renderer.material.color.g, this.part_hair.renderer.material.color.b };
         base.photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, parameters);
         return;
     }
     UnityEngine.Object.Destroy(this.part_hair);
     this.hair     = CostumeHair.hairsM[type];
     this.hairType = type;
     if (this.hair.hair != string.Empty)
     {
         GameObject obj2 = (GameObject)UnityEngine.Object.Instantiate(CLEARSKIES.CacheResources.Load("Character/" + this.hair.hair));
         obj2.transform.parent        = this.hair_go_ref.transform.parent;
         obj2.transform.position      = this.hair_go_ref.transform.position;
         obj2.transform.rotation      = this.hair_go_ref.transform.rotation;
         obj2.transform.localScale    = this.hair_go_ref.transform.localScale;
         obj2.renderer.material       = CharacterMaterials.materials[this.hair.texture];
         obj2.renderer.material.color = new Color(c1, c2, c3);
         this.part_hair = obj2;
     }
     this.setFacialTexture(this.eye, eye_type);
 }
Esempio n. 17
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    public IEnumerator loadskinE(int hair, int eye, string hairlink)
    {
        bool iteratorVariable0 = false;

        UnityEngine.Object.Destroy(this.part_hair);
        this.hair     = CostumeHair.hairsM[hair];
        this.hairType = hair;
        if (this.hair.hair != string.Empty)
        {
            GameObject iteratorVariable1 = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.hair.hair));
            iteratorVariable1.transform.parent     = this.hair_go_ref.transform.parent;
            iteratorVariable1.transform.position   = this.hair_go_ref.transform.position;
            iteratorVariable1.transform.rotation   = this.hair_go_ref.transform.rotation;
            iteratorVariable1.transform.localScale = this.hair_go_ref.transform.localScale;
            iteratorVariable1.renderer.material    = CharacterMaterials.materials[this.hair.texture];
            bool mipmap = true;
            if (((int)FengGameManagerMKII.settings[0x3f]) == 1)
            {
                mipmap = false;
            }
            if ((!hairlink.EndsWith(".jpg") && !hairlink.EndsWith(".png")) && !hairlink.EndsWith(".jpeg"))
            {
                if (hairlink.ToLower() == "transparent")
                {
                    iteratorVariable1.renderer.enabled = false;
                }
            }
            else if (!FengGameManagerMKII.linkHash[0].ContainsKey(hairlink))
            {
                WWW link = new WWW(hairlink);
                yield return(link);

                Texture2D iteratorVariable4 = RCextensions.loadimage(link, mipmap, 0x30d40);
                link.Dispose();
                if (FengGameManagerMKII.linkHash[0].ContainsKey(hairlink))
                {
                    iteratorVariable1.renderer.material = (Material)FengGameManagerMKII.linkHash[0][hairlink];
                }
                else
                {
                    iteratorVariable0 = true;
                    iteratorVariable1.renderer.material.mainTexture = iteratorVariable4;
                    FengGameManagerMKII.linkHash[0].Add(hairlink, iteratorVariable1.renderer.material);
                    iteratorVariable1.renderer.material = (Material)FengGameManagerMKII.linkHash[0][hairlink];
                }
            }
            else
            {
                iteratorVariable1.renderer.material = (Material)FengGameManagerMKII.linkHash[0][hairlink];
            }
            this.part_hair = iteratorVariable1;
        }
        if (eye >= 0)
        {
            this.setFacialTexture(this.eye, eye);
        }
        if (iteratorVariable0)
        {
            FengGameManagerMKII.instance.unloadAssets();
        }
    }
Esempio n. 18
0
    public IEnumerator loadskinE(int hair, int eye, string hairlink)
    {
        var iteratorVariable0 = false;

        Destroy(part_hair);
        this.hair = CostumeHair.hairsM[hair];
        hairType  = hair;
        if (this.hair.hair != string.Empty)
        {
            var iteratorVariable1 = (GameObject)Instantiate(Resources.Load("Character/" + this.hair.hair));
            iteratorVariable1.transform.parent     = hair_go_ref.transform.parent;
            iteratorVariable1.transform.position   = hair_go_ref.transform.position;
            iteratorVariable1.transform.rotation   = hair_go_ref.transform.rotation;
            iteratorVariable1.transform.localScale = hair_go_ref.transform.localScale;
            iteratorVariable1.renderer.material    = CharacterMaterials.materials[this.hair.texture];
            var mipmap = Settings.MipMappingSetting;

            if (!hairlink.EndsWith(".jpg") && !hairlink.EndsWith(".png") && !hairlink.EndsWith(".jpeg"))
            {
                if (hairlink.ToLower() == "transparent")
                {
                    iteratorVariable1.renderer.enabled = false;
                }
            }
            else if (FengGameManagerMKII.linkHash[0].ContainsKey(hairlink))
            {
                iteratorVariable1.renderer.material = (Material)FengGameManagerMKII.linkHash[0][hairlink];
            }
            else
            {
                var link = new WWW(hairlink);
                yield return(link);

                var iteratorVariable4 = RCextensions.loadimage(link, mipmap, 200000);
                link.Dispose();
                if (!FengGameManagerMKII.linkHash[0].ContainsKey(hairlink))
                {
                    iteratorVariable0 = true;
                    iteratorVariable1.renderer.material.mainTexture = iteratorVariable4;
                    FengGameManagerMKII.linkHash[0].Add(hairlink, iteratorVariable1.renderer.material);
                    iteratorVariable1.renderer.material = (Material)FengGameManagerMKII.linkHash[0][hairlink];
                }
                else
                {
                    iteratorVariable1.renderer.material = (Material)FengGameManagerMKII.linkHash[0][hairlink];
                }
            }

            part_hair = iteratorVariable1;
        }

        if (eye >= 0)
        {
            setFacialTexture(this.eye, eye);
        }

        if (iteratorVariable0)
        {
            FengGameManagerMKII.FGM.unloadAssets();
        }
    }
Esempio n. 19
0
    public void setHair2()
    {
        int num;

        object[] objArray2;
        if ((int)FengGameManagerMKII.settings[1] == 1 && (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.SINGLE || photonView.isMine))
        {
            Color color;
            num = Random.Range(0, 9);
            if (num == 3)
            {
                num = 9;
            }

            var index = skin - 70;
            if ((int)FengGameManagerMKII.settings[32] == 1)
            {
                index = Random.Range(16, 20);
            }

            if ((int)FengGameManagerMKII.settings[index] >= 0)
            {
                num = (int)FengGameManagerMKII.settings[index];
            }

            var hairlink = (string)FengGameManagerMKII.settings[index + 5];
            var eye      = Random.Range(1, 8);
            if (haseye)
            {
                eye = 0;
            }

            var flag2 = false;
            if (hairlink.EndsWith(".jpg") || hairlink.EndsWith(".png") || hairlink.EndsWith(".jpeg"))
            {
                flag2 = true;
            }

            if (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER && photonView.isMine)
            {
                if (flag2)
                {
                    objArray2 = new object[] { num, eye, hairlink };
                    photonView.RPC("setHairRPC2", PhotonTargets.AllBuffered, objArray2);
                }
                else
                {
                    color     = HeroCostume.costume[Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
                    objArray2 = new object[] { num, eye, color.r, color.g, color.b };
                    photonView.RPC("setHairPRC", PhotonTargets.AllBuffered, objArray2);
                }
            }
            else if (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.SINGLE)
            {
                if (flag2)
                {
                    StartCoroutine(loadskinE(num, eye, hairlink));
                }
                else
                {
                    color = HeroCostume.costume[Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
                    setHairPRC(num, eye, color.r, color.g, color.b);
                }
            }
        }
        else
        {
            num = Random.Range(0, CostumeHair.hairsM.Length);
            if (num == 3)
            {
                num = 9;
            }

