コード例 #1
0
 /// <summary>
 /// Gets the asset hash and name for the given object
 /// </summary>
 private void GetEvilAssetNameAndHash(System.Type type, Object o, ref string assetName, int assetHash)
 {
     if (o is SlotDataAsset)
     {
         SlotDataAsset sd = o as SlotDataAsset;
         assetName = sd.slotName;
         assetHash = sd.nameHash;
     }
     else if (o is OverlayDataAsset)
     {
         OverlayDataAsset od = o as OverlayDataAsset;
         assetName = od.overlayName;
         assetHash = od.nameHash;
     }
     else if (o is RaceData)
     {
         RaceData rd = o as RaceData;
         assetName = rd.raceName;
         assetHash = UMAUtils.StringToHash(assetName);
     }
     else
     {
         assetName = o.name;
         assetHash = UMAUtils.StringToHash(assetName);
     }
 }
コード例 #2
0
ファイル: AssetItem.cs プロジェクト: kanicha/HageExplosion
        public static string GetEvilName(Object o)
        {
            if (!o)
            {
                return("<Not Found!>");
            }
            if (o is SlotDataAsset)
            {
                SlotDataAsset sd = o as SlotDataAsset;
                if (!string.IsNullOrEmpty(sd.slotName))
                {
                    return(sd.slotName);
                }
            }
            if (o is OverlayDataAsset)
            {
                OverlayDataAsset od = o as OverlayDataAsset;
                if (!string.IsNullOrEmpty(od.overlayName))
                {
                    return(od.overlayName);
                }
            }
            if (o is RaceData)
            {
                RaceData rd = o as RaceData;
                if (!string.IsNullOrEmpty(rd.raceName))
                {
                    return(rd.raceName);
                }
            }

            return(o.name);
        }
コード例 #3
0
        private List <RandomColors> GetColorListForRace(RaceData rc)
        {
            UMATextRecipe utr = rc.baseRaceRecipe as UMATextRecipe;

            UMAPackedRecipeBase.UMAPackRecipe upr = utr.PackedLoad();

            List <string> cols = new List <string>();

            foreach (UMAPackedRecipeBase.PackedOverlayColorDataV3 pcd in upr.fColors)
            {
                if (pcd.name.Trim() != "-")
                {
                    cols.Add(pcd.name);
                }
            }

            List <RandomColors> newColors = new List <RandomColors>();

            foreach (string s in cols)
            {
                RandomColors rcs = new RandomColors(s, null);
                newColors.Add(rcs);
            }
            return(newColors);
        }
コード例 #4
0
 /// <summary>
 /// Add a race to the context.
 /// </summary>
 /// <param name="race">New race.</param>
 public override void AddRace(RaceData race)
 {
     raceLibrary.AddRace(race);
     raceLibrary.UpdateDictionary();
     if (dynamicCharacterSystem != null)
     {
         dynamicCharacterSystem.RefreshRaceKeys();
     }
 }
        /// <summary>
        /// Add a race to the context.
        /// </summary>
        /// <param name="race">New race.</param>
        public override void AddRace(RaceData race)
        {
            AssetItem ai = new AssetItem(typeof(RaceData), race);

            UMAAssetIndexer.Instance.AddAsset(typeof(RaceData), race.raceName, "", race);
            //if (dynamicCharacterSystem != null)
            //{
            //	dynamicCharacterSystem.RefreshRaceKeys();
            //}
        }
コード例 #6
0
ファイル: UMAAvatarBase.cs プロジェクト: imerr/UMA-1
        public void UpdateNewRace()
        {
            umaRace = umaData.umaRecipe.raceData;
            if (animationController != null)
            {
                umaData.animationController = animationController;
                //				umaData.animator.runtimeAnimatorController = animationController;
            }
            umaData.umaGenerator = umaGenerator;

            umaData.Dirty(true, true, true);
        }
コード例 #7
0
ファイル: TransposeDK2UMA.cs プロジェクト: aliasn456/Folio
 void SendRaceToUMA()
 {
     if (Gender == "Male")
     {
         _RaceData = raceLibrary.GetRace("HumanMale");
     }
     else if (Gender == "Female")
     {
         _RaceData = raceLibrary.GetRace("HumanFemale");
     }
     Debug.Log(_RaceData.raceName);
     //	DefaultUMA.GetComponent<UMA.UMAData>().umaRecipe.SetRace(_RaceData);
 }
コード例 #8
0
        public RandomAvatar(RaceData race)
        {
            raceData            = race;
            RaceName            = race.raceName;
            SharedColors        = new List <RandomColors>();
            RandomWardrobeSlots = new List <RandomWardrobeSlot>();
            RandomDna           = new List <RandomDNA>();
            SharedColors        = GetColorListForRace(race);
#if UNITY_EDITOR
            GuiFoldout = true;
            Delete     = false;
            SetupDNA(race);
#endif
        }
コード例 #9
0
        static void BonePoseUtilitiesWindow()
        {
            BonePoseUtilities window = ScriptableObject.CreateInstance(typeof(BonePoseUtilities)) as BonePoseUtilities;
            // Load races for lookup.
            List <string> RaceNames = new List <string>();

