// Initializes the CharacterGenerator and load a saved config if any. IEnumerator Start() { while (!CharacterGenerator.ReadyToUse) { yield return(0); } if (PlayerPrefs.HasKey(prefName)) { generator = CharacterGenerator.CreateWithConfig(PlayerPrefs.GetString(prefName)); } else { generator = CharacterGenerator.CreateWithRandomConfig("Female"); } // Replace apiKey & secretKey with the keys generated for your app on http://developer.att.com/ Setup("https://api.att.com", "XXXXXXXXXXXXXXXXXXXX", "XXXXXXXXXXXXXXXXXXXXXXXXXX"); //Set up propertyTitles propertyTitles.Add("face", "Head"); propertyTitles.Add("eyes", "Eyes"); propertyTitles.Add("hair", "Hair"); propertyTitles.Add("top", "Shirt"); propertyTitles.Add("pants", "Pants"); propertyTitles.Add("shoes", "Shoes"); accessTokenFilePath = Application.dataPath + "/token.txt"; Debug.Log("Accesstoken filepath: " + accessTokenFilePath); }
private IEnumerator GenerateCharacter() { while (!CharacterGenerator.ReadyToUse) { yield return(0); } CharacterGenerator generator = CharacterGenerator.CreateWithConfig(PlayerStats.config); while (!generator.ConfigReady) { yield return(0); } GameObject tempObject = generator.Generate(); tempObject.transform.parent = myTransform; tempObject.transform.localPosition = new Vector3(0, 0.5f, 0); tempObject.transform.localRotation = Quaternion.identity; tempObject.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f); movingTransform = tempObject.transform; myAnimation = movingTransform.GetComponent <Animation>(); AssignVariables(); }
// Initializes the CharacterGenerator and load a saved config if any. IEnumerator Start() { debugText = GameObject.Find("debugText").GetComponent <GUIText>(); while (!CharacterGenerator.ReadyToUse) { yield return(0); } if (PlayerPrefs.HasKey(prefName)) { generator = CharacterGenerator.CreateWithConfig(PlayerPrefs.GetString(prefName)); debugText.text = "Creating with predefined config."; } else { generator = CharacterGenerator.CreateWithConfig("fawkes|boots|standard|head|standard|pants|standard|torso|standard"); debugText.text = "Creating with generic config."; } #if !Debug Destroy(debugText.gameObject); #endif }
private IEnumerator Start() { while (!CharacterGenerator.ReadyToUse) { yield return(0); } CharacterGenerator generator = CharacterGenerator.CreateWithConfig(PlayerStats.config); }
public IEnumerator GenerateCharacter(string config) { while (!CharacterGenerator.ReadyToUse) { yield return(0); } CharacterGenerator generator = CharacterGenerator.CreateWithConfig(config); while (!generator.ConfigReady) { yield return(0); } GameObject tempObject = generator.Generate(); tempObject.transform.parent = myTransform; tempObject.transform.localPosition = new Vector3(0, 0.5f, 0); tempObject.transform.localRotation = Quaternion.identity; tempObject.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f); Transform tempTransform = tempObject.transform.Search("Bone_Rotation"); //Adicionar os trails como filho para o bone certo GameObject tempSword = (GameObject)Instantiate(swordHolder, myTransform.position, Quaternion.identity); tempSword.transform.parent = myTransform.Search("Bone_Hand_R"); tempSword.transform.localPosition = Vector3.zero; tempSword.transform.localRotation = Quaternion.identity; tempSword.transform.localScale = new Vector3(1, 1, 1); //------------------------------------------------ transformReceiver.movementTransform = tempObject.transform; transformReceiver.boneTransform = tempTransform; transformInterpolation.movementTransform = tempObject.transform; transformInterpolation.boneTransform = tempTransform; transformInterpolation.StartReceiving(); charAnimator.myAnimation = GetComponentInChildren <Animation>(); charAnimator.TorsoTransform = tempTransform; charAnimator.PrepareAnimations(); //transformInterpolation //movingTransform = tempObject.transform; //myAnimation = movingTransform.GetComponent<Animation>(); //AssignVariables(); }
IEnumerator Start() { while (!CharacterGenerator.ReadyToUse) { yield return(0); } if (PlayerPrefs.HasKey(prefName)) { generator = CharacterGenerator.CreateWithConfig(PlayerPrefs.GetString(prefName)); } else { generator = CharacterGenerator.CreateWithRandomConfig("Female"); } }
// Initializes the CharacterGenerator and load a saved config if any. IEnumerator Start() { auth.access_token = ""; auth.expires_in = ""; auth.token_type = ""; //auth.access_token = "490499ab-d27d-4fa9-ab75-70b8ab7ecf0e"; Debug.Log(stage); while (!CharacterGenerator.ReadyToUse) { yield return(0); } if (PlayerPrefs.HasKey(prefName)) { generator = CharacterGenerator.CreateWithConfig(PlayerPrefs.GetString(prefName)); } else { generator = CharacterGenerator.CreateWithRandomConfig("Female"); } }