            Destroy(part_hair);
            hairType = num;
            hair     = CostumeHair.hairsM[num];
            if (hair.hair == string.Empty)
            {
                hair     = CostumeHair.hairsM[9];
                hairType = 9;
            }

            part_hair = (GameObject)Instantiate(Resources.Load("Character/" + hair.hair));
            part_hair.transform.parent        = hair_go_ref.transform.parent;
            part_hair.transform.position      = hair_go_ref.transform.position;
            part_hair.transform.rotation      = hair_go_ref.transform.rotation;
            part_hair.transform.localScale    = hair_go_ref.transform.localScale;
            part_hair.renderer.material       = CharacterMaterials.materials[hair.texture];
            part_hair.renderer.material.color = HeroCostume.costume[Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
            var id = Random.Range(1, 8);
            setFacialTexture(eye, id);
            if (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER && photonView.isMine)
            {
                objArray2 = new object[] { hairType, id, part_hair.renderer.material.color.r, part_hair.renderer.material.color.g, part_hair.renderer.material.color.b };
                photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, objArray2);
            }
        }
    }
Esempio n. 20
0
 public static void init()
 {
     hairsM          = new CostumeHair[11];
     hairsM[0]       = new CostumeHair();
     hairsM[0].hair  = hairsM[0].texture = "hair_boy1";
     hairsM[1]       = new CostumeHair();
     hairsM[1].hair  = hairsM[1].texture = "hair_boy2";
     hairsM[2]       = new CostumeHair();
     hairsM[2].hair  = hairsM[2].texture = "hair_boy3";
     hairsM[3]       = new CostumeHair();
     hairsM[3].hair  = hairsM[3].texture = "hair_boy4";
     hairsM[4]       = new CostumeHair();
     hairsM[4].hair  = hairsM[4].texture = "hair_eren";
     hairsM[5]       = new CostumeHair();
     hairsM[5].hair  = hairsM[5].texture = "hair_armin";
     hairsM[6]       = new CostumeHair();
     hairsM[6].hair  = hairsM[6].texture = "hair_jean";
     hairsM[7]       = new CostumeHair();
     hairsM[7].hair  = hairsM[7].texture = "hair_levi";
     hairsM[8]       = new CostumeHair();
     hairsM[8].hair  = hairsM[8].texture = "hair_marco";
     hairsM[9]       = new CostumeHair();
     hairsM[9].hair  = hairsM[9].texture = "hair_mike";
     hairsM[10]      = new CostumeHair();
     hairsM[10].hair = hairsM[10].texture = string.Empty;
     for (int i = 0; i <= 10; i++)
     {
         hairsM[i].id = i;
     }
     hairsF              = new CostumeHair[11];
     hairsF[0]           = new CostumeHair();
     hairsF[0].hair      = hairsF[0].texture = "hair_girl1";
     hairsF[1]           = new CostumeHair();
     hairsF[1].hair      = hairsF[1].texture = "hair_girl2";
     hairsF[2]           = new CostumeHair();
     hairsF[2].hair      = hairsF[2].texture = "hair_girl3";
     hairsF[3]           = new CostumeHair();
     hairsF[3].hair      = hairsF[3].texture = "hair_girl4";
     hairsF[4]           = new CostumeHair();
     hairsF[4].hair      = hairsF[4].texture = "hair_girl5";
     hairsF[4].hasCloth  = true;
     hairsF[4].hair_1    = "hair_girl5_cloth";
     hairsF[5]           = new CostumeHair();
     hairsF[5].hair      = hairsF[5].texture = "hair_annie";
     hairsF[6]           = new CostumeHair();
     hairsF[6].hair      = hairsF[6].texture = "hair_hanji";
     hairsF[6].hasCloth  = true;
     hairsF[6].hair_1    = "hair_hanji_cloth";
     hairsF[7]           = new CostumeHair();
     hairsF[7].hair      = hairsF[7].texture = "hair_mikasa";
     hairsF[8]           = new CostumeHair();
     hairsF[8].hair      = hairsF[8].texture = "hair_petra";
     hairsF[9]           = new CostumeHair();
     hairsF[9].hair      = hairsF[9].texture = "hair_rico";
     hairsF[10]          = new CostumeHair();
     hairsF[10].hair     = hairsF[10].texture = "hair_sasha";
     hairsF[10].hasCloth = true;
     hairsF[10].hair_1   = "hair_sasha_cloth";
     for (int j = 0; j <= 10; j++)
     {
         hairsF[j].id = j;
     }
 }
Esempio n. 21
0
    public static void Init()
    {
        if (!Initialized)
        {
            Initialized = true;
            CostumeHair.Init();

            body_uniform_ma_texture = new string[3]
            {
                "aottg_hero_uniform_ma_1",
                "aottg_hero_uniform_ma_2",
                "aottg_hero_uniform_ma_3"
            };
            body_uniform_fa_texture = new string[3]
            {
                "aottg_hero_uniform_fa_1",
                "aottg_hero_uniform_fa_2",
                "aottg_hero_uniform_fa_3"
            };
            body_uniform_mb_texture = new string[4]
            {
                "aottg_hero_uniform_mb_1",
                "aottg_hero_uniform_mb_2",
                "aottg_hero_uniform_mb_3",
                "aottg_hero_uniform_mb_4"
            };
            body_uniform_fb_texture = new string[2]
            {
                "aottg_hero_uniform_fb_1",
                "aottg_hero_uniform_fb_2"
            };
            body_casual_ma_texture = new string[3]
            {
                "aottg_hero_casual_ma_1",
                "aottg_hero_casual_ma_2",
                "aottg_hero_casual_ma_3"
            };
            body_casual_fa_texture = new string[3]
            {
                "aottg_hero_casual_fa_1",
                "aottg_hero_casual_fa_2",
                "aottg_hero_casual_fa_3"
            };
            body_casual_mb_texture = new string[4]
            {
                "aottg_hero_casual_mb_1",
                "aottg_hero_casual_mb_2",
                "aottg_hero_casual_mb_3",
                "aottg_hero_casual_mb_4"
            };
            body_casual_fb_texture = new string[2]
            {
                "aottg_hero_casual_fb_1",
                "aottg_hero_casual_fb_2"
            };

            Costumes = new HeroCostume[39];

            Costumes[0]                           = new HeroCostume();
            Costumes[0].name                      = "annie";
            Costumes[0].sex                       = Sex.Female;
            Costumes[0].uniform_type              = UNIFORM_TYPE.UniformB;
            Costumes[0].part_chest_object_mesh    = "character_cap_uniform";
            Costumes[0].part_chest_object_texture = "aottg_hero_annie_cap_uniform";
            Costumes[0].cape                      = true;
            Costumes[0].body_texture              = body_uniform_fb_texture[0];
            Costumes[0].hairInfo                  = CostumeHair.FemaleHairs[5];
            Costumes[0].eye_texture_id            = 0;
            Costumes[0].beard_texture_id          = 33;
            Costumes[0].glass_texture_id          = -1;
            Costumes[0].skin_color                = 1;
            Costumes[0].hair_color                = new Color(1f, 0.9f, 0.5f);
            Costumes[0].division                  = Division.TheMilitaryPolice;
            Costumes[0].costumeId                 = 0;

