コード例 #1
0
 public void ChangeHeight()
 {
     if (dna == null)
     {
         dna = character.GetDNA();
     }
     height = levelManager.height;
     dna["height"].Set(height);
     character.BuildCharacter();
 }
コード例 #2
0
        public override void ProcessFrame(Playable playable, FrameData info, object playerData)
        {
            DynamicCharacterAvatar avatar = playerData as DynamicCharacterAvatar;

            if (avatar == null || !Application.isPlaying)
            {
                return;
            }

            Dictionary <string, DnaSetter> allDNA = avatar.GetDNA();

            int inputCount = playable.GetInputCount();

            for (int i = 0; i < inputCount; i++)
            {
                float inputWeight = playable.GetInputWeight(i);
                ScriptPlayable <UmaDnaBehaviour> inputPlayable = (ScriptPlayable <UmaDnaBehaviour>)playable.GetInput(i);
                UmaDnaBehaviour input = inputPlayable.GetBehaviour();

                foreach (UmaDnaBehaviour.DnaTuple dna in input.dnaValues)
                {
                    if (allDNA.ContainsKey(dna.Name))
                    {
                        float currentValue = allDNA[dna.Name].Value * (1f - inputWeight);
                        allDNA[dna.Name].Set(currentValue + (dna.Value * inputWeight));
                    }
                }

                if (input.rebuildImmediately)
                {
                    avatar.ForceUpdate(true, false, false);
                }
            }
        }
コード例 #3
0
 private void FixedUpdate()
 {
     if (dna.Count <= 0)                       //check if dictionary has not been populated.
     {
         dna = avatar.GetDNA();                //Polpulates dcitionary with dna value from the avatar.
         if (dna.ContainsKey(gameObject.name)) //check if dna contains string key for this gameObjects name.
         //sets sliders value to the dna's value with this gameObjects Name.
         {
             slider.value = dna[gameObject.name].Value;
         }
         else
         {
             return;
         }
     }
     ValueChanged(gameObject.name, slider.value);
 }
コード例 #4
0
    public IEnumerator CustomizeCharacterAppearance(CharacterDataHolder characterData, DynamicCharacterAvatar newAvatar)
    {
        // Hide avatar until delay ends.
        newAvatar.gameObject.SetActive(false);

        // Unfortunately UMA needs a small delay to initialize.
        yield return(new WaitForSeconds(0.25f));

        // Delay ended. Show avatar.
        newAvatar.gameObject.SetActive(true);

        // Customize character.
        int hairType = characterData.GetHairType();

        if (characterData.GetRace() == 0)
        {
            newAvatar.ChangeRace("HumanMaleDCS");
            if (hairType != 0)
            {
                newAvatar.SetSlot("Hair", _hairModelsMale[characterData.GetHairType()]);
            }
        }
        if (characterData.GetRace() == 1)
        {
            newAvatar.ChangeRace("HumanFemaleDCS");
            if (hairType != 0)
            {
                newAvatar.SetSlot("Hair", _hairModelsFemale[characterData.GetHairType()]);
            }
        }

        // Set colors.
        newAvatar.SetColor("Hair", Util.IntToColor(characterData.GetHairColor()));
        newAvatar.SetColor("Skin", Util.IntToColor(characterData.GetSkinColor()));
        newAvatar.SetColor("Eyes", Util.IntToColor(characterData.GetEyeColor()));
        newAvatar.UpdateColors(true);

        Dictionary <string, DnaSetter> dna = newAvatar.GetDNA();

        dna["height"].Set(characterData.GetHeight());
        dna["belly"].Set(characterData.GetBelly());
        newAvatar.BuildCharacter(false);

        // Set visible equipable armor items.
        EquipItem(newAvatar, characterData.GetHeadItem());
        EquipItem(newAvatar, characterData.GetChestItem());
        EquipItem(newAvatar, characterData.GetLegsItem());
        EquipItem(newAvatar, characterData.GetHandsItem());
        EquipItem(newAvatar, characterData.GetFeetItem());

        // Without this delay, sometimes, we cannot not see mounted weapons.
        yield return(new WaitForSeconds(0.25f));

        // Set visible equipable left and right hand items.
        EquipItem(newAvatar, characterData.GetLeftHandItem());
        EquipItem(newAvatar, characterData.GetRightHandItem());
    }
コード例 #5
0
    /***************************************************************************
    *  Name: PlayerUpdated
    *  Description: This function is called when the object becomes enabled and active.
    *  Input: UMAData for all of the players current physical data
    *  Output: None
    ***************************************************************************/
    void PlayerUpdated(UMAData data)
    {
        //grabs the player's current DNA information
        dna = player.GetDNA();