            string[] foundRacesStrings = AssetDatabase.FindAssets("t:RaceData");
            for (int i = 0; i < foundRacesStrings.Length; i++)
            {
                RaceData thisFoundRace = AssetDatabase.LoadAssetAtPath <RaceData>(AssetDatabase.GUIDToAssetPath(foundRacesStrings[i]));
                RaceNames.Add(thisFoundRace.raceName);
            }
            raceNames = RaceNames.ToArray();
            window.ShowUtility();
        }
コード例 #10
0
ファイル: UMAAvatarBase.cs プロジェクト: ALAZOUARI/ChatBot
        public void UpdateNewRace()
        {
#if SUPER_LOGGING
            Debug.Log("UpdateNewRace on DynamicCharacterAvatar: " + gameObject.name);
#endif

            umaRace = umaData.umaRecipe.raceData;
            if (animationController != null)
            {
                umaData.animationController = animationController;
            }
            umaData.umaGenerator = umaGenerator;

            umaData.Dirty(true, true, true);
        }
コード例 #11
0
ファイル: UMAAvatarBase.cs プロジェクト: imerr/UMA-1
 /// <summary>
 /// Hide the avatar and clean up its components.
 /// </summary>
 public virtual void Hide()
 {
     if (umaData != null)
     {
         umaData.CleanTextures();
         umaData.CleanMesh(true);
         umaData.CleanAvatar();
         Destroy(umaData.umaRoot);
         umaData.umaRoot = null;
         umaData.SetRenderers(null);
         umaData.animator  = null;
         umaData.firstBake = true;
         umaData.skeleton  = null;
     }
     umaRace = null;
 }
コード例 #12
0
        public static void UpdateRace(RaceData race)
        {
            UMAAssetIndexer.Instance.ReleaseReference(race);
            List <DynamicCharacterAvatar> Avatars = GetSceneEditTimeAvatars();

            foreach (DynamicCharacterAvatar dca in Avatars)
            {
                if (dca.activeRace.data != null)
                {
                    RaceData rc = dca.activeRace.data;
                    if (rc == race)
                    {
                        dca.GenerateSingleUMA();
                    }
                }
            }
        }
コード例 #13
0
        public static void UpdateRecipe(UMATextRecipe recipe)
        {
            UMAAssetIndexer.Instance.ReleaseReference(recipe);

            List <DynamicCharacterAvatar> Avatars = GetSceneEditTimeAvatars();

            if (recipe is UMAWardrobeRecipe)
            {
                foreach (DynamicCharacterAvatar dca in Avatars)
                {
                    var items = dca.preloadWardrobeRecipes.recipes;
                    foreach (var wi in items)
                    {
                        if (wi == null)
                        {
                            continue;
                        }
                        var rcp = wi._recipe;
                        if (rcp.name == recipe.name)
                        {
                            dca.GenerateSingleUMA();
                            break;
                        }
                    }
                }
                UMAAssetIndexer.Instance.ReleaseReference(recipe);
                return;
            }

            if (recipe is UMATextRecipe)
            {
                foreach (DynamicCharacterAvatar dca in Avatars)
                {
                    if (dca.activeRace.data != null)
                    {
                        RaceData rc = dca.activeRace.data;
                        if (recipe == rc.baseRaceRecipe)
                        {
                            dca.GenerateSingleUMA();
                        }
                    }
                }
            }
        }
コード例 #14
0
 /// <summary>
 /// Hide the avatar and clean up its components.
 /// </summary>
 public virtual void Hide(bool DestroyRoot = true)
 {
     if (umaData != null)
     {
         umaData.CleanTextures();
         umaData.CleanMesh(true);
         umaData.CleanAvatar();
         if (DestroyRoot)
         {
             UMAUtils.DestroySceneObject(umaData.umaRoot);
             umaData.umaRoot  = null;
             umaData.skeleton = null;
         }
         umaData.SetRenderers(null);
         umaData.animator  = null;
         umaData.firstBake = true;
     }
     umaRace = null;
 }
コード例 #15
0
        override public void AddRace(RaceData race)
        {
            if (race == null)
            {
                return;
            }

