private void SetFringe(int i) { LookDatabase db = GameObject.FindObjectOfType <LookDatabase>(); int cnt = db.HairTypes.Count; _FringeIdx = NextIndex(i, cnt); var hair = db.HairTypes[_FringeIdx]; _Fringe.sprite = hair.Fringe; }
private void SetFace(int i) { LookDatabase db = GameObject.FindObjectOfType <LookDatabase>(); int cnt = db.StudentFace.Count; _FaceIdx = NextIndex(i, cnt); var face = db.StudentFace[_FaceIdx]; _Face.sprite = face; }
private void SetSkin(int i) { LookDatabase db = GameObject.FindObjectOfType <LookDatabase>(); int cnt = db.SkinTypes.Count; _HeadIdx = NextIndex(i, cnt); var skin = db.SkinTypes[_HeadIdx]; _Head.sprite = skin.HeadFace; }
public void RandomizeAppearance() { LookDatabase db = GameObject.FindObjectOfType <LookDatabase>(); if (db != null) { SkinSet skin = db.GetRandomSkinSet(); Head = skin.HeadRear; Arm = skin.Arm; Hair = db.GetRandomHair(); } ApplyLook(); }
private void SetGlasses(int i) { LookDatabase db = GameObject.FindObjectOfType <LookDatabase>(); int cnt = db.Glasses.Count + 1; _GlassesIdx = NextIndex(i, cnt); if (_GlassesIdx == (cnt - 1)) { _Glasses.gameObject.SetActive(false); } else { var face = db.Glasses[_GlassesIdx]; _Glasses.sprite = face; _Glasses.gameObject.SetActive(true); } }
private void LoadAppearancePrefs() { CharacterCustomizer.CharacterType Type = MyStudent.IsEndStudent ? CharacterCustomizer.CharacterType.Crush : CharacterCustomizer.CharacterType.Player; int iType = (int)Type; int HeadIdx = UnityEngine.PlayerPrefs.GetInt(string.Format("Custom_Head{0}", iType)); int FaceIdx = UnityEngine.PlayerPrefs.GetInt(string.Format("Custom_Face{0}", iType)); int FringeIdx = UnityEngine.PlayerPrefs.GetInt(string.Format("Custom_Fringe{0}", iType)); //int GlassesIdx = UnityEngine.PlayerPrefs.GetInt(string.Format("Custom_Glasses{0}", iType)); LookDatabase db = GameObject.FindObjectOfType <LookDatabase>(); if (db != null) { Hair = db.HairTypes[FringeIdx].Hair; Head = db.SkinTypes[HeadIdx].HeadRear; Arm = db.SkinTypes[HeadIdx].Arm; } }