private static void AttachItem(GameObject character, AccessoryWearLogic accessoryWearLogic, ItemObject itemObject, ItemHoldLogic itemHoldLogic, CharacterItemAnimator.Hand hand, bool keepPrefabConnection) { if (itemObject != null) { if (itemObject.Item == null) { Debug.LogError("Null prefab in " + itemObject); return; } ItemLogic item = Instantiate(itemObject.Item, keepPrefabConnection); if (hand == CharacterItemAnimator.Hand.Left) { itemHoldLogic.m_itemInHandL = item; } else if (hand == CharacterItemAnimator.Hand.Right) { itemHoldLogic.m_itemInHandR = item; } if (itemObject.Item.AccessoryLogic) { item.transform.parent = character.transform; accessoryWearLogic.Attach(item.AccessoryLogic); } else { if (hand == CharacterItemAnimator.Hand.Left) { item.transform.parent = itemHoldLogic.HandBoneL; } else if (hand == CharacterItemAnimator.Hand.Right) { item.transform.parent = itemHoldLogic.HandBoneR; } item.transform.localPosition = Vector3.zero; item.transform.localRotation = Quaternion.identity; } } }
private void OnWizardCreate() { GameObject character = Instantiate(m_appearanceObject.Model); CapsuleCollider collider = character.AddComponent <CapsuleCollider>(); collider.radius = 0.1f; collider.direction = 1; collider.center = new Vector3(0.0f, 0.5f, 0.0f); Rigidbody rigidbody = character.AddComponent <Rigidbody>(); rigidbody.angularDrag = 5.0f; rigidbody.constraints = RigidbodyConstraints.FreezeRotation; m_behaviorObject.InitializeBehaviour(character); character.transform.position = Vector3.zero; ItemHoldLogic itemHoldLogic = character.GetComponent <ItemHoldLogic>(); AccessoryWearLogic accessoryWearLogic = character.GetComponent <AccessoryWearLogic>(); bool hasItems = m_itemLeftHand || m_itemRightHand; if ((itemHoldLogic == null) && (m_itemLeftHand || m_itemRightHand)) { itemHoldLogic = character.AddComponent <ItemHoldLogic>(); hasItems = true; } if (accessoryWearLogic == null) { if (m_itemLeftHand != null && m_itemLeftHand.Item.AccessoryLogic != null) { accessoryWearLogic = character.AddComponent <AccessoryWearLogic>(); } else if (m_itemRightHand != null && m_itemRightHand.Item.AccessoryLogic != null) { accessoryWearLogic = character.AddComponent <AccessoryWearLogic>(); } else if (m_accessories.Length > 0) { accessoryWearLogic = character.AddComponent <AccessoryWearLogic>(); } } // Attach items if (hasItems) { CharacterItemAnimator itemAnimator; itemAnimator = itemHoldLogic.gameObject.AddComponent <CharacterItemAnimator>(); itemAnimator.ThisHand = CharacterItemAnimator.Hand.Left; itemAnimator = itemHoldLogic.gameObject.AddComponent <CharacterItemAnimator>(); itemAnimator.ThisHand = CharacterItemAnimator.Hand.Right; } if (m_itemLeftHand) { ItemLogic item = Instantiate(m_itemLeftHand.Item); itemHoldLogic.m_itemInHandL = item; if (m_itemLeftHand.Item.AccessoryLogic) { item.transform.parent = character.transform; accessoryWearLogic.Attach(item.AccessoryLogic); } else { item.transform.parent = itemHoldLogic.HandBoneL; item.transform.localPosition = Vector3.zero; item.transform.localRotation = Quaternion.identity; } } if (m_itemRightHand) { ItemLogic item = Instantiate(m_itemRightHand.Item); itemHoldLogic.m_itemInHandR = item; if (m_itemRightHand.Item.AccessoryLogic) { item.transform.parent = character.transform; accessoryWearLogic.Attach(item.AccessoryLogic); } else { item.transform.parent = itemHoldLogic.HandBoneR; item.transform.localPosition = Vector3.zero; item.transform.localRotation = Quaternion.identity; } } // Attach accessories foreach (AccessoryObject a in m_accessories) { AccessoryLogic accessory = Instantiate(a.Accessory); accessory.transform.parent = character.transform; accessoryWearLogic.Attach(accessory); } }
public static void CreateCharacter(CharacterAppearanceObject appearance, CharacterBehaviorObject behaviour, ItemObject leftHandItem, ItemObject rightHandItem, AccessoryObject[] accessories, Vector3 offset, bool keepCharacterPrefabConnection = false, bool keepItemPrefabConnection = true) { if (EditorApplication.isPlaying) { if (keepCharacterPrefabConnection) { keepCharacterPrefabConnection = false; Debug.LogError("Character Maker: keepCharacterPrefabConnection is not supported in playmode"); } if (keepItemPrefabConnection) { keepItemPrefabConnection = false; Debug.LogError("Character Maker: keepItemPrefabConnection is not supported in playmode"); } } GameObject character = Instantiate(appearance.Model, offset, Quaternion.identity, keepCharacterPrefabConnection); CapsuleCollider collider = character.AddComponent <CapsuleCollider>(); collider.radius = 0.1f; collider.direction = 1; collider.center = new Vector3(0.0f, 0.5f, 0.0f); Rigidbody rigidbody = character.AddComponent <Rigidbody>(); rigidbody.angularDrag = 5.0f; rigidbody.constraints = RigidbodyConstraints.FreezeRotation; if (behaviour != null) { behaviour.InitializeBehaviour(character); } ItemHoldLogic itemHoldLogic = character.GetComponent <ItemHoldLogic>(); AccessoryWearLogic accessoryWearLogic = character.GetComponent <AccessoryWearLogic>(); bool hasItems = leftHandItem || rightHandItem; if ((itemHoldLogic == null) && (leftHandItem || rightHandItem)) { itemHoldLogic = character.AddComponent <ItemHoldLogic>(); hasItems = true; } if (itemHoldLogic != null) { itemHoldLogic.Initialize(character); } if (accessoryWearLogic == null) { if ((leftHandItem != null && leftHandItem.Item != null && leftHandItem.Item.AccessoryLogic != null) || (rightHandItem != null && rightHandItem.Item != null && rightHandItem.Item.AccessoryLogic != null) || (accessories != null && accessories.Length > 0)) { accessoryWearLogic = character.AddComponent <AccessoryWearLogic>(); } } // Attach items if (hasItems) { CharacterItemAnimator itemAnimator; itemAnimator = itemHoldLogic.gameObject.AddComponent <CharacterItemAnimator>(); itemAnimator.ThisHand = CharacterItemAnimator.Hand.Left; itemAnimator = itemHoldLogic.gameObject.AddComponent <CharacterItemAnimator>(); itemAnimator.ThisHand = CharacterItemAnimator.Hand.Right; } AttachItem(character, accessoryWearLogic, leftHandItem, itemHoldLogic, CharacterItemAnimator.Hand.Left, keepItemPrefabConnection); AttachItem(character, accessoryWearLogic, rightHandItem, itemHoldLogic, CharacterItemAnimator.Hand.Right, keepItemPrefabConnection); if (accessories != null) { // Attach accessories foreach (AccessoryObject a in accessories) { if (a == null) { continue; } AccessoryLogic accessory = Instantiate(a.Accessory, keepItemPrefabConnection); accessory.transform.parent = character.transform; accessoryWearLogic.Attach(accessory); } } }