예제 #1
0
        public void OnClick()
        {
            SetColors();
            // If there is no recipe, then just remove whatever is there (if any)
            if (Recipe == null)
            {
                Avatar.ClearSlot(Slot);
                Avatar.BuildCharacter(true);
                return;
            }
#if UMA_ADDRESSABLES
            SetRecipe();

/*			if (isReady)
 *                      {
 *                              SetRecipe();
 *                      }
 *                      else
 *                      {
 *                              var op = UMAAssetIndexer.Instance.Preload(Recipe);
 *                              op.Completed += Op_Completed;
 *                      } */
#else
            SetRecipe();
#endif
        }
예제 #2
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 public void ResetClick()
 {
     avatar.ClearSlots();
     SwitchGender(false);
     SwitchGender(true);
     avatar.BuildCharacter();
 }
예제 #3
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            // Character colors and wardrobes initialization.
            public void Initialize()
            {
                avatar.ClearSlots();
                avatar.LoadDefaultWardrobe();
                avatar.BuildCharacter(true);

                avatar.characterColors = defaultColors;
                avatar.BuildCharacter(true);
            }
예제 #4
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 public void ChangeHeight()
 {
     if (dna == null)
     {
         dna = character.GetDNA();
     }
     height = levelManager.height;
     dna["height"].Set(height);
     character.BuildCharacter();
 }
예제 #5
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    /***************************************************************************
    *  Name: ChangeHair
    *  Description: Changes the current skin color of the player.
    *  Input: Boolean representing if the "next hair" button is pressed
    *  Output: None
    ***************************************************************************/
    public void ChangeHair(bool plus)
    {
        if (player.activeRace.name == "HumanMaleDCS")
        {
            //move through an list of pre-loaded hairstyles based on the index
            if (plus)
            {
                hairIndex++;
            }
            else
            {
                hairIndex--;
            }

            //lock the index value inside the values of the current array
            hairIndex = Mathf.Clamp(hairIndex, 0, maleHairOptions.Count - 1);

            if (maleHairOptions[hairIndex] == "None")
            {
                //empty the avatar's hair slot completely
                player.ClearSlot("Hair");
            }
            else
            {
                //set the avatar's hair slot to the current index value of the list
                player.SetSlot("Hair", maleHairOptions[hairIndex]);
            }
        }
        else
        {
            if (plus)
            {
                hairIndex++;
            }
            else
            {
                hairIndex--;
            }

            hairIndex = Mathf.Clamp(hairIndex, 0, femaleHairOptions.Count - 1);

            if (femaleHairOptions[hairIndex] == "None")
            {
                player.ClearSlot("Hair");
            }
            else
            {
                player.SetSlot("Hair", femaleHairOptions[hairIndex]);
            }
        }

        //force a player update in Unity
        player.BuildCharacter();
    }
예제 #6
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 public void LoadRecipeForEdit()
 {
     myRecipe       = File.ReadAllText(Application.persistentDataPath + "/characterSaves/" + SelectedCharacterName + ".txt");
     nameField.text = SelectedCharacterName;
     avatar.LoadFromRecipeString(myRecipe);
     avatar.BuildCharacter();
 }
예제 #7
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    void ChangeGender(bool male)
    {
        if (male && avatar.activeRace.name != "HumanMaleDCS")
        {
            avatar.ChangeRace("HumanMaleDCS");
            ChangeHairStyle(currentStyle);
        }

        if (!male && avatar.activeRace.name != "HumanFemaleDCS")
        {
            avatar.ChangeRace("HumanFemaleDCS");
            ChangeHairStyle(currentStyle);
        }

        avatar.BuildCharacter();
    }
예제 #8
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    private void UpdateWardrobe()
    {
        if (Head)
        {
            enemyAvatar.SetSlot(Head.GetComponent <Armor>().GetWardrobePiece().Item1);
        }

        if (Chest)
        {
            enemyAvatar.SetSlot(Chest.GetComponent <Armor>().GetWardrobePiece().Item1);
            if (Chest.GetComponent <Armor>().GetWardrobePiece().Item2)
            {
                enemyAvatar.SetSlot(Chest.GetComponent <Armor>().GetWardrobePiece().Item2);
            }
        }

