// Updates the UMA avator attached to this game object private void CreateAndSpawnUMA(string _selectedUma) { UMADynamicAvatar thisUmaDynamicAvator = gameObject.GetComponent <UMADynamicAvatar>(); //Create a UMA avator and bind it to the DynamicAvator of this object UMAGenericHelper.createUMAAvator(AssetLoaderController, _selectedUma, thisUmaDynamicAvator, AvatorController_OnCharacterCreated); }
// Use this for initialization void Start() { //Load the asset containing all the uma's generated in the editor AssetLoaderController.CacheAllUMA(CommonNames.assetsNameStreamingFolder); //Create and spawn all the uma's createdUmas = UMAGenericHelper.SpawnAllAvator(createdUmas, AssetLoaderController, CommonNames.avators, null, Vector3.zero, Quaternion.Euler(0, 180, 0), x => { //Deactivate shadows production and reception x.gameObject.GetComponentInChildren <SkinnedMeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; x.gameObject.GetComponentInChildren <SkinnedMeshRenderer>().receiveShadows = false; }); ////Deactivate all the uma's execept the first UMAGenericHelper.ToggleUmasActivation(createdUmas, 0); }
/* Apply to the uma's array a verse of scrolling and return the name * of the asset of the selected uma. * */ public string ChangeUMA(VERSE verse) { currentIndexOfTheSelection = ApplyVerse(verse, currentIndexOfTheSelection); return(UMAGenericHelper.ToggleUmasActivation(createdUmas, currentIndexOfTheSelection).gameObject.name); }