        //gets the current value of each slider and sets them accordingly in Unity
        foreach (Transform child in sliders.transform)
        {
            child.gameObject.GetComponent <Slider>().value = dna[child.gameObject.name].Get();
        }
    }
コード例 #6
0
        void Init()
        {
            _avatar = GetComponent <DynamicCharacterAvatar>();
            if (_avatar == null)
            {
                return;
            }

            _dna         = _avatar.GetDNA();
            _initialized = false;
            _skeleton    = GetSkeleton(_avatar.activeRace.name);
            //Check if current skeleton is supported by jigglebone recipe and only run this code if the avatar has changed
            if (_skeleton != "other" && _currentAvatar != _avatar.activeRace.name)
            {
                _jigglers.Clear();
                _currentAvatar = _avatar.activeRace.name;
                _renderer      = GetComponentInChildren <SkinnedMeshRenderer>();
                foreach (Transform bone in _renderer.bones)
                {
                    //we are seeking by bone names so need the corresponding bone name from our supported skeletons
                    if (bone.name == "LeftGluteus" || bone.name == "RightGluteus" || bone.name == "GluteusAdjust_L" || bone.name == "GluteusAdjust_R")
                    {
                        _jiggler = new JiggleElement();
                        _jigglers.Add(_jiggler);
                        _jiggler.Bone     = bone;
                        _jiggler.BoneType = "butt";
                        _jiggler.BoneAxis = new Vector3(0, 0, -1);
                        if (bone.name == "LeftGluteus" || bone.name == "RightGluteus")
                        {
                            _jiggler.UpDirection   = new Vector3(1, 0, 0);
                            _jiggler.ExtraRotation = _gender == "female" ? new Vector3(-67, 180, -90) : new Vector3(20, 45, -90);                            //Note male and female need different butt rotations.
                        }
                        else if (bone.name == "GluteusAdjust_L" || bone.name == "GluteusAdjust_R")
                        {
                            _jiggler.UpDirection   = new Vector3(-1, 0, 0);
                            _jiggler.ExtraRotation = new Vector3(-90, 0, 90);
                        }
                        UpdateJiggleBone(_jiggler);
                    }
                }
                if (_jigglers.Count > 0)
                {
                    _initialized = true;
                }
            }
            else if (_skeleton != "other")
            {
                for (int i = 0; i < _jigglers.Count; i++)
                {
                    UpdateJiggleBone(_jigglers[i]);
                }
                _initialized = true;
            }
        }
コード例 #7
0
        void Init()
        {
            _avatar = GetComponent <DynamicCharacterAvatar>();
            if (_avatar == null)
            {
                return;
            }

            _dna         = _avatar.GetDNA();
            _initialized = false;
            _skeleton    = GetSkeleton(_avatar.activeRace.name);
            //Check if current skeleton is supported by jigglebone recipe and only run this code if the avatar has changed
            if (_skeleton != "other" && _currentAvatar != _avatar.activeRace.name)
            {
                _jigglers.Clear();
                _currentAvatar = _avatar.activeRace.name;
                _renderer      = GetComponentInChildren <SkinnedMeshRenderer>();
                foreach (Transform bone in _renderer.bones)
                {
                    //we are seeking by bone names so need the corresponding bone name from our supported skeletons
                    if (bone.name == "LeftOuterBreast" || bone.name == "RightOuterBreast" || bone.name == "PectoralAdjust_L" || bone.name == "PectoralAdjust_R")
                    {
                        _jiggler = new JiggleElement();
                        _jigglers.Add(_jiggler);
                        _jiggler.Bone     = bone;
                        _jiggler.BoneType = "breast";
                        //_jiggler.ExtraRotation.y = _jiggler.Bone.name == "LeftInnerBreast" ? 5 : -5;
                        if (_skeleton == "Standard")
                        {
                            _jiggler.ExtraRotation   = new Vector3(70, 0, -104);
                            _jiggler.ExtraRotation.z = _jiggler.Bone.name == "LeftOuterBreast" ? -76 : -104;
                        }
                        else if (_skeleton == "o3n")
                        {
                            _jiggler.ExtraRotation = bone.name == "PectoralAdjust_L" ? new Vector3(45, 0, -67) : new Vector3(45, 0, -113);
                        }
                        UpdateJiggleBone(_jiggler);
                    }
                }
                if (_jigglers.Count > 0)
                {
                    _initialized = true;
                }
            }
            else if (_skeleton != "other")
            {
                for (int i = 0; i < _jigglers.Count; i++)
                {
                    UpdateJiggleBone(_jigglers[i]);
                }
                _initialized = true;
            }
        }
コード例 #8
0
 private void UpdateDNA()
 {
     if (!qnet.pv.IsMine)
     {
         return;
     }
     foreach (Transform child in bodyFaceList)
     {
         Destroy(child.gameObject);
     }
     foreach (var x in dca.GetDNA().ToList().OrderBy(v => v.Key))
     {
         if (!x.Key.ToLower().Contains("skin"))
         {
             GameObject o = Instantiate(prefab, bodyFaceList);
             o.GetComponentInChildren <Text>().text = x.Key.BreakupCamelCase();
             Slider slider = o.GetComponentInChildren <Slider>();
             slider.onValueChanged.AddListener(delegate { ChangeValue(x.Key, slider.value); });
             ChangeValue(x.Key, slider.value = 0.5f);
             dca.ForceUpdate(true, false, false);
         }
     }
 }
コード例 #9
0
        private void AddSingleDNA(string theDna)
        {
            float value = 0.5f;