            ValidateDictionary();
            for (int i = 0; i < raceElementList.Length; i++)
            {
                if (raceElementList[i].raceName == race.raceName)
                {
                    raceElementList[i] = race;
                    return;
                }
            }
            var list = new RaceData[raceElementList.Length + 1];

            Array.Copy(raceElementList, list, raceElementList.Length);
            list[raceElementList.Length] = race;
            raceElementList = list;
            raceDictionary.Add(race.raceName, race);
        }
コード例 #16
0
        public void SetupDNA(RaceData rc)
        {
            List <string> DNAList = new List <string>();

            foreach (IDNAConverter cvt in rc.dnaConverterList)
            {
                if (cvt.DNAType == typeof(DynamicUMADna))
                {
                    DNAList.AddRange(((IDynamicDNAConverter)cvt).dnaAsset.Names);
                }
                else
                {
                    if (cvt is DnaConverterBehaviour)
                    {
                        var legacyDNA = (cvt as DnaConverterBehaviour).DNAType.GetConstructor(System.Type.EmptyTypes).Invoke(null) as UMADnaBase;
                        if (legacyDNA != null)
                        {
                            DNAList.AddRange(legacyDNA.Names);
                        }
                    }
                }
            }
            PossibleDNA = DNAList.ToArray();
        }
コード例 #17
0
 /// <summary>
 /// Add a race to the context.
 /// </summary>
 /// <param name="race">New race.</param>
 public void AddRace(RaceData race)
 {
     raceLibrary.AddRace(race);
 }
コード例 #18
0
        public void GenerateAddressables()
        {
            try
            {
                //**********************************************************************************************
                //*  Clear out the old data
                //**********************************************************************************************
                SlotTracker    = new Dictionary <int, List <UMATextRecipe> >();
                OverlayTracker = new Dictionary <int, List <UMATextRecipe> >();
                TextureTracker = new Dictionary <int, List <UMATextRecipe> >();
                GroupTracker   = new Dictionary <int, AddressableAssetGroup>();

                ClearAddressableFlags(typeof(SlotDataAsset));
                ClearAddressableFlags(typeof(OverlayDataAsset));

                // Will generate an editor context if needed.
                UMAContextBase context = UMAAssetIndexer.Instance.GetContext();

                // Create the shared group that has each item packed separately.
                AddressableAssetGroup sharedGroup = AddressableUtility.AddressableSettings.CreateGroup(SharedGroupName, false, false, true, AddressableUtility.AddressableSettings.DefaultGroup.Schemas);
                sharedGroup.GetSchema <BundledAssetGroupSchema>().BundleMode = BundledAssetGroupSchema.BundlePackingMode.PackSeparately;

                List <UMATextRecipe> theRecipes = new List <UMATextRecipe>();

                //**********************************************************************************************
                //*  Add Races
                //**********************************************************************************************

                System.Type theType = UMAAssetIndexer.Instance.GetIndexedType(typeof(RaceData));
                var         races   = UMAAssetIndexer.Instance.GetAssetDictionary(theType).Values;

                foreach (AssetItem ai in races)
                {
                    RaceData race = ai.Item as RaceData;
                    if (race == null)
                    {
                        Debug.Log("Invalid race found!");
                        continue;
                    }
                    if (race.baseRaceRecipe as UMATextRecipe == null)
                    {
                        Debug.Log("Invalid base race recipe on race: " + race.raceName);
                    }
                    theRecipes.Add(race.baseRaceRecipe as UMATextRecipe);
                    if (ai.IsAlwaysLoaded)
                    {
                        AssetItem recipe = UMAAssetIndexer.Instance.GetAssetItem <UMATextRecipe>(race.baseRaceRecipe.name);
                        recipe.IsAlwaysLoaded = true;

                        List <AssetItem> recipeItems = UMAAssetIndexer.Instance.GetAssetItems(race.baseRaceRecipe as UMAPackedRecipeBase, true);
                        foreach (AssetItem recipeitem in recipeItems)
                        {
                            recipeitem.IsAlwaysLoaded = true;
                        }
                    }
                }



                var theRecipeItems = GetAddressableRecipes();

                GenerateCollectionLabels();

