Esempio n. 1
0
#pragma warning disable 618
    public void Start()
    {
        if (!slotLibrary)
        {
            slotLibrary = GameObject.Find("SlotLibrary").GetComponent <SlotLibraryBase>();
        }
        if (!raceLibrary)
        {
            raceLibrary = GameObject.Find("RaceLibrary").GetComponent <RaceLibraryBase>();
        }
        if (!overlayLibrary)
        {
            overlayLibrary = GameObject.Find("OverlayLibrary").GetComponent <OverlayLibraryBase>();
        }
        if (Instance == null)
        {
            Instance = this;
        }
    }
Esempio n. 2
0
#pragma warning disable 618
    public void Start()
    {
        if (!slotLibrary)
        {
            slotLibrary = GameObject.Find("SlotLibrary").GetComponent <SlotLibraryBase>();
        }
        if (!raceLibrary)
        {
            raceLibrary = GameObject.Find("RaceLibrary").GetComponent <RaceLibraryBase>();
        }
        if (!overlayLibrary)
        {
            overlayLibrary = GameObject.Find("OverlayLibrary").GetComponent <OverlayLibraryBase>();
        }
        // Note: Removed null check so that this is always assigned if you have a UMAContext in your scene
        // This will avoid those occasions where someone drops in a bogus context in a test scene, and then
        // later loads a valid scene (and everything breaks)
        Instance = this;
    }
Esempio n. 3
0
    void GenerateUMA()
    {
        umaDynamicAvatar = avatarGOFactory.Create();
        GameObject player = umaDynamicAvatar.gameObject;

        player.name = "MyUMA";

        this.slotLibrary    = umaDynamicAvatar.context.slotLibrary;
        this.overlayLibrary = umaDynamicAvatar.context.overlayLibrary;
        this.raceLibrary    = umaDynamicAvatar.context.raceLibrary;

        umaData = player.AddComponent <UMAData> ();
        umaDynamicAvatar.umaData = umaData;
        umaData.umaRecipe        = CreateMaleRecipe();

        // Generate UMA
        umaDynamicAvatar.UpdateNewRace();

        Animator animator = player.GetComponent <Animator>();
//		controller.m_Animator = animator;
    }