            Costumes[1]                           = new HeroCostume();
            Costumes[1].name                      = "annie";
            Costumes[1].sex                       = Sex.Female;
            Costumes[1].uniform_type              = UNIFORM_TYPE.UniformB;
            Costumes[1].part_chest_object_mesh    = "character_cap_uniform";
            Costumes[1].part_chest_object_texture = "aottg_hero_annie_cap_uniform";
            Costumes[1].body_texture              = body_uniform_fb_texture[0];
            Costumes[1].cape                      = false;
            Costumes[1].hairInfo                  = CostumeHair.FemaleHairs[5];
            Costumes[1].eye_texture_id            = 0;
            Costumes[1].beard_texture_id          = 33;
            Costumes[1].glass_texture_id          = -1;
            Costumes[1].skin_color                = 1;
            Costumes[1].hair_color                = new Color(1f, 0.9f, 0.5f);
            Costumes[1].division                  = Division.TraineesSquad;
            Costumes[1].costumeId                 = 0;

            Costumes[2]                             = new HeroCostume();
            Costumes[2].name                        = "annie";
            Costumes[2].sex                         = Sex.Female;
            Costumes[2].uniform_type                = UNIFORM_TYPE.CasualB;
            Costumes[2].part_chest_object_mesh      = "character_cap_casual";
            Costumes[2].part_chest_object_texture   = "aottg_hero_annie_cap_causal";
            Costumes[2].part_chest_1_object_mesh    = "character_body_blade_keeper_f";
            Costumes[2].part_chest_1_object_texture = body_casual_fb_texture[0];
            Costumes[2].body_texture                = body_casual_fb_texture[0];
            Costumes[2].cape                        = false;
            Costumes[2].hairInfo                    = CostumeHair.FemaleHairs[5];
            Costumes[2].eye_texture_id              = 0;
            Costumes[2].beard_texture_id            = 33;
            Costumes[2].glass_texture_id            = -1;
            Costumes[2].skin_color                  = 1;
            Costumes[2].hair_color                  = new Color(1f, 0.9f, 0.5f);
            Costumes[2].costumeId                   = 1;

            Costumes[3]                  = new HeroCostume();
            Costumes[3].name             = "mikasa";
            Costumes[3].sex              = Sex.Female;
            Costumes[3].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[3].body_texture     = body_uniform_fb_texture[1];
            Costumes[3].cape             = true;
            Costumes[3].hairInfo         = CostumeHair.FemaleHairs[7];
            Costumes[3].eye_texture_id   = 2;
            Costumes[3].beard_texture_id = 33;
            Costumes[3].glass_texture_id = -1;
            Costumes[3].skin_color       = 1;
            Costumes[3].hair_color       = new Color(0.15f, 0.15f, 0.145f);
            Costumes[3].division         = Division.TheSurveryCorps;
            Costumes[3].costumeId        = 2;

            Costumes[4]              = new HeroCostume();
            Costumes[4].name         = "mikasa";
            Costumes[4].sex          = Sex.Female;
            Costumes[4].uniform_type = UNIFORM_TYPE.UniformB;
            Costumes[4].part_chest_skinned_cloth_mesh    = "mikasa_asset_uni";
            Costumes[4].part_chest_skinned_cloth_texture = body_uniform_fb_texture[1];
            Costumes[4].body_texture     = body_uniform_fb_texture[1];
            Costumes[4].cape             = false;
            Costumes[4].hairInfo         = CostumeHair.FemaleHairs[7];
            Costumes[4].eye_texture_id   = 2;
            Costumes[4].beard_texture_id = 33;
            Costumes[4].glass_texture_id = -1;
            Costumes[4].skin_color       = 1;
            Costumes[4].hair_color       = new Color(0.15f, 0.15f, 0.145f);
            Costumes[4].division         = Division.TraineesSquad;
            Costumes[4].costumeId        = 3;

            Costumes[5]              = new HeroCostume();
            Costumes[5].name         = "mikasa";
            Costumes[5].sex          = Sex.Female;
            Costumes[5].uniform_type = UNIFORM_TYPE.CasualB;
            Costumes[5].part_chest_skinned_cloth_mesh    = "mikasa_asset_cas";
            Costumes[5].part_chest_skinned_cloth_texture = body_casual_fb_texture[1];
            Costumes[5].part_chest_1_object_mesh         = "character_body_blade_keeper_f";
            Costumes[5].part_chest_1_object_texture      = body_casual_fb_texture[1];
            Costumes[5].body_texture     = body_casual_fb_texture[1];
            Costumes[5].cape             = false;
            Costumes[5].hairInfo         = CostumeHair.FemaleHairs[7];
            Costumes[5].eye_texture_id   = 2;
            Costumes[5].beard_texture_id = 33;
            Costumes[5].glass_texture_id = -1;
            Costumes[5].skin_color       = 1;
            Costumes[5].hair_color       = new Color(0.15f, 0.15f, 0.145f);
            Costumes[5].costumeId        = 4;

            Costumes[6]                  = new HeroCostume();
            Costumes[6].name             = "levi";
            Costumes[6].sex              = Sex.Male;
            Costumes[6].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[6].body_texture     = body_uniform_mb_texture[1];
            Costumes[6].cape             = true;
            Costumes[6].hairInfo         = CostumeHair.MaleHairs[7];
            Costumes[6].eye_texture_id   = 1;
            Costumes[6].beard_texture_id = -1;
            Costumes[6].glass_texture_id = -1;
            Costumes[6].skin_color       = 1;
            Costumes[6].hair_color       = new Color(0.295f, 0.295f, 0.275f);
            Costumes[6].division         = Division.TheSurveryCorps;
            Costumes[6].costumeId        = 11;

            Costumes[7]                             = new HeroCostume();
            Costumes[7].name                        = "levi";
            Costumes[7].sex                         = Sex.Male;
            Costumes[7].uniform_type                = UNIFORM_TYPE.CasualB;
            Costumes[7].body_texture                = body_casual_mb_texture[1];
            Costumes[7].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[7].part_chest_1_object_texture = body_casual_mb_texture[1];
            Costumes[7].cape                        = false;
            Costumes[7].hairInfo                    = CostumeHair.MaleHairs[7];
            Costumes[7].eye_texture_id              = 1;
            Costumes[7].beard_texture_id            = -1;
            Costumes[7].glass_texture_id            = -1;
            Costumes[7].skin_color                  = 1;
            Costumes[7].hair_color                  = new Color(0.295f, 0.295f, 0.275f);
            Costumes[7].costumeId                   = 12;

            Costumes[8]                  = new HeroCostume();
            Costumes[8].name             = "eren";
            Costumes[8].sex              = Sex.Male;
            Costumes[8].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[8].body_texture     = body_uniform_mb_texture[0];
            Costumes[8].cape             = true;
            Costumes[8].hairInfo         = CostumeHair.MaleHairs[4];
            Costumes[8].eye_texture_id   = 3;
            Costumes[8].beard_texture_id = -1;
            Costumes[8].glass_texture_id = -1;
            Costumes[8].skin_color       = 1;
            Costumes[8].hair_color       = new Color(0.295f, 0.295f, 0.275f);
            Costumes[8].division         = Division.TheSurveryCorps;
            Costumes[8].costumeId        = 13;

            Costumes[9]                  = new HeroCostume();
            Costumes[9].name             = "eren";
            Costumes[9].sex              = Sex.Male;
            Costumes[9].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[9].body_texture     = body_uniform_mb_texture[0];
            Costumes[9].cape             = false;
            Costumes[9].hairInfo         = CostumeHair.MaleHairs[4];
            Costumes[9].eye_texture_id   = 3;
            Costumes[9].beard_texture_id = -1;
            Costumes[9].glass_texture_id = -1;
            Costumes[9].skin_color       = 1;
            Costumes[9].hair_color       = new Color(0.295f, 0.295f, 0.275f);
            Costumes[9].division         = Division.TraineesSquad;
            Costumes[9].costumeId        = 13;