                GenerateLookups(context, theRecipeItems);

                float pos = 0.0f;
                float inc = 1.0f / theRecipes.Count;

                const string tprefix = "UTR_";
                const string wprefix = "UWR_";

                // Create the Addressable groups
                foreach (AssetItem recipeItem in theRecipeItems)
                {
                    UMATextRecipe uwr  = recipeItem.Item as UMATextRecipe;
                    int           iPos = Mathf.CeilToInt(pos);
                    EditorUtility.DisplayProgressBar("Generating", "Creating Group: " + uwr.name, iPos);
                    Debug.Log("Generating group: " + uwr.name);
                    string groupName;
                    if (uwr is UMAWardrobeRecipe)
                    {
                        groupName = wprefix + uwr.name;
                    }
                    else
                    {
                        groupName = tprefix + uwr.name;
                    }
                    AddressableAssetGroup recipeGroup = AddressableUtility.AddressableSettings.CreateGroup(groupName, false, false, true, AddressableUtility.AddressableSettings.DefaultGroup.Schemas);
                    recipeGroup.GetSchema <BundledAssetGroupSchema>().BundleMode = BundledAssetGroupSchema.BundlePackingMode.PackTogether;

                    if (GroupTracker.ContainsKey(uwr.GetInstanceID()))
                    {
                        Debug.Log("Group already exists????? " + uwr.name);
                        continue;
                    }
                    GroupTracker.Add(uwr.GetInstanceID(), recipeGroup);
                    pos += inc;
                }

                AddAddressableAssets(SlotTracker, sharedGroup);
                AddAddressableAssets(OverlayTracker, sharedGroup);
                AddAddressableAssets(TextureTracker, sharedGroup);

                AssignAddressableInformation();

                ReleaseReferences(UMAAssetIndexer.Instance.GetIndexedType(typeof(SlotDataAsset)));
                ReleaseReferences(UMAAssetIndexer.Instance.GetIndexedType(typeof(OverlayDataAsset)));

                CleanupAddressables(true);
            }
            finally
            {
                EditorUtility.ClearProgressBar();
                UMAAssetIndexer.Instance.DestroyEditorUMAContextBase();
                UMAAssetIndexer.Instance.ForceSave();
            }
        }
コード例 #19
0
        /// <summary>
        /// Removes a list of downloadingAssetItems from the downloadingItems List.
        /// </summary>
        /// <param name="assetName"></param>
        public IEnumerator RemoveDownload(List <DownloadingAssetItem> itemsToRemove)
        {
            //Not used any more UMAs check the status of stuff they asked for themselves
            //Dictionary<UMAAvatarBase, List<string>> updatedUMAs = new Dictionary<UMAAvatarBase, List<string>>();
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                item.isBeingRemoved = true;
            }

            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                string error = "";
                //we need to check everyitem in this batch belongs to an asset bundle that has actually been loaded
                LoadedAssetBundle loadedBundleTest   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                AssetBundle       loadedBundleABTest = loadedBundleTest.m_AssetBundle;
                if (loadedBundleABTest == null && (String.IsNullOrEmpty(error)))
                {
                    while (loadedBundleTest.m_AssetBundle == null)
                    {
                        //could say we are unpacking here
                        yield return(null);
                    }
                }
                if (!String.IsNullOrEmpty(error))
                {
                    Debug.LogError(error);
                    yield break;
                }
            }
            //Now every item in the batch should be in a loaded bundle that is ready to use.
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                if (item != null)
                {
                    string error          = "";
                    var    loadedBundle   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                    var    loadedBundleAB = loadedBundle.m_AssetBundle;
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                        yield break;
                    }
                    var itemFilename = AssetBundleManager.AssetBundleIndexObject.GetFilenameFromAssetName(item.containingBundle, item.requiredAssetName, item.tempAsset.GetType().ToString());
                    if (item.tempAsset.GetType() == typeof(RaceData))
                    {
                        RaceData actualRace = loadedBundleAB.LoadAsset <RaceData>(itemFilename);
                        UMAContext.Instance.raceLibrary.AddRace(actualRace);
                        UMAContext.Instance.raceLibrary.UpdateDictionary();
                    }
                    else if (item.tempAsset.GetType() == typeof(SlotDataAsset))
                    {
                        SlotDataAsset thisSlot = null;
                        thisSlot = loadedBundleAB.LoadAsset <SlotDataAsset>(itemFilename);
                        if (thisSlot != null)
                        {
                            UMAContext.Instance.slotLibrary.AddSlotAsset(thisSlot);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded slot" + item.requiredAssetName);
                        }
                    }
                    else if (item.tempAsset.GetType() == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset thisOverlay = null;
                        thisOverlay = loadedBundleAB.LoadAsset <OverlayDataAsset>(itemFilename);
                        if (thisOverlay != null)
                        {
                            UMAContext.Instance.overlayLibrary.AddOverlayAsset(thisOverlay);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded overlay" + item.requiredAssetName + " from assetbundle " + item.containingBundle);
                        }
                    }
                    else if (item.tempAsset.GetType() == typeof(UMATextRecipe))
                    {
                        UMATextRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMATextRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.tempAsset.GetType() == typeof(UMAWardrobeRecipe))
                    {
                        UMAWardrobeRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMAWardrobeRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.dynamicCallback.Count > 0)
                    {
                        //get the asset as whatever the type of the tempAsset is
                        //send this as an array to the dynamicCallback
                        var downloadedAsset      = loadedBundleAB.LoadAsset(itemFilename, item.tempAsset.GetType());
                        var downloadedAssetArray = Array.CreateInstance(item.tempAsset.GetType(), 1);
                        downloadedAssetArray.SetValue(downloadedAsset, 0);
                        for (int i = 0; i < item.dynamicCallback.Count; i++)
                        {
                            item.dynamicCallback[i].DynamicInvoke(downloadedAssetArray);
                        }
                    }
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                    }
                }
                downloadingItems.Remove(item);
            }
            if (downloadingItems.Count == 0)
            {
                areDownloadedItemsReady = true;
                //AssetBundleManager.UnloadAllAssetBundles();//we cant do this yet
            }
            //yield break;
        }
コード例 #20
0
 /// <summary>
 /// Given a raceNames returns whether this race has been set to be 'cross compatible' with that race.
 /// </summary>
 public bool IsCrossCompatibleWith(RaceData compatibleRace)
 {
     return(GetCrossCompatibleRaces().Contains(compatibleRace.raceName));
 }
コード例 #21
0
ファイル: RaceLibraryBase.cs プロジェクト: hafewa/UMA-1
 public abstract void AddRace(RaceData race);
コード例 #22
0
 public static bool RaceIsValid(RaceData raceData)
 {
     return(raceData != null && !string.IsNullOrEmpty(raceData.raceName));
 }
コード例 #23
0
        /// <summary>
        /// Removes a list of downloadingAssetItems from the downloadingItems List.
        /// </summary>
        /// <param name="assetName"></param>
        public IEnumerator RemoveDownload(List <DownloadingAssetItem> itemsToRemove)
        {
            //Not used any more UMAs check the status of stuff they asked for themselves
            //Dictionary<UMAAvatarBase, List<string>> updatedUMAs = new Dictionary<UMAAvatarBase, List<string>>();
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                item.isBeingRemoved = true;
            }

            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                string error = "";
                //we need to check everyitem in this batch belongs to an asset bundle that has actually been loaded
                LoadedAssetBundle loadedBundleTest   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                AssetBundle       loadedBundleABTest = loadedBundleTest.m_AssetBundle;
                if (loadedBundleABTest == null && (String.IsNullOrEmpty(error)))
                {
                    while (loadedBundleTest.m_AssetBundle == null)
                    {
                        //could say we are unpacking here
                        yield return(null);
                    }
                }
                if (!String.IsNullOrEmpty(error))
                {
                    Debug.LogError(error);
                    yield break;
                }
            }
            //Now every item in the batch should be in a loaded bundle that is ready to use.
            foreach (DownloadingAssetItem item in itemsToRemove)
            {
                if (item != null)
                {
                    string error          = "";
                    var    loadedBundle   = AssetBundleManager.GetLoadedAssetBundle(item.containingBundle, out error);
                    var    loadedBundleAB = loadedBundle.m_AssetBundle;
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                        yield break;
                    }
                    var assetType = item.tempAsset.GetType();
                    //deal with RuntimeAnimatorController funkiness
                    //the actual type of an instantiated clone of a RuntimeAnimatorController in the editor is UnityEditor.Animations.AnimatorController
                    if (assetType.ToString().IndexOf("AnimatorController") > -1)
                    {
                        assetType = typeof(RuntimeAnimatorController);
                    }
                    var itemFilename = AssetBundleManager.AssetBundleIndexObject.GetFilenameFromAssetName(item.containingBundle, item.requiredAssetName, assetType.ToString());
                    if (assetType == typeof(RaceData))
                    {
                        //HACK TO FIX RACEDATA DYNAMICDNACONVERTERS DYNAMICDNA ASSETS CAUSING LOAD FAILURES in UNITY 5.5+
                        //As of Unity 5.5 a bug has reappeared when loading some types of assets that reference assets in other bundles.
                        //AssetBundleManager successfully ensures these required bundles are loaded first, but even so Unity fils to load
                        //the required asset from them in some cases, notably it seems when the required asset is set in the field of a Prefab (like our DNAAssets are)
                        //To fix this generally we could 'LoadAllAssets' from any dependent bundles, but this could incur significant memory overhead
                        //So for now we will just fix this for UMA and hope a patch is forthcoming in a subsequent version of Unity
                        if (AssetBundleManager.AssetBundleIndexObject.GetAllDependencies(item.containingBundle).Length > 0)
                        {
                            var allDeps = AssetBundleManager.AssetBundleIndexObject.GetAllDependencies(item.containingBundle);
                            for (int i = 0; i < allDeps.Length; i++)
                            {
                                string            depsError  = "";
                                LoadedAssetBundle depsBundle = AssetBundleManager.GetLoadedAssetBundle(allDeps[i], out depsError);
                                if (String.IsNullOrEmpty(depsError) && depsBundle != null)
                                {
                                    depsBundle.m_AssetBundle.LoadAllAssets <DynamicUMADnaAsset>();
                                }
                            }
                        }
                        RaceData actualRace = loadedBundleAB.LoadAsset <RaceData>(itemFilename);
                        UMAContext.Instance.raceLibrary.AddRace(actualRace);
                        UMAContext.Instance.raceLibrary.UpdateDictionary();
                    }
                    else if (assetType == typeof(SlotDataAsset))
                    {
                        SlotDataAsset thisSlot = null;
                        thisSlot = loadedBundleAB.LoadAsset <SlotDataAsset>(itemFilename);
                        if (thisSlot != null)
                        {
                            UMAContext.Instance.slotLibrary.AddSlotAsset(thisSlot);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded slot" + item.requiredAssetName);
                        }
                    }
                    else if (assetType == typeof(OverlayDataAsset))
                    {
                        OverlayDataAsset thisOverlay = null;
                        thisOverlay = loadedBundleAB.LoadAsset <OverlayDataAsset>(itemFilename);
                        if (thisOverlay != null)
                        {
                            UMAContext.Instance.overlayLibrary.AddOverlayAsset(thisOverlay);
                        }
                        else
                        {
                            Debug.LogWarning("[DynamicAssetLoader] could not add downloaded overlay" + item.requiredAssetName + " from assetbundle " + item.containingBundle);
                        }
                    }
                    else if (assetType == typeof(UMATextRecipe))
                    {
                        UMATextRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMATextRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (assetType == typeof(UMAWardrobeRecipe))
                    {
                        UMAWardrobeRecipe downloadedRecipe = loadedBundleAB.LoadAsset <UMAWardrobeRecipe>(itemFilename);
                        (UMAContext.Instance.dynamicCharacterSystem as UMACharacterSystem.DynamicCharacterSystem).AddRecipe(downloadedRecipe);
                    }
                    else if (item.dynamicCallback.Count > 0)
                    {
                        //get the asset as whatever the type of the tempAsset is
                        //send this as an array to the dynamicCallback
                        var downloadedAsset      = loadedBundleAB.LoadAsset(itemFilename, assetType);
                        var downloadedAssetArray = Array.CreateInstance(assetType, 1);
                        downloadedAssetArray.SetValue(downloadedAsset, 0);
                        for (int i = 0; i < item.dynamicCallback.Count; i++)
                        {
                            item.dynamicCallback[i].DynamicInvoke(downloadedAssetArray);
                        }
                    }
                    if (!String.IsNullOrEmpty(error))
                    {
                        Debug.LogError(error);
                    }
                }
                downloadingItems.Remove(item);
            }
            if (downloadingItems.Count == 0)
            {
                areDownloadedItemsReady = true;
                //AssetBundleManager.UnloadAllAssetBundles();//we cant do this yet
            }
            //yield break;
        }
コード例 #24
0
ファイル: RaceInspector.cs プロジェクト: buronix/UMA
 public void OnEnable()
 {
     race = target as RaceData;
 }
コード例 #25
0
#pragma warning restore 618
            public void SetRace(RaceData raceData)
            {
                this.raceData = raceData;
                ClearDNAConverters();
            }