public static void Rebuild(DK_RPG_UMA _DK_RPG_UMA) { DK_RPG_ReBuild _DK_RPG_ReBuild = _DK_RPG_UMA.gameObject.GetComponent <DK_RPG_ReBuild>(); if (_DK_RPG_ReBuild == null) { _DK_RPG_ReBuild = _DK_RPG_UMA.gameObject.AddComponent <DK_RPG_ReBuild>(); } DKUMAData _DKUMAData = _DK_RPG_UMA.gameObject.GetComponent <DKUMAData>(); _DK_RPG_ReBuild.Launch(_DKUMAData); }
// DK public void Awake() { Awaking(); if (gameObject.GetComponent <DK_RPG_UMA>() != null) { DK_RPG_ReBuild _DK_RPG_ReBuild = gameObject.AddComponent <DK_RPG_ReBuild>(); _DK_RPG_ReBuild.Launch(this); } else if (streamedUMA != "" && streamedUMA != null) { isShapeDirty = true; isTextureDirty = true; isMeshDirty = true; Dirty(); } }
public static void EquipSlotElement(DKSlotData _slot, DKOverlayData _overlay, DK_RPG_UMA _DK_RPG_UMA, Color color) { // for a slot element if (_slot != null) { #region Equipment // find the correct place if (_slot.OverlayType == "FeetWear") { // Debug.Log ("FeetWear LinkedOverlayList 1"); _DK_RPG_UMA._Equipment._Feet.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Feet.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { Debug.Log("FeetWear LinkedOverlayList 2"); int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Feet.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Feet.Color = color; } } else if (_slot.OverlayType == "HandsWear") { _DK_RPG_UMA._Equipment._Hands.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Hands.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Hands.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Hands.Color = color; } } else if (_slot.OverlayType == "HeadWear") { _DK_RPG_UMA._Equipment._Head.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Head.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Head.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Head.Color = color; } } else if (_slot.OverlayType == "LegsWear") { _DK_RPG_UMA._Equipment._Legs.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Legs.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Legs.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Legs.Color = color; } } else if (_slot.OverlayType == "ShoulderWear") { _DK_RPG_UMA._Equipment._Shoulder.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Shoulder.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Shoulder.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Shoulder.Color = color; } } else if (_slot.OverlayType == "TorsoWear") { _DK_RPG_UMA._Equipment._Torso.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Torso.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Torso.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Torso.Color = color; } } else if (_slot.Place.name == "HandledLeft") { _DK_RPG_UMA._Equipment._LeftHand.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._LeftHand.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._LeftHand.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._LeftHand.Color = color; } } else if (_slot.Place.name == "HandledRight") { _DK_RPG_UMA._Equipment._RightHand.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._RightHand.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._RightHand.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._RightHand.Color = color; } } else if (_slot.Place.name == "BeltWear") { _DK_RPG_UMA._Equipment._Belt.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Belt.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Belt.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Belt.Color = color; } } else if (_slot.Place.name == "ArmbandWear") { _DK_RPG_UMA._Equipment._ArmBand.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._ArmBand.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._ArmBand.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._ArmBand.Color = color; } } else if (_slot.Place.name == "WristWear") { _DK_RPG_UMA._Equipment._Wrist.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Wrist.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Wrist.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Wrist.Color = color; } } else if (_slot.Place.name == "CloakWear") { _DK_RPG_UMA._Equipment._Cloak.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Cloak.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Cloak.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Cloak.Color = color; } } else if (_slot.Place.name == "Collar") { _DK_RPG_UMA._Equipment._Collar.Slot = _slot; // if the overlay is already assigned if (_overlay) { _DK_RPG_UMA._Equipment._Collar.Overlay = _overlay; if (_overlay && _overlay.ColorPresets.Count > 0) { int ran2 = Random.Range(0, _overlay.ColorPresets.Count - 1); color = _overlay.ColorPresets[ran2].PresetColor; } } // if the overlay is not assigned, random one from the linked overlays of the slot else { if (_slot.LinkedOverlayList.Count > 0) { int ran = Random.Range(0, _slot.LinkedOverlayList.Count - 1); _DK_RPG_UMA._Equipment._Collar.Overlay = _slot.LinkedOverlayList[ran]; if (_slot.LinkedOverlayList[ran] && _slot.LinkedOverlayList[ran].ColorPresets.Count > 0) { int ran2 = Random.Range(0, _slot.LinkedOverlayList[ran].ColorPresets.Count - 1); color = _slot.LinkedOverlayList[ran].ColorPresets[ran2].PresetColor; } } } if (color != Color.black) { _DK_RPG_UMA._Equipment._Collar.Color = color; } } #endregion Equipment } // for an Overlay element else if (_overlay) { // Debug.Log ( "test"); #region Equipment if (_overlay.OverlayType == "FeetWear") { _DK_RPG_UMA._Equipment._Feet.Slot = null; _DK_RPG_UMA._Equipment._Feet.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Feet.Color = color; } } else if (_overlay.OverlayType == "HandsWear") { _DK_RPG_UMA._Equipment._Hands.Slot = null; _DK_RPG_UMA._Equipment._Hands.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Hands.Color = color; } } else if (_overlay.OverlayType == "HeadWear") { _DK_RPG_UMA._Equipment._Head.Slot = null; _DK_RPG_UMA._Equipment._Head.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Head.Color = color; } } else if (_overlay.OverlayType == "LegsWear") { _DK_RPG_UMA._Equipment._Legs.Slot = null; _DK_RPG_UMA._Equipment._Legs.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Legs.Color = color; } } else if (_overlay.OverlayType == "TorsoWear") { _DK_RPG_UMA._Equipment._Torso.Slot = null; _DK_RPG_UMA._Equipment._Torso.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Torso.Color = color; } } else if (_overlay.OverlayType == "ArmbandWear") { _DK_RPG_UMA._Equipment._ArmBand.Slot = null; _DK_RPG_UMA._Equipment._ArmBand.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._ArmBand.Color = color; } } else if (_overlay.OverlayType == "WristWear") { _DK_RPG_UMA._Equipment._Wrist.Slot = null; _DK_RPG_UMA._Equipment._Wrist.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Wrist.Color = color; } } else if (_overlay.OverlayType == "CloakWear") { _DK_RPG_UMA._Equipment._Cloak.Slot = null; _DK_RPG_UMA._Equipment._Cloak.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Equipment._Cloak.Color = color; } } else if (_overlay.OverlayType == "Underwear") { _DK_RPG_UMA._Avatar._Body._Underwear.Slot = null; _DK_RPG_UMA._Avatar._Body._Underwear.Overlay = _overlay; if (color != Color.black) { _DK_RPG_UMA._Avatar._Body._Underwear.Color = color; } } #endregion Equipment } DK_RPG_ReBuild _DK_RPG_ReBuild = _DK_RPG_UMA.gameObject.GetComponent <DK_RPG_ReBuild>(); if (_DK_RPG_ReBuild == null) { _DK_RPG_ReBuild = _DK_RPG_UMA.gameObject.AddComponent <DK_RPG_ReBuild>(); } DKUMAData _DKUMAData = _DK_RPG_UMA.gameObject.GetComponent <DKUMAData>(); _DK_RPG_ReBuild.Launch(_DKUMAData); }