            Costumes[10]                             = new HeroCostume();
            Costumes[10].name                        = "eren";
            Costumes[10].sex                         = Sex.Male;
            Costumes[10].uniform_type                = UNIFORM_TYPE.CasualB;
            Costumes[10].body_texture                = body_casual_mb_texture[0];
            Costumes[10].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[10].part_chest_1_object_texture = body_casual_mb_texture[0];
            Costumes[10].cape                        = false;
            Costumes[10].hairInfo                    = CostumeHair.MaleHairs[4];
            Costumes[10].eye_texture_id              = 3;
            Costumes[10].beard_texture_id            = -1;
            Costumes[10].glass_texture_id            = -1;
            Costumes[10].skin_color                  = 1;
            Costumes[10].hair_color                  = new Color(0.295f, 0.295f, 0.275f);
            Costumes[10].costumeId                   = 14;

            Costumes[11]                  = new HeroCostume();
            Costumes[11].name             = "sasha";
            Costumes[11].sex              = Sex.Female;
            Costumes[11].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[11].body_texture     = body_uniform_fa_texture[1];
            Costumes[11].cape             = true;
            Costumes[11].hairInfo         = CostumeHair.FemaleHairs[10];
            Costumes[11].eye_texture_id   = 4;
            Costumes[11].beard_texture_id = 33;
            Costumes[11].glass_texture_id = -1;
            Costumes[11].skin_color       = 1;
            Costumes[11].hair_color       = new Color(0.45f, 0.33f, 0.255f);
            Costumes[11].division         = Division.TheSurveryCorps;
            Costumes[11].costumeId        = 5;

            Costumes[12]                  = new HeroCostume();
            Costumes[12].name             = "sasha";
            Costumes[12].sex              = Sex.Female;
            Costumes[12].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[12].body_texture     = body_uniform_fa_texture[1];
            Costumes[12].cape             = false;
            Costumes[12].hairInfo         = CostumeHair.FemaleHairs[10];
            Costumes[12].eye_texture_id   = 4;
            Costumes[12].beard_texture_id = 33;
            Costumes[12].glass_texture_id = -1;
            Costumes[12].skin_color       = 1;
            Costumes[12].hair_color       = new Color(0.45f, 0.33f, 0.255f);
            Costumes[12].division         = Division.TraineesSquad;
            Costumes[12].costumeId        = 5;

            Costumes[13]                             = new HeroCostume();
            Costumes[13].name                        = "sasha";
            Costumes[13].sex                         = Sex.Female;
            Costumes[13].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[13].body_texture                = body_casual_fa_texture[1];
            Costumes[13].part_chest_1_object_mesh    = "character_body_blade_keeper_f";
            Costumes[13].part_chest_1_object_texture = body_casual_fa_texture[1];
            Costumes[13].cape                        = false;
            Costumes[13].hairInfo                    = CostumeHair.FemaleHairs[10];
            Costumes[13].eye_texture_id              = 4;
            Costumes[13].beard_texture_id            = 33;
            Costumes[13].glass_texture_id            = -1;
            Costumes[13].skin_color                  = 1;
            Costumes[13].hair_color                  = new Color(0.45f, 0.33f, 0.255f);
            Costumes[13].costumeId                   = 6;

            Costumes[14]                  = new HeroCostume();
            Costumes[14].name             = "hanji";
            Costumes[14].sex              = Sex.Female;
            Costumes[14].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[14].body_texture     = body_uniform_fa_texture[2];
            Costumes[14].cape             = true;
            Costumes[14].hairInfo         = CostumeHair.FemaleHairs[6];
            Costumes[14].eye_texture_id   = 5;
            Costumes[14].beard_texture_id = 33;
            Costumes[14].glass_texture_id = 49;
            Costumes[14].skin_color       = 1;
            Costumes[14].hair_color       = new Color(0.45f, 0.33f, 0.255f);
            Costumes[14].division         = Division.TheSurveryCorps;
            Costumes[14].costumeId        = 7;

            Costumes[15]                             = new HeroCostume();
            Costumes[15].name                        = "hanji";
            Costumes[15].sex                         = Sex.Female;
            Costumes[15].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[15].body_texture                = body_casual_fa_texture[2];
            Costumes[15].part_chest_1_object_mesh    = "character_body_blade_keeper_f";
            Costumes[15].part_chest_1_object_texture = body_casual_fa_texture[2];
            Costumes[15].cape                        = false;
            Costumes[15].hairInfo                    = CostumeHair.FemaleHairs[6];
            Costumes[15].eye_texture_id              = 5;
            Costumes[15].beard_texture_id            = 33;
            Costumes[15].glass_texture_id            = 49;
            Costumes[15].skin_color                  = 1;
            Costumes[15].hair_color                  = new Color(0.295f, 0.23f, 0.17f);
            Costumes[15].costumeId                   = 8;

            Costumes[16]                  = new HeroCostume();
            Costumes[16].name             = "rico";
            Costumes[16].sex              = Sex.Female;
            Costumes[16].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[16].body_texture     = body_uniform_fa_texture[0];
            Costumes[16].cape             = true;
            Costumes[16].hairInfo         = CostumeHair.FemaleHairs[9];
            Costumes[16].eye_texture_id   = 6;
            Costumes[16].beard_texture_id = 33;
            Costumes[16].glass_texture_id = 48;
            Costumes[16].skin_color       = 1;
            Costumes[16].hair_color       = new Color(1f, 1f, 1f);
            Costumes[16].division         = Division.TheGarrison;
            Costumes[16].costumeId        = 9;

            Costumes[17]                             = new HeroCostume();
            Costumes[17].name                        = "rico";
            Costumes[17].sex                         = Sex.Female;
            Costumes[17].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[17].body_texture                = body_casual_fa_texture[0];
            Costumes[17].part_chest_1_object_mesh    = "character_body_blade_keeper_f";
            Costumes[17].part_chest_1_object_texture = body_casual_fa_texture[0];
            Costumes[17].cape                        = false;
            Costumes[17].hairInfo                    = CostumeHair.FemaleHairs[9];
            Costumes[17].eye_texture_id              = 6;
            Costumes[17].beard_texture_id            = 33;
            Costumes[17].glass_texture_id            = 48;
            Costumes[17].skin_color                  = 1;
            Costumes[17].hair_color                  = new Color(1f, 1f, 1f);
            Costumes[17].costumeId                   = 10;

            Costumes[18]                  = new HeroCostume();
            Costumes[18].name             = "jean";
            Costumes[18].sex              = Sex.Male;
            Costumes[18].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[18].body_texture     = body_uniform_ma_texture[1];
            Costumes[18].cape             = true;
            Costumes[18].hairInfo         = CostumeHair.MaleHairs[6];
            Costumes[18].eye_texture_id   = 7;
            Costumes[18].beard_texture_id = -1;
            Costumes[18].glass_texture_id = -1;
            Costumes[18].skin_color       = 1;
            Costumes[18].hair_color       = new Color(0.94f, 0.84f, 0.6f);
            Costumes[18].division         = Division.TheSurveryCorps;
            Costumes[18].costumeId        = 15;

            Costumes[19]                  = new HeroCostume();
            Costumes[19].name             = "jean";
            Costumes[19].sex              = Sex.Male;
            Costumes[19].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[19].body_texture     = body_uniform_ma_texture[1];
            Costumes[19].cape             = false;
            Costumes[19].hairInfo         = CostumeHair.MaleHairs[6];
            Costumes[19].eye_texture_id   = 7;
            Costumes[19].beard_texture_id = -1;
            Costumes[19].glass_texture_id = -1;
            Costumes[19].skin_color       = 1;
            Costumes[19].hair_color       = new Color(0.94f, 0.84f, 0.6f);
            Costumes[19].division         = Division.TraineesSquad;
            Costumes[19].costumeId        = 15;