            if (thisDCA.umaData != null)
            {
                var characterDNA = thisDCA.GetDNA();
                if (characterDNA != null)
                {
                    if (characterDNA.ContainsKey(theDna))
                    {
                        value = characterDNA[theDna].Value;
                    }
                }
            }
            thisDCA.predefinedDNA.AddDNA(theDna, value);
        }
コード例 #10
0
        private void RandomizeAvatar(DynamicCharacterAvatar Avatar)
        {
            Dictionary <string, List <UMATextRecipe> > recipes = Avatar.AvailableRecipes;

            // Set random wardrobe slots.
            foreach (string SlotName in recipes.Keys)
            {
                int cnt = recipes[SlotName].Count;
                if (cnt > 0)
                {
                    //Get a random recipe from the slot, and apply it
                    int min = -1;
                    if (SlotName == "Legs")
                    {
                        min = 0;                     // Don't allow pants removal in random test
                    }
                    int rnd = Random.Range(min, cnt);
                    if (rnd == -1)
                    {
                        Avatar.ClearSlot(SlotName);
                    }
                    else
                    {
                        Avatar.SetSlot(recipes[SlotName][rnd]);
                    }
                }
            }

            // Set Random DNA
            Dictionary <string, DnaSetter> setters = Avatar.GetDNA();

            foreach (KeyValuePair <string, DnaSetter> dna in setters)
            {
                dna.Value.Set(0.35f + (Random.value * 0.3f));
            }

            // Set Random Colors for Skin and Hair
            int RandHair = Random.Range(0, HairColors.colors.Length);
            int RandSkin = Random.Range(0, SkinColors.colors.Length);

            Avatar.SetColor("Hair", HairColors.colors[RandHair]);
            Avatar.SetColor("Skin", SkinColors.colors[RandSkin]);
            Avatar.BuildCharacter(true);
            Avatar.ForceUpdate(true, true, true);
        }
コード例 #11
0
        /// <summary>
        /// DNA Button event Handler
        /// </summary>
        public void DnaClick()
        {
            Cleanup();
            Dictionary <string, DnaSetter> AllDNA = Avatar.GetDNA();

            foreach (KeyValuePair <string, DnaSetter> ds in AllDNA)
            {
                // create a button.
                // set set the dna setter on it.
                GameObject go = GameObject.Instantiate(DnaPrefab);
                DNAHandler ch = go.GetComponent <DNAHandler>();
                ch.Setup(Avatar, ds.Value, WardrobePanel);

                Text txt = go.GetComponentInChildren <Text>();
                txt.text = ds.Value.Name;
                go.transform.SetParent(SlotPanel.transform);
            }
        }
コード例 #12
0
    public void SetDNA(float Value)
    {
        if (Avatar == null)
        {
            Avatar = FindAvatar();
        }
        if (Avatar == null)
        {
            return;
        }

        // Set the DNA on the Avatar.
        // Case must match.
        // If you cache DNA, you must do it after the character is completely built
        var MyDNA = Avatar.GetDNA();

        if (MyDNA.ContainsKey(DnaName))
        {
            MyDNA[DnaName].Set(Value);
            Avatar.ForceUpdate(true);
        }
    }
コード例 #13
0
        void Init()
        {
            _avatar = GetComponent <DynamicCharacterAvatar>();
            if (_avatar == null)
            {
                return;
            }

            _dna         = _avatar.GetDNA();
            _initialized = false;
            _skeleton    = GetSkeleton(_avatar.activeRace.name);
            //Check if current skeleton is supported by jigglebone recipe and only run this code if the avatar has changed
            if (_skeleton != "other" && _avatar.activeRace.name != _currentAvatar)
            {
                _currentAvatar = _avatar.activeRace.name;
                _renderer      = GetComponentInChildren <SkinnedMeshRenderer>();
                foreach (Transform bone in _renderer.bones)
                {
                    //we are seeking by bone names so need the corresponding bone name from our supported skeletons
                    if (bone.name == "LowerBackBelly" || bone.name == "BellyAdjust")
                    {
                        _monitoredBone = bone;
                        _boneAxis      = new Vector3(0, 0, 1);
                        _upDirection   = new Vector3(-1, 0, 0);
                        _extraRotation = new Vector3(0, 0, -90);
                        UpdateJiggleBone();
                    }
                }
                if (_monitoredBone != null)
                {
                    _initialized = true;
                }
            }
            else if (_skeleton != "other")
            {
                _anatomyScaleFactor = _dna["belly"].Get() * 2;
                _initialized        = true;
            }
        }
コード例 #14
0
ファイル: DnaGUI.cs プロジェクト: kanicha/HageExplosion
        private void Initialize(UMAData umaData)
        {
            Dictionary <string, DnaSetter> allDNA = avatar.GetDNA();