        if (Legs)
        {
            enemyAvatar.SetSlot(Legs.GetComponent <Armor>().GetWardrobePiece().Item1);
            if (Legs.GetComponent <Armor>().GetWardrobePiece().Item2)
            {
                enemyAvatar.SetSlot(Legs.GetComponent <Armor>().GetWardrobePiece().Item2);
            }
        }

        if (enemyAvatar)
        {
            enemyAvatar.BuildCharacter();
        }
    }
예제 #9
0
 /// <summary>
 /// Sets any wardrobe slot. If a negative value is passed, then the slot is cleared.
 /// </summary>
 /// <param name="slotToChange">name of the wordrobe slot to change</param>
 /// <param name="fSlotNumber">Id number slot to change</param>
 public void SetSlot(string slotToChange, float fSlotNumber)
 {
     if (slotToChange == "WardrobeCollection")
     {
         SetWardrobeCollectionSlot(slotToChange, fSlotNumber);
     }
     else
     {
         var           thisRace   = Avatar.activeRace.name;
         int           slotNumber = (int)fSlotNumber;
         UMATextRecipe tr         = null;
         if (slotNumber >= 0)
         {
             tr = characterSystem.Recipes[thisRace][slotToChange][slotNumber];
             Debug.Log(tr.name);
             Avatar.SetSlot(tr);
         }
         else
         {
             Avatar.ClearSlot(slotToChange);
             Avatar.ReapplyWardrobeCollections();
         }
     }
     Avatar.BuildCharacter(true);
     //Update the dropdowns to reflect any changes after the character has built
     SetUpWardrobeDropdowns();
 }
예제 #10
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    public DynamicCharacterAvatar CreateCharacter(CharacterDataHolder characterData, float posX, float posY, float posZ, float heading)
    {
        // Setting race on Instantiate, because even we set it at CustomizeCharacterAppearance, we could not mount items for female characters.
        Vector3 newPosition = new Vector3(posX, posY, posZ);
        DynamicCharacterAvatar avatarTemplate = characterData.GetRace() == 0 ? _avatarMale : _avatarFemale;
        DynamicCharacterAvatar newAvatar      = Instantiate(avatarTemplate, newPosition, Quaternion.identity) as DynamicCharacterAvatar;

        // Set heading early, to avoid inconsistencies with template heading that are
        // sometimes visible before CustomizeCharacterAppearance starts on character selection scene.
        SetAvatarHeading(newAvatar, heading);

        // Prevent UMA bone error.
        newAvatar.BuildCharacter(false);

        // Add a new Capsule Collider to prevent falling.
        CapsuleCollider capsuleCollider = newAvatar.gameObject.AddComponent <CapsuleCollider>();

        capsuleCollider.radius = 0.15f;
        capsuleCollider.height = 1.71f;
        capsuleCollider.center = new Vector3(0, 0.82f, 0);

        // Add AudioSource.
        newAvatar.gameObject.AddComponent <AudioSource>();

        // Customize character.
        StartCoroutine(CustomizeCharacterAppearance(characterData, newAvatar));
        StartCoroutine(InitializeLocation(newAvatar, newPosition, heading));

        // Return GameObject.
        return(newAvatar);
    }
예제 #11
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    public DynamicCharacterAvatar CreateCharacter(CharacterDataHolder characterData, float posX, float posY, float posZ)
    {
        // Setting race on Instantiate, because even we set it at CustomizeCharacterAppearance, we could not mount items for female characters.
        DynamicCharacterAvatar newAvatar = Instantiate(characterData.GetRace() == 0 ? avatarMale : avatarFemale, new Vector3(posX, posY, posZ), Quaternion.identity) as DynamicCharacterAvatar;

        newAvatar.BuildCharacter(); // Prevent UMA bone error.