            Costumes[20]                             = new HeroCostume();
            Costumes[20].name                        = "jean";
            Costumes[20].sex                         = Sex.Male;
            Costumes[20].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[20].body_texture                = body_casual_ma_texture[1];
            Costumes[20].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[20].part_chest_1_object_texture = body_casual_ma_texture[1];
            Costumes[20].cape                        = false;
            Costumes[20].hairInfo                    = CostumeHair.MaleHairs[6];
            Costumes[20].eye_texture_id              = 7;
            Costumes[20].beard_texture_id            = -1;
            Costumes[20].glass_texture_id            = -1;
            Costumes[20].skin_color                  = 1;
            Costumes[20].hair_color                  = new Color(0.94f, 0.84f, 0.6f);
            Costumes[20].costumeId                   = 16;

            Costumes[21]                  = new HeroCostume();
            Costumes[21].name             = "marco";
            Costumes[21].sex              = Sex.Male;
            Costumes[21].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[21].body_texture     = body_uniform_ma_texture[2];
            Costumes[21].cape             = false;
            Costumes[21].hairInfo         = CostumeHair.MaleHairs[8];
            Costumes[21].eye_texture_id   = 8;
            Costumes[21].beard_texture_id = -1;
            Costumes[21].glass_texture_id = -1;
            Costumes[21].skin_color       = 1;
            Costumes[21].hair_color       = new Color(0.295f, 0.295f, 0.275f);
            Costumes[21].division         = Division.TraineesSquad;
            Costumes[21].costumeId        = 17;

            Costumes[22]                  = new HeroCostume();
            Costumes[22].name             = "marco";
            Costumes[22].sex              = Sex.Male;
            Costumes[22].uniform_type     = UNIFORM_TYPE.CasualA;
            Costumes[22].body_texture     = body_casual_ma_texture[2];
            Costumes[22].cape             = false;
            Costumes[22].hairInfo         = CostumeHair.MaleHairs[8];
            Costumes[22].eye_texture_id   = 8;
            Costumes[22].beard_texture_id = -1;
            Costumes[22].glass_texture_id = -1;
            Costumes[22].skin_color       = 1;
            Costumes[22].hair_color       = new Color(0.295f, 0.295f, 0.275f);
            Costumes[22].costumeId        = 18;

            Costumes[23]                  = new HeroCostume();
            Costumes[23].name             = "mike";
            Costumes[23].sex              = Sex.Male;
            Costumes[23].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[23].body_texture     = body_uniform_mb_texture[3];
            Costumes[23].cape             = true;
            Costumes[23].hairInfo         = CostumeHair.MaleHairs[9];
            Costumes[23].eye_texture_id   = 9;
            Costumes[23].beard_texture_id = 32;
            Costumes[23].glass_texture_id = -1;
            Costumes[23].skin_color       = 1;
            Costumes[23].hair_color       = new Color(0.94f, 0.84f, 0.6f);
            Costumes[23].division         = Division.TheSurveryCorps;
            Costumes[23].costumeId        = 19;

            Costumes[24]                             = new HeroCostume();
            Costumes[24].name                        = "mike";
            Costumes[24].sex                         = Sex.Male;
            Costumes[24].uniform_type                = UNIFORM_TYPE.CasualB;
            Costumes[24].body_texture                = body_casual_mb_texture[3];
            Costumes[24].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[24].part_chest_1_object_texture = body_casual_mb_texture[3];
            Costumes[24].cape                        = false;
            Costumes[24].hairInfo                    = CostumeHair.MaleHairs[9];
            Costumes[24].eye_texture_id              = 9;
            Costumes[24].beard_texture_id            = 32;
            Costumes[24].glass_texture_id            = -1;
            Costumes[24].skin_color                  = 1;
            Costumes[24].hair_color                  = new Color(0.94f, 0.84f, 0.6f);
            Costumes[24].division                    = Division.TheSurveryCorps;
            Costumes[24].costumeId                   = 20;

            Costumes[25]                  = new HeroCostume();
            Costumes[25].name             = "connie";
            Costumes[25].sex              = Sex.Male;
            Costumes[25].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[25].body_texture     = body_uniform_mb_texture[2];
            Costumes[25].cape             = true;
            Costumes[25].hairInfo         = CostumeHair.MaleHairs[10];
            Costumes[25].eye_texture_id   = 10;
            Costumes[25].beard_texture_id = -1;
            Costumes[25].glass_texture_id = -1;
            Costumes[25].skin_color       = 1;
            Costumes[25].division         = Division.TheSurveryCorps;
            Costumes[25].costumeId        = 21;

            Costumes[26]                  = new HeroCostume();
            Costumes[26].name             = "connie";
            Costumes[26].sex              = Sex.Male;
            Costumes[26].uniform_type     = UNIFORM_TYPE.UniformB;
            Costumes[26].body_texture     = body_uniform_mb_texture[2];
            Costumes[26].cape             = false;
            Costumes[26].hairInfo         = CostumeHair.MaleHairs[10];
            Costumes[26].eye_texture_id   = 10;
            Costumes[26].beard_texture_id = -1;
            Costumes[26].glass_texture_id = -1;
            Costumes[26].skin_color       = 1;
            Costumes[26].division         = Division.TraineesSquad;
            Costumes[26].costumeId        = 21;

            Costumes[27]                             = new HeroCostume();
            Costumes[27].name                        = "connie";
            Costumes[27].sex                         = Sex.Male;
            Costumes[27].uniform_type                = UNIFORM_TYPE.CasualB;
            Costumes[27].body_texture                = body_casual_mb_texture[2];
            Costumes[27].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[27].part_chest_1_object_texture = body_casual_mb_texture[2];
            Costumes[27].cape                        = false;
            Costumes[27].hairInfo                    = CostumeHair.MaleHairs[10];
            Costumes[27].eye_texture_id              = 10;
            Costumes[27].beard_texture_id            = -1;
            Costumes[27].glass_texture_id            = -1;
            Costumes[27].skin_color                  = 1;
            Costumes[27].costumeId                   = 22;

            Costumes[28]                  = new HeroCostume();
            Costumes[28].name             = "armin";
            Costumes[28].sex              = Sex.Male;
            Costumes[28].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[28].body_texture     = body_uniform_ma_texture[0];
            Costumes[28].cape             = true;
            Costumes[28].hairInfo         = CostumeHair.MaleHairs[5];
            Costumes[28].eye_texture_id   = 11;
            Costumes[28].beard_texture_id = -1;
            Costumes[28].glass_texture_id = -1;
            Costumes[28].skin_color       = 1;
            Costumes[28].hair_color       = new Color(0.95f, 0.8f, 0.5f);
            Costumes[28].division         = Division.TheSurveryCorps;
            Costumes[28].costumeId        = 23;

            Costumes[29]                  = new HeroCostume();
            Costumes[29].name             = "armin";
            Costumes[29].sex              = Sex.Male;
            Costumes[29].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[29].body_texture     = body_uniform_ma_texture[0];
            Costumes[29].cape             = false;
            Costumes[29].hairInfo         = CostumeHair.MaleHairs[5];
            Costumes[29].eye_texture_id   = 11;
            Costumes[29].beard_texture_id = -1;
            Costumes[29].glass_texture_id = -1;
            Costumes[29].skin_color       = 1;
            Costumes[29].hair_color       = new Color(0.95f, 0.8f, 0.5f);
            Costumes[29].division         = Division.TraineesSquad;
            Costumes[29].costumeId        = 23;

            Costumes[30]                             = new HeroCostume();
            Costumes[30].name                        = "armin";
            Costumes[30].sex                         = Sex.Male;
            Costumes[30].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[30].body_texture                = body_casual_ma_texture[0];
            Costumes[30].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[30].part_chest_1_object_texture = body_casual_ma_texture[0];
            Costumes[30].cape                        = false;
            Costumes[30].hairInfo                    = CostumeHair.MaleHairs[5];
            Costumes[30].eye_texture_id              = 11;
            Costumes[30].beard_texture_id            = -1;
            Costumes[30].glass_texture_id            = -1;
            Costumes[30].skin_color                  = 1;
            Costumes[30].hair_color                  = new Color(0.95f, 0.8f, 0.5f);
            Costumes[30].costumeId                   = 24;

            Costumes[31]                  = new HeroCostume();
            Costumes[31].name             = "petra";
            Costumes[31].sex              = Sex.Female;
            Costumes[31].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[31].body_texture     = body_uniform_fa_texture[0];
            Costumes[31].cape             = true;
            Costumes[31].hairInfo         = CostumeHair.FemaleHairs[8];
            Costumes[31].eye_texture_id   = 27;
            Costumes[31].beard_texture_id = -1;
            Costumes[31].glass_texture_id = -1;
            Costumes[31].skin_color       = 1;
            Costumes[31].hair_color       = new Color(1f, 0.725f, 0.376f);
            Costumes[31].division         = Division.TheSurveryCorps;
            Costumes[31].costumeId        = 9;

            Costumes[32]                             = new HeroCostume();
            Costumes[32].name                        = "petra";
            Costumes[32].sex                         = Sex.Female;
            Costumes[32].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[32].body_texture                = body_casual_fa_texture[0];
            Costumes[32].part_chest_1_object_mesh    = "character_body_blade_keeper_f";
            Costumes[32].part_chest_1_object_texture = body_casual_fa_texture[0];
            Costumes[32].cape                        = false;
            Costumes[32].hairInfo                    = CostumeHair.FemaleHairs[8];
            Costumes[32].eye_texture_id              = 27;
            Costumes[32].beard_texture_id            = -1;
            Costumes[32].glass_texture_id            = -1;
            Costumes[32].skin_color                  = 1;
            Costumes[32].hair_color                  = new Color(1f, 0.725f, 0.376f);
            Costumes[32].division                    = Division.TheSurveryCorps;
            Costumes[32].costumeId                   = 10;

            Costumes[33]              = new HeroCostume();
            Costumes[33].name         = "custom";
            Costumes[33].sex          = Sex.Female;
            Costumes[33].uniform_type = UNIFORM_TYPE.CasualB;
            Costumes[33].part_chest_skinned_cloth_mesh    = "mikasa_asset_cas";
            Costumes[33].part_chest_skinned_cloth_texture = body_casual_fb_texture[1];
            Costumes[33].part_chest_1_object_mesh         = "character_body_blade_keeper_f";
            Costumes[33].part_chest_1_object_texture      = body_casual_fb_texture[1];
            Costumes[33].body_texture     = body_casual_fb_texture[1];
            Costumes[33].cape             = false;
            Costumes[33].hairInfo         = CostumeHair.FemaleHairs[2];
            Costumes[33].eye_texture_id   = 12;
            Costumes[33].beard_texture_id = 33;
            Costumes[33].glass_texture_id = -1;
            Costumes[33].skin_color       = 1;
            Costumes[33].hair_color       = new Color(0.15f, 0.15f, 0.145f);
            Costumes[33].costumeId        = 4;

            Costumes[34]                             = new HeroCostume();
            Costumes[34].name                        = "custom";
            Costumes[34].sex                         = Sex.Male;
            Costumes[34].uniform_type                = UNIFORM_TYPE.CasualA;
            Costumes[34].body_texture                = body_casual_ma_texture[0];
            Costumes[34].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[34].part_chest_1_object_texture = body_casual_ma_texture[0];
            Costumes[34].cape                        = false;
            Costumes[34].hairInfo                    = CostumeHair.MaleHairs[3];
            Costumes[34].eye_texture_id              = 26;
            Costumes[34].beard_texture_id            = 44;
            Costumes[34].glass_texture_id            = -1;
            Costumes[34].skin_color                  = 1;
            Costumes[34].hair_color                  = new Color(0.41f, 1f, 0f);
            Costumes[34].costumeId                   = 24;

            Costumes[35]                  = new HeroCostume();
            Costumes[35].name             = "custom";
            Costumes[35].sex              = Sex.Female;
            Costumes[35].uniform_type     = UNIFORM_TYPE.UniformA;
            Costumes[35].body_texture     = body_uniform_fa_texture[1];
            Costumes[35].cape             = false;
            Costumes[35].hairInfo         = CostumeHair.FemaleHairs[4];
            Costumes[35].eye_texture_id   = 22;
            Costumes[35].beard_texture_id = 33;
            Costumes[35].glass_texture_id = 56;
            Costumes[35].skin_color       = 1;
            Costumes[35].hair_color       = new Color(0f, 1f, 0.874f);
            Costumes[35].costumeId        = 5;

            Costumes[36]                             = new HeroCostume();
            Costumes[36].name                        = "feng";
            Costumes[36].sex                         = Sex.Male;
            Costumes[36].uniform_type                = UNIFORM_TYPE.CasualB;
            Costumes[36].body_texture                = body_casual_mb_texture[3];
            Costumes[36].part_chest_1_object_mesh    = "character_body_blade_keeper_m";
            Costumes[36].part_chest_1_object_texture = body_casual_mb_texture[3];
            Costumes[36].cape                        = true;
            Costumes[36].hairInfo                    = CostumeHair.MaleHairs[10];
            Costumes[36].eye_texture_id              = 25;
            Costumes[36].beard_texture_id            = 39;
            Costumes[36].glass_texture_id            = 53;
            Costumes[36].skin_color                  = 1;
            Costumes[36].division                    = Division.TheSurveryCorps;
            Costumes[36].costumeId                   = 20;

            Costumes[37]                  = new HeroCostume();
            Costumes[37].name             = "AHSS";
            Costumes[37].sex              = Sex.Male;
            Costumes[37].uniform_type     = UNIFORM_TYPE.CasualAHSS;
            Costumes[37].body_texture     = body_casual_ma_texture[0] + "_ahss";
            Costumes[37].cape             = false;
            Costumes[37].hairInfo         = CostumeHair.MaleHairs[6];
            Costumes[37].eye_texture_id   = 25;
            Costumes[37].beard_texture_id = 39;
            Costumes[37].glass_texture_id = 53;
            Costumes[37].skin_color       = 3;
            Costumes[37].division         = Division.TheMilitaryPolice;
            Costumes[37].costumeId        = 25;

            Costumes[38]                  = new HeroCostume();
            Costumes[38].name             = "AHSS (F)";
            Costumes[38].sex              = Sex.Female;
            Costumes[38].uniform_type     = UNIFORM_TYPE.CasualAHSS;
            Costumes[38].body_texture     = body_casual_ma_texture[0] + "_ahss";
            Costumes[38].cape             = false;
            Costumes[38].hairInfo         = CostumeHair.FemaleHairs[6];
            Costumes[38].eye_texture_id   = 2;
            Costumes[38].beard_texture_id = 33;
            Costumes[38].glass_texture_id = -1;
            Costumes[38].skin_color       = 3;
            Costumes[38].division         = Division.TheMilitaryPolice;
            Costumes[38].costumeId        = 25;

            for (int i = 0; i < Costumes.Length; i++)
            {
                Costumes[i].stat = HeroStat.GetInfo("CUSTOM_DEFAULT");
                Costumes[i].id   = i;
                Costumes[i].SetMesh();
                Costumes[i].setTexture();
            }
            CostumeOptions = new HeroCostume[27]
            {
                Costumes[0],
                Costumes[2],
                Costumes[3],
                Costumes[4],
                Costumes[5],
                Costumes[11],
                Costumes[13],
                Costumes[14],
                Costumes[15],
                Costumes[16],
                Costumes[17],
                Costumes[6],
                Costumes[7],
                Costumes[8],
                Costumes[10],
                Costumes[18],
                Costumes[19],
                Costumes[21],
                Costumes[22],
                Costumes[23],
                Costumes[24],
                Costumes[25],
                Costumes[27],
                Costumes[28],
                Costumes[30],
                Costumes[37],
                Costumes[38]
            };
        }
    }
Esempio n. 22
0
    public void SetPunkHair2()
    {
        if ((int)FengGameManagerMKII.Settings[1] == 1 && (IN_GAME_MAIN_CAMERA.Gametype == GameType.Singleplayer || base.photonView.isMine))
        {
            int hairIndex = Random.Range(0, 9);
            if (hairIndex == 3)
            {
                hairIndex = 9;
            }
            int num2 = skin - 70;
            if ((int)FengGameManagerMKII.Settings[32] == 1)
            {
                num2 = Random.Range(16, 20);
            }
            if ((int)FengGameManagerMKII.Settings[num2] >= 0)
            {
                hairIndex = (int)FengGameManagerMKII.Settings[num2];
            }
            string text     = (string)FengGameManagerMKII.Settings[num2 + 5];
            int    eyeIndex = Random.Range(1, 8);
            if (haseye)
            {
                eyeIndex = 0;
            }
            bool isSkinned = false;
            if (text.EndsWith(".jpg") || text.EndsWith(".png") || text.EndsWith(".jpeg"))
            {
                isSkinned = true;
            }
            if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Multiplayer && base.photonView.isMine)
            {
                if (isSkinned)
                {
                    base.photonView.RPC("setHairRPC2", PhotonTargets.AllBuffered, hairIndex, eyeIndex, text);
                }
                else
                {
                    Color hair_color = HeroCostume.Costumes[Random.Range(0, HeroCostume.Costumes.Length - 5)].hair_color;
                    base.photonView.RPC("setHairPRC", PhotonTargets.AllBuffered, hairIndex, eyeIndex, hair_color.r, hair_color.g, hair_color.b);
                }
            }
            else if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Singleplayer)
            {
                if (isSkinned)
                {
                    StartCoroutine(CoLoadSkin(hairIndex, eyeIndex, text));
                    return;
                }
                Color hair_color = HeroCostume.Costumes[Random.Range(0, HeroCostume.Costumes.Length - 5)].hair_color;
                setHairPRC(hairIndex, eyeIndex, hair_color.r, hair_color.g, hair_color.b);
            }
        }
        else
        {
            Object.Destroy(part_hair);
            hair     = CostumeHair.MaleHairs[3];
            hairType = 3;
            GameObject gameObject = (GameObject)Object.Instantiate(Resources.Load("Character/" + hair.hair));
            gameObject.transform.parent     = hair_go_ref.transform.parent;
            gameObject.transform.position   = hair_go_ref.transform.position;
            gameObject.transform.rotation   = hair_go_ref.transform.rotation;
            gameObject.transform.localScale = hair_go_ref.transform.localScale;
            gameObject.renderer.material    = CharacterMaterials.materials[hair.texture];
            int hairColorIndex = Random.Range(1, 4);
            switch (hairColorIndex)
            {
            case 1:
                gameObject.renderer.material.color = FengColor.PunkHair1;
                break;

            case 2:
                gameObject.renderer.material.color = FengColor.PunkHair2;
                break;

            case 3:
                gameObject.renderer.material.color = FengColor.PunkHair3;
                break;
            }
            part_hair = gameObject;
            SetEyeTexture(eye, 0);
            if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Multiplayer && base.photonView.isMine)
            {
                Color color = part_hair.renderer.material.color;
                base.photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, hairType, 0, color.r, color.g, color.b);
            }
        }
    }
Esempio n. 23
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    public IEnumerator CoLoadSkin(int hairIndex, int eyeIndex, string hairLink)
    {
        bool unload = false;

        Object.Destroy(part_hair);
        this.hair = CostumeHair.MaleHairs[hairIndex];
        hairType  = hairIndex;
        if (this.hair.hair.Length > 0)
        {
            GameObject obj2 = (GameObject)Object.Instantiate(Resources.Load("Character/" + this.hair.hair));
            obj2.transform.parent     = hair_go_ref.transform.parent;
            obj2.transform.position   = hair_go_ref.transform.position;
            obj2.transform.rotation   = hair_go_ref.transform.rotation;
            obj2.transform.localScale = hair_go_ref.transform.localScale;
            obj2.renderer.material    = CharacterMaterials.materials[this.hair.texture];
            bool flag = true;
            if ((int)FengGameManagerMKII.Settings[63] == 1)
            {
                flag = false;
            }
            if (hairLink.EndsWith(".jpg") || hairLink.EndsWith(".png") || hairLink.EndsWith(".jpeg"))
            {
                if (!FengGameManagerMKII.LinkHash[0].ContainsKey(hairLink))
                {
                    WWW link = Guardian.AntiAbuse.Validators.SkinChecker.CreateWWW(hairLink);
                    if (link != null)
                    {
                        yield return(link);

                        // Old limit: 200KB
                        Texture2D tex = RCextensions.LoadImage(link, flag, 300000);
                        link.Dispose();
                        if (!FengGameManagerMKII.LinkHash[0].ContainsKey(hairLink))
                        {
                            unload = true;
                            obj2.renderer.material.mainTexture = tex;
                            FengGameManagerMKII.LinkHash[0].Add(hairLink, obj2.renderer.material);
                        }
                        obj2.renderer.material = (Material)FengGameManagerMKII.LinkHash[0][hairLink];
                    }
                }
                else
                {
                    obj2.renderer.material = (Material)FengGameManagerMKII.LinkHash[0][hairLink];
                }
            }
            else if (hairLink.ToLower() == "transparent")
            {
                obj2.renderer.enabled = false;
            }
            part_hair = obj2;
        }
        if (eyeIndex >= 0)
        {
            SetEyeTexture(this.eye, eyeIndex);
        }
        if (unload)
        {
            FengGameManagerMKII.Instance.UnloadAssets();
        }
    }
Esempio n. 24
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 public void setHair2()
 {
     if ((int)FengGameManagerMKII.Settings[1] == 1 && (IN_GAME_MAIN_CAMERA.Gametype == GameType.Singleplayer || base.photonView.isMine))
     {
         int num = Random.Range(0, 9);
         if (num == 3)
         {
             num = 9;
         }
         int num2 = skin - 70;
         if ((int)FengGameManagerMKII.Settings[32] == 1)
         {
             num2 = Random.Range(16, 20);
         }
         if ((int)FengGameManagerMKII.Settings[num2] >= 0)
         {
             num = (int)FengGameManagerMKII.Settings[num2];
         }
         string text = (string)FengGameManagerMKII.Settings[num2 + 5];
         int    num3 = Random.Range(1, 8);
         if (haseye)
         {
             num3 = 0;
         }
         bool flag = false;
         if (text.EndsWith(".jpg") || text.EndsWith(".png") || text.EndsWith(".jpeg"))
         {
             flag = true;
         }
         if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Multiplayer && base.photonView.isMine)
         {
             if (flag)
             {
                 object[] parameters = new object[3]
                 {
                     num,
                     num3,
                     text
                 };
                 base.photonView.RPC("setHairRPC2", PhotonTargets.AllBuffered, parameters);
             }
             else
             {
                 Color    hair_color = HeroCostume.Costumes[Random.Range(0, HeroCostume.Costumes.Length - 5)].hair_color;
                 object[] parameters = new object[5]
                 {
                     num,
                     num3,
                     hair_color.r,
                     hair_color.g,
                     hair_color.b
                 };
                 base.photonView.RPC("setHairPRC", PhotonTargets.AllBuffered, parameters);
             }
         }
         else if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Singleplayer)
         {
             if (flag)
             {
                 StartCoroutine(loadskinE(num, num3, text));
                 return;
             }
             Color hair_color = HeroCostume.Costumes[Random.Range(0, HeroCostume.Costumes.Length - 5)].hair_color;
             setHairPRC(num, num3, hair_color.r, hair_color.g, hair_color.b);
         }
     }
     else
     {
         int num = Random.Range(0, CostumeHair.hairsM.Length);
         if (num == 3)
         {
             num = 9;
         }
         Object.Destroy(part_hair);
         hairType = num;
         hair     = CostumeHair.hairsM[num];
         if (hair.hair == string.Empty)
         {
             hair     = CostumeHair.hairsM[9];
             hairType = 9;
         }
         part_hair = (GameObject)Object.Instantiate(Resources.Load("Character/" + hair.hair));
         part_hair.transform.parent        = hair_go_ref.transform.parent;
         part_hair.transform.position      = hair_go_ref.transform.position;
         part_hair.transform.rotation      = hair_go_ref.transform.rotation;
         part_hair.transform.localScale    = hair_go_ref.transform.localScale;
         part_hair.renderer.material       = CharacterMaterials.materials[hair.texture];
         part_hair.renderer.material.color = HeroCostume.Costumes[Random.Range(0, HeroCostume.Costumes.Length - 5)].hair_color;
         int num4 = Random.Range(1, 8);
         setFacialTexture(eye, num4);
         if (IN_GAME_MAIN_CAMERA.Gametype == GameType.Multiplayer && base.photonView.isMine)
         {
             object[] parameters = new object[5]
             {
                 hairType,
                 num4,
                 part_hair.renderer.material.color.r,
                 part_hair.renderer.material.color.g,
                 part_hair.renderer.material.color.b
             };
             base.photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, parameters);
         }
     }
 }
Esempio n. 25
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    public IEnumerator loadskinE(int hair, int eye, string hairlink)
    {
        bool unload = false;

        Object.Destroy(part_hair);
        this.hair = CostumeHair.hairsM[hair];
        hairType  = hair;
        if (this.hair.hair != string.Empty)
        {
            GameObject obj2 = (GameObject)Object.Instantiate(Resources.Load("Character/" + this.hair.hair));
            obj2.transform.parent     = hair_go_ref.transform.parent;
            obj2.transform.position   = hair_go_ref.transform.position;
            obj2.transform.rotation   = hair_go_ref.transform.rotation;
            obj2.transform.localScale = hair_go_ref.transform.localScale;
            obj2.renderer.material    = CharacterMaterials.materials[this.hair.texture];
            bool flag = true;
            if ((int)FengGameManagerMKII.Settings[63] == 1)
            {
                flag = false;
            }
            if (hairlink.EndsWith(".jpg") || hairlink.EndsWith(".png") || hairlink.EndsWith(".jpeg"))
            {
                if (!FengGameManagerMKII.LinkHash[0].ContainsKey(hairlink))
                {
                    WWW link = Guardian.Utilities.GameHelper.CreateWWW(hairlink);
                    if (link != null)
                    {
                        yield return(link);

                        Texture2D tex = RCextensions.LoadImage(link, flag, 200000);
                        link.Dispose();
                        if (!FengGameManagerMKII.LinkHash[0].ContainsKey(hairlink))
                        {
                            unload = true;
                            obj2.renderer.material.mainTexture = tex;
                            FengGameManagerMKII.LinkHash[0].Add(hairlink, obj2.renderer.material);
                            obj2.renderer.material = (Material)FengGameManagerMKII.LinkHash[0][hairlink];
                        }
                        else
                        {
                            obj2.renderer.material = (Material)FengGameManagerMKII.LinkHash[0][hairlink];
                        }
                    }
                }
                else
                {
                    obj2.renderer.material = (Material)FengGameManagerMKII.LinkHash[0][hairlink];
                }
            }
            else if (hairlink.ToLower() == "transparent")
            {
                obj2.renderer.enabled = false;
            }
            part_hair = obj2;
        }
        if (eye >= 0)
        {
            setFacialTexture(this.eye, eye);
        }
        if (unload)
        {
            FengGameManagerMKII.Instance.UnloadAssets();
        }
    }
Esempio n. 26
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    public void setHair2()
    {
        int num;

        object[] objArray2;
        if ((((int)FengGameManagerMKII.settings[1]) == 1) && ((IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.SINGLE) || base.photonView.isMine))
        {
            Color color;
            num = UnityEngine.Random.Range(0, 9);
            if (num == 3)
            {
                num = 9;
            }
            int index = this.skin - 70;
            if (((int)FengGameManagerMKII.settings[0x20]) == 1)
            {
                index = UnityEngine.Random.Range(0x10, 20);
            }
            if (((int)FengGameManagerMKII.settings[index]) >= 0)
            {
                num = (int)FengGameManagerMKII.settings[index];
            }
            string hairlink = (string)FengGameManagerMKII.settings[index + 5];
            int    eye      = UnityEngine.Random.Range(1, 8);
            if (this.haseye)
            {
                eye = 0;
            }
            bool flag2 = false;
            if ((hairlink.EndsWith(".jpg") || hairlink.EndsWith(".png")) || hairlink.EndsWith(".jpeg"))
            {
                flag2 = true;
            }
            if ((IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER) && base.photonView.isMine)
            {
                if (flag2)
                {
                    objArray2 = new object[] { num, eye, hairlink };
                    base.photonView.RPC("setHairRPC2", PhotonTargets.AllBuffered, objArray2);
                }
                else
                {
                    color     = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
                    objArray2 = new object[] { num, eye, color.r, color.g, color.b };
                    base.photonView.RPC("setHairPRC", PhotonTargets.AllBuffered, objArray2);
                }
            }
            else if (IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.SINGLE)
            {
                if (flag2)
                {
                    base.StartCoroutine(this.loadskinE(num, eye, hairlink));
                }
                else
                {
                    color = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
                    this.setHairPRC(num, eye, color.r, color.g, color.b);
                }
            }
        }
        else
        {
            num = UnityEngine.Random.Range(0, CostumeHair.hairsM.Length);
            if (num == 3)
            {
                num = 9;
            }
            UnityEngine.Object.Destroy(this.part_hair);
            this.hairType = num;
            this.hair     = CostumeHair.hairsM[num];
            if (this.hair.hair == string.Empty)
            {
                this.hair     = CostumeHair.hairsM[9];
                this.hairType = 9;
            }
            this.part_hair = (GameObject)UnityEngine.Object.Instantiate(Resources.Load("Character/" + this.hair.hair));
            this.part_hair.transform.parent        = this.hair_go_ref.transform.parent;
            this.part_hair.transform.position      = this.hair_go_ref.transform.position;
            this.part_hair.transform.rotation      = this.hair_go_ref.transform.rotation;
            this.part_hair.transform.localScale    = this.hair_go_ref.transform.localScale;
            this.part_hair.renderer.material       = CharacterMaterials.materials[this.hair.texture];
            this.part_hair.renderer.material.color = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
            int id = UnityEngine.Random.Range(1, 8);
            this.setFacialTexture(this.eye, id);
            if ((IN_GAME_MAIN_CAMERA.gametype == GAMETYPE.MULTIPLAYER) && base.photonView.isMine)
            {
                objArray2 = new object[] { this.hairType, id, this.part_hair.renderer.material.color.r, this.part_hair.renderer.material.color.g, this.part_hair.renderer.material.color.b };
                base.photonView.RPC("setHairPRC", PhotonTargets.OthersBuffered, objArray2);
            }
        }
    }