public void RandomizeAllDna() { for (int i = 0; i < transform.childCount; i++) { var umaData = transform.GetChild(i).GetComponent <UMAData>(); UMACrowd.RandomizeShape(umaData); umaData.Dirty(true, false, false); } }
public virtual void AddToLibraries(OverlayLibraryBase overlayLibrary, SlotLibraryBase slotLibrary, RaceLibraryBase raceLibrary, UMACrowd crowd) { if (overlayLibrary != null && overlayData.Length > 0) { #if UNITY_EDITOR UnityEditor.Undo.RecordObject(overlayLibrary, "Added Asset Collection"); #endif for (int i = 0; i < overlayData.Length; i++) { overlayLibrary.AddOverlay(overlayData[i]); } } if (slotLibrary != null && slotData.Length > 0) { #if UNITY_EDITOR UnityEditor.Undo.RecordObject(slotLibrary, "Added Asset Collection"); #endif for (int i = 0; i < slotData.Length; i++) { slotLibrary.AddSlot(slotData[i]); } } if (raceLibrary != null && raceData.Length > 0) { #if UNITY_EDITOR UnityEditor.Undo.RecordObject(raceLibrary, "Added Asset Collection"); #endif for (int i = 0; i < raceData.Length; i++) { raceLibrary.AddRace(raceData[i]); } } if (crowd != null && randomSets.Length > 0) { #if UNITY_EDITOR UnityEditor.Undo.RecordObject(crowd, "Added Asset Collection"); #endif var newPool = new UMACrowdRandomSet[crowd.randomPool.Length + randomSets.Length]; Array.Copy(crowd.randomPool, newPool, crowd.randomPool.Length); for (int i = 0; i < randomSets.Length; i++) { newPool[crowd.randomPool.Length + i] = randomSets[i]; } } }
private void Start() { panel = GameObject.Find("Canvas/Panel").transform; bodyGO = panel.FindChild("Body"); topHeadGO = panel.FindChild("UpperHead"); lowHeadGO = panel.FindChild("LowerHead"); /*skinColors = new Color[]{ * Color.white, * new Color32(233, 233, 233, 255), * new Color32(211, 211, 211, 255), * new Color32(189, 189, 189, 255), * new Color32(167, 167, 167, 255), * new Color32(145, 145, 145, 255), * new Color32(123, 123, 123, 255), * new Color32(101, 101, 101, 255), * new Color32(079, 079, 079, 255), * new Color32(057, 057, 057, 255), * }; * * eyeColors = new Color[]{ * new Color32(165, 188, 255, 255), * new Color32(111, 147, 255, 255), * new Color32(122, 088, 045, 255), * new Color32(054, 135, 011, 255), * new Color32(127, 152, 79, 255), * }; * * hairColors = new Color[]{ * Color.white, * new Color32(255, 246, 172, 255), * new Color32(255, 211, 103, 255), * new Color32(255, 204, 094, 255), * new Color32(191, 061, 039, 255), * new Color32(109, 031, 018, 255), * new Color32(159, 109, 000, 255), * new Color32(086, 048, 000, 255), * new Color32(039, 022, 000, 255), * Color.black, * }; * * femaleHairStyles = new string[]{ * "FemaleShortHair01", * "FemaleLongHair01", * }; * * maleHairStyles = new string[]{ * "MaleHair01", * "MaleHair02", * }; * * facialHairStyles = new string[,]{ * {"",""}, * {"MaleBeard01",""}, * {"MaleBeard02",""}, * {"MaleBeard03",""}, * {"MaleBeard01","MaleBeard02"}, * {"MaleBeard02","MaleBeard03"}, * {"MaleBeard03","MaleBeard01"}, * };*/ myCamera = GameObject.Find("NormalCamera").transform; crowdHandle = GameObject.Find("UMACrowd").GetComponent <UMACrowd>(); sliderControlList = new Slider[19]; sliderControlList2 = new Slider[18]; sliderControlList3 = new Slider[14]; InitSliders(); int randomResult = Random.Range(0, 2); GameObject myUma = crowdHandle.GenerateOneUMA(randomResult); myUma.transform.localRotation = Quaternion.Euler(new Vector3(0, 180, 0)); GetUMAData(myUma); }
private void Start() { panel = GameObject.Find("Canvas/Panel").transform; bodyGO = panel.FindChild("Body"); topHeadGO = panel.FindChild("UpperHead"); lowHeadGO = panel.FindChild("LowerHead"); /*skinColors = new Color[]{ Color.white, new Color32(233, 233, 233, 255), new Color32(211, 211, 211, 255), new Color32(189, 189, 189, 255), new Color32(167, 167, 167, 255), new Color32(145, 145, 145, 255), new Color32(123, 123, 123, 255), new Color32(101, 101, 101, 255), new Color32(079, 079, 079, 255), new Color32(057, 057, 057, 255), }; eyeColors = new Color[]{ new Color32(165, 188, 255, 255), new Color32(111, 147, 255, 255), new Color32(122, 088, 045, 255), new Color32(054, 135, 011, 255), new Color32(127, 152, 79, 255), }; hairColors = new Color[]{ Color.white, new Color32(255, 246, 172, 255), new Color32(255, 211, 103, 255), new Color32(255, 204, 094, 255), new Color32(191, 061, 039, 255), new Color32(109, 031, 018, 255), new Color32(159, 109, 000, 255), new Color32(086, 048, 000, 255), new Color32(039, 022, 000, 255), Color.black, }; femaleHairStyles = new string[]{ "FemaleShortHair01", "FemaleLongHair01", }; maleHairStyles = new string[]{ "MaleHair01", "MaleHair02", }; facialHairStyles = new string[,]{ {"",""}, {"MaleBeard01",""}, {"MaleBeard02",""}, {"MaleBeard03",""}, {"MaleBeard01","MaleBeard02"}, {"MaleBeard02","MaleBeard03"}, {"MaleBeard03","MaleBeard01"}, };*/ myCamera = GameObject.Find("NormalCamera").transform; crowdHandle = GameObject.Find("UMACrowd").GetComponent<UMACrowd>(); sliderControlList = new Slider[19]; sliderControlList2 = new Slider[18]; sliderControlList3 = new Slider[14]; InitSliders(); int randomResult = Random.Range(0, 2); GameObject myUma = crowdHandle.GenerateOneUMA(randomResult); myUma.transform.localRotation = Quaternion.Euler(new Vector3(0, 180, 0)); GetUMAData(myUma); }
protected virtual void SetUMAData() { _UMACrowd = GameObject.Find("UMACrowd").GetComponent <UMACrowd>(); umaData.atlasResolutionScale = _UMACrowd.atlasResolutionScale; umaData.OnCharacterUpdated += myColliderUpdateMethod; }