        // Add a new Capsule Collider to prevent falling.
        CapsuleCollider capsuleCollider = newAvatar.gameObject.AddComponent <CapsuleCollider>();

        capsuleCollider.radius = 0.15f;
        capsuleCollider.height = 1.71f;
        capsuleCollider.center = new Vector3(0, 0.82f, 0);

        // Customize character.
        StartCoroutine(CustomizeCharacterAppearance(characterData, newAvatar));

        // Add AudioSource.
        newAvatar.gameObject.AddComponent <AudioSource>();

        // Disable avatar until race customization ends.
        newAvatar.gameObject.SetActive(false);

        // Return GameObject.
        return(newAvatar);
    }
예제 #12
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    private void CharacterEquipment_OnInventoryChanged(ItemsContainer obj)
    {
        if (avatar)
        {
            avatar.ClearSlots();
            avatar.BuildCharacter();
        }

        foreach (var item in obj.items)
        {
            ItemData itemData = ItemsManager.Instance.GetItemData(item.Value.id);
            if (itemData != null)
            {
                EquipItemVisual(itemData);
            }
        }
    }
예제 #13
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    public override void Use()
    {
        DynamicCharacterAvatar avatar = EventSystem.Objects.Player.GetComponentInChildren <ModularClothingProxy>().CharacterAvatar;

        ApplyClothing(avatar);
        avatar.BuildCharacter();
        Debug.Log("Clothing Applied.");
    }
예제 #14
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    public void UpdateCharacterEquip(EquipmentSlot slot, EquippableItem item)
    {
        for (int i = 0; i < equipmentSlots.Length; i++)
        {
            if (item.recipe == null)
            {
                Debug.Log("No Wardrobe Recipe: " + item.ItemName);
                return;
            }
            else
            {
                player.SetSlot(equipmentSlots[i].EquipmentType.ToString(), item.recipe.name);
                //_player.SetSlot(equipmentSlots[i].EquipmentType.ToString(), item.femaleRecipe.name);

                player.BuildCharacter();
            }
        }
    }
예제 #15
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    public void SelectClothing(int index)
    {
#if _UMA
        bool male = dca.activeRace.name == "HumanMale" ? true : false;
        dca.ClearSlot("Underwear");

        if (male)
        {
            dca.SetSlot(maleClothing[index]);
        }
        if (!male)
        {
            dca.SetSlot(femaleClothing[index]);
        }

        dca.BuildCharacter();
#endif
    }
예제 #16
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    public IEnumerator CustomizeCharacterAppearance(CharacterDataHolder characterData, DynamicCharacterAvatar newAvatar)
    {
        // Hide avatar until delay ends.
        newAvatar.gameObject.SetActive(false);

        // Unfortunately UMA needs a small delay to initialize.
        yield return(new WaitForSeconds(0.25f));

        // Delay ended. Show avatar.
        newAvatar.gameObject.SetActive(true);

        // Customize character.
        int hairType = characterData.GetHairType();

        if (characterData.GetRace() == 0)
        {
            newAvatar.ChangeRace("HumanMaleDCS");
            if (hairType != 0)
            {
                newAvatar.SetSlot("Hair", _hairModelsMale[characterData.GetHairType()]);
            }
        }
        if (characterData.GetRace() == 1)
        {
            newAvatar.ChangeRace("HumanFemaleDCS");
            if (hairType != 0)
            {
                newAvatar.SetSlot("Hair", _hairModelsFemale[characterData.GetHairType()]);
            }
        }

        // Set colors.
        newAvatar.SetColor("Hair", Util.IntToColor(characterData.GetHairColor()));
        newAvatar.SetColor("Skin", Util.IntToColor(characterData.GetSkinColor()));
        newAvatar.SetColor("Eyes", Util.IntToColor(characterData.GetEyeColor()));
        newAvatar.UpdateColors(true);

        Dictionary <string, DnaSetter> dna = newAvatar.GetDNA();

        dna["height"].Set(characterData.GetHeight());
        dna["belly"].Set(characterData.GetBelly());
        newAvatar.BuildCharacter(false);

        // Set visible equipable armor items.
        EquipItem(newAvatar, characterData.GetHeadItem());
        EquipItem(newAvatar, characterData.GetChestItem());
        EquipItem(newAvatar, characterData.GetLegsItem());
        EquipItem(newAvatar, characterData.GetHandsItem());
        EquipItem(newAvatar, characterData.GetFeetItem());

        // Without this delay, sometimes, we cannot not see mounted weapons.
        yield return(new WaitForSeconds(0.25f));

        // Set visible equipable left and right hand items.
        EquipItem(newAvatar, characterData.GetLeftHandItem());
        EquipItem(newAvatar, characterData.GetRightHandItem());
    }
 public void OnClick()
 {
     // If there is no recipe, then just remove whatever is there (if any)
     if (Recipe == null)
     {
         Avatar.ClearSlot(Slot);
         Avatar.BuildCharacter(true);
         Avatar.ForceUpdate(true, true, true);
         return;
     }
     // We have a recipe.
     // The wardrobe slot is defined in the recipe itself, so setting a recipe is all
     // that is needed to "put on" a wardrobe item.
     // Any recipe that already exists at that slot will be removed - so, for example,
     // putting on a shirt will replace the existing shirt if one exists.
     Avatar.SetSlot(Recipe);
     // Rebuild the character so its wearing the new wardrobe item.
     Avatar.BuildCharacter(true);
     Avatar.ForceUpdate(true, true, true);
 }
예제 #18
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 private void Update()
 {
     if (RenderersEnabled != lastState)
     {
         if (avatar.hide)
         {
             return;
         }
         lastState = RenderersEnabled;
         avatar.BuildCharacter();
     }
 }
예제 #19
0
    void Start()
    {
        ClientManager.CharacterSelection();

        var Characters = ClientManager.CharacterSelection().Characters;

        foreach (var chars in Characters)
        {
            //    CharButton.text = chars.CharName;

            var charname = chars.CharName;
            var umdata   = chars.UmaData;

            GameObject button = (GameObject)Instantiate(buttonPrefab);
            button.transform.SetParent(panelToAttachButtonsTo.transform);//Setting button parent
            button.GetComponent <Button>().onClick.AddListener(() =>
            {
                //    //  characterAvatar.LoadDNAFromRecipeString(chars.UmaData);

                //    //   characterAvatar.LoadFromRecipeString(chars.UmaData.ToString());
                //    characterAvatar.LoadColorsFromRecipeString(umdata);
                //    //  characterAvatar.ImportSettings(UMATextRecipe.PackedLoadDCS(characterAvatar.context, umdata));
                characterAvatar.LoadFromRecipeString(umdata, DynamicCharacterAvatar.LoadOptions.useDefaults);
                characterAvatar.BuildCharacter();
            });                                                                 //Setting what button does when clicked
            //Next line assumes button has child with text as first gameobject like button created from GameObject->UI->Button
            button.transform.GetChild(0).GetComponent <Text>().text = charname; //Changing text
        }
        characterAvatar.CharacterUpdated.AddListener(OnCharacterUpdated);
        characterAvatar.CharacterCreated.AddListener(OnCharacterCreated);
        // ToDO CharButtons  per Script anlegen..
        // ToDO UMA Dynamic CharacterAvatar Laden
        // TODO WorldServer Button



        //    var canvas = GameObject.FindObjectsOfType(typeof(ScrollView)).Cast<Canvas>().FirstOrDefault((c) => c.name == "CharacterList");
        //foreach (string str in CharacterList)
        //{
        //    //GameObject go = Instantiate(Button_Template) as GameObject;
        //    //go.SetActive(true);
        //    //Tutorial_Button TB = go.GetComponent<Tutorial_Button>();
        //    //TB.SetName(str);
        //    //go.transform.SetParent(Button_Template.transform.parent);
        //}
        ////GameObject canvas = GameObject.Find("CharacterSelection");
        //charbtn.text = packgeData1.CharName;
        //var characterButton = GameObject.Find("CharacterButton");
        //characterButton.SetActive(true);
        //characterButton.GetComponent<Text>().text = packgeData1.CharName;
        //   var characterButton = GameObject.Find("CharacterButton");
        // GameObject ScrollView = GameObject.FindObjectOfType<ScrollView>()
    }
예제 #20
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        public override void ProcessFrame(Playable playable, FrameData info, object playerData)
        {
            bool dcaUpdated = false;
            DynamicCharacterAvatar avatar = playerData as DynamicCharacterAvatar;

            if (avatar == null)
            {
                return;
            }

            if (!isAdded)
            {
                isAdded    = true;
                dcaUpdated = true;

                if (wardrobeOption == UmaWardrobeBehaviour.WardrobeOptions.AddRecipes)
                {
                    if (recipesToAdd != null)
                    {
                        foreach (UMAWardrobeRecipe recipe in recipesToAdd)
                        {
                            avatar.SetSlot(recipe);
                            dcaUpdated = true;
                        }
                    }
                    else
                    {
                        if (Debug.isDebugBuild)
                        {
                            Debug.LogWarning("Wardrobe recipes not set!");
                        }
                    }
                }

                if (wardrobeOption == UmaWardrobeBehaviour.WardrobeOptions.ClearSlots)
                {
                    avatar.ClearSlots(slotsToClear);
                    dcaUpdated = true;
                }

                if (wardrobeOption == UmaWardrobeBehaviour.WardrobeOptions.ClearAllSlots)
                {
                    avatar.ClearSlots();
                    dcaUpdated = true;
                }
            }

            if (dcaUpdated && rebuildImmediately)
            {
                avatar.BuildCharacter(true, !avatar.BundleCheck);
            }
        }
예제 #21
0
    void Awake()
    {
        if (PhotonNetwork.connected)
        {
            imageTarget      = GameObject.FindWithTag("ImageTarget").transform;
            transform.parent = imageTarget;

            DynamicCharacterAvatar loadedAvatar = GetComponent <DynamicCharacterAvatar>();
            string myRecipe = (string)photonView.instantiationData[0];
            loadedAvatar.LoadFromRecipeString(myRecipe);
            loadedAvatar.BuildCharacter();
        }
    }
예제 #22
0
    //EquipedConsumable//////////////////////////////////


    //EquipedArmor///////////////////////////////////////
    public void EquipArmor(GameObject item, ArmorType armorType) //MUST UNEQUIP BEFORE EQUIPPING IF NOT NULL
    {
        ItemMaster tempMaster   = item.GetComponent <ItemMaster>();
        int        itemSubArray = (int)tempMaster.ReturnItemType();
        Armor      armorScript  = item.GetComponent <Armor>();

        UnEquipArmor(armorType);

        EquippedArmor[(int)armorType] = item;
        InventoryStorage[itemSubArray][tempMaster.ReturnItemName()].Remove(item);

        playerStats.AddAttributeEffect(AttributesEnum.armor, STARTUP_DECLARATIONS.ArmorTypeEnumReverse[(int)armorType], true, armorScript.returnArmor());     //second entry is name e.g. "Head"
        playerStats.AddAttributeEffect(AttributesEnum.plating, STARTUP_DECLARATIONS.ArmorTypeEnumReverse[(int)armorType], true, armorScript.returnPlating()); //second entry is name e.g. "Head"
        playerStats.AddAttributeEffect(AttributesEnum.stamina_regen, STARTUP_DECLARATIONS.ArmorTypeEnumReverse[(int)armorType], false, armorScript.returnEEnergyRegenModifier());

        // UMA Component
        playerAvatar.SetSlot(armorScript.GetWardrobePiece().Item1);
        if (armorScript.GetWardrobePiece().Item2)
        {
            playerAvatar.SetSlot(armorScript.GetWardrobePiece().Item2);
        }
        playerAvatar.BuildCharacter();
    }
예제 #23
0
 public void GenerateRandomCharacter(Vector3 Pos, Quaternion Rot, string Name)
 {
     if (prefab)
     {
         GameObject go = GameObject.Instantiate(prefab, Pos, Rot);
         if (ParentObject != null)
         {
             go.transform.parent = ParentObject.transform;
         }
         RandomAvatar = go.GetComponent <DynamicCharacterAvatar>();
         go.name      = Name;
     }
     Randomize(RandomAvatar);
     RandomAvatar.BuildCharacter();
 }
        private void RandomizeAvatar(DynamicCharacterAvatar Avatar)
        {
            Dictionary <string, List <UMATextRecipe> > recipes = Avatar.AvailableRecipes;

            // Set random wardrobe slots.
            foreach (string SlotName in recipes.Keys)
            {
                int cnt = recipes[SlotName].Count;
                if (cnt > 0)
                {
                    //Get a random recipe from the slot, and apply it
                    int min = -1;
                    if (SlotName == "Legs")
                    {
                        min = 0;                     // Don't allow pants removal in random test
                    }
                    int rnd = Random.Range(min, cnt);
                    if (rnd == -1)
                    {
                        Avatar.ClearSlot(SlotName);
                    }
                    else
                    {
                        Avatar.SetSlot(recipes[SlotName][rnd]);
                    }
                }
            }

            // Set Random DNA
            Dictionary <string, DnaSetter> setters = Avatