public virtual void SetCharacterClass(AtavismClassData classData) { this.aspect = classData; foreach (UGUICharacterClassSlot classSlot in classes) { if (classSlot != null) { classSlot.ClassSelected(aspect); } } UpdateClassDetails(); }
Sprite GetClassPortrait(string gender, string className) { AtavismClassData classData = CharacterSelectionCreationManager.Instance.GetClassDataByName(className); if (classData != null) { if (gender == "Male") { return(classData.maleClassIcon); } else if (gender == "Female") { return(classData.femaleClassIcon); } } return(null); }
public virtual void StartCharacterCreation() { ShowCreationUI(); if (createCaracterName != null) { createCaracterName.text = ""; } if (TMPCreateCaracterName != null) { TMPCreateCaracterName.text = ""; } if (enterUI != null) { enterUI.SetActive(false); } if (races[0] != null) { race = races[0].raceData; } foreach (UGUICharacterRaceSlot raceSlot in races) { raceSlot.RaceSelected(race); } UpdateRaceDetails(); aspect = classes[0].classData; foreach (UGUICharacterClassSlot classSlot in classes) { classSlot.ClassSelected(aspect); } if (character != null) { Destroy(character); } characterName = ""; int randomResult = UnityEngine.Random.Range(0, 2); if (randomResult == 0) { gender = "Male"; } else { gender = "Female"; } if (avatarList != null) { avatarList.PreparSlots(race.raceName, gender, aspect.className); } // Do this after gender so the icons can be updated UpdateClassDetails(); ResetModel(); /*if (classes.Count > 0) * aspect = classes [0]; * SetCharacter ();*/ loginState = LoginState.CharacterCreate; creationState = CreationState.Body; }