            if (allDNA.ContainsKey(dnaName))
            {
                DNA = allDNA[dnaName];
            }
            else
            {
                if (Debug.isDebugBuild)
                {
                    Debug.Log("dnaName not in dna name list!");
                }
            }

            slider = GetComponent <Slider>();
            slider.onValueChanged.AddListener(ValueChanged);

            if (DNA != null)
            {
                slider.value = DNA.Get();
            }
        }
コード例 #15
0
 void Updated(UMAData data)
 {
     dna = avatar.GetDNA();
     heightSlider.value = dna["height"].Get();
     bellySlider.value  = dna["belly"].Get();
 }
コード例 #16
0
                                                protected override void Update()
                                                {
                                                    //Debug.LogWarning("string.IsNullOrEmpty(prefabName):"+string.IsNullOrEmpty(prefabName));


                                                    if (!loaded && !string.IsNullOrEmpty(prefabName))
                                                    {
                                                        if (avatar == null)
                                                        {
                                                            loaded = true;
                                                        }
                                                        else if (IsUMA)
                                                        {
                                                            dna = avatar.GetDNA();
                                                            if (dna != null && dna.Count > 0)
                                                            {
                                                                avatar.savePathType = DynamicCharacterAvatar.savePathTypes.FileSystem;
                                                                Directory.CreateDirectory(avatar.savePath = saveSubfolder[0] = saveFolder + prefabName + "_" + idForPrefabName.ToString() + "/"); saveSubfolder[0] += (avatar.saveFilename = "recipe") + ".txt";
                                                                avatar.loadPathType = DynamicCharacterAvatar.loadPathTypes.FileSystem;
                                                                avatar.loadFilename = saveSubfolder[0];


                                                                if (File.Exists(saveSubfolder[0]))
                                                                {
                                                                    avatar.DoLoad();
                                                                }
                                                                else
                                                                {
                                                                    #region random NPC
                                                                    if (dnaRandom != null)
                                                                    {
                                                                        Debug.LogWarning("dnaRandom:" + dnaRandom);
                                                                        foreach (var dnaSetter in dna)
                                                                        {
                                                                            Debug.LogWarning("dnaSetter.Key:" + dnaSetter.Key + "=>dnaSetter.Value:" + dnaSetter.Value);
//dna[dnaSetter.Key].Set((float)dnaRandom.NextDouble());
                                                                        }
                                                                        avatar.BuildCharacter();
                                                                    }
                                                                    #endregion


                                                                    avatar.DoSave();
                                                                }


                                                                loaded = true;
                                                            }
                                                        }
                                                    }
                                                    if (loaded)
                                                    {
                                                        if (avatar != null)
                                                        {
                                                            if (dna != null)
                                                            {
                                                                //Debug.LogWarning("IsUMA:"+IsUMA+";dna.Count:"+dna.Count);
                                                            }
                                                        }
                                                    }


//if(!initialized){initialized=true;
//if(avatar!=null&&!File.Exists(saveSubfolder[0])){
//avatar.DoSave();
//avatar.SetLoadFilename(saveSubfolder[0],DynamicCharacterAvatar.loadPathTypes.FileSystem);
//}
//}
                                                    base.Update();
                                                }
コード例 #17
0
 private void OnCharacterCreated(UMAData data)
 {
     DNA = characterAvatar.GetDNA();
 }
コード例 #18
0
ファイル: UMACustomizer.cs プロジェクト: Fromanov/AR_Zachetka
 void Updated(UMAData data)
 {
     dna = avatar.GetDNA();
 }
コード例 #19
0
ファイル: CharacterCreator.cs プロジェクト: etport/RPG_2.0
 void ChangeHeight(float height)
 {
     dna = avatar.GetDNA();
     dna["height"].Set(height);
     avatar.BuildCharacter();
 }
 void Updated(UMAData data)
 {
     _dna = _avatar.GetDNA();
     _heightSlider.value = _dna["height"].Get();
     _bellySlider.value  = _dna["belly"].Get();
 }
コード例 #21
0
ファイル: Human.cs プロジェクト: connorc1/ProjectAI
 //Sets the dna holder and gameobject name
 void Updated(UMAData data)
 {
     dnaHolder       = avatar.GetDNA();
     gameObject.name = entityType.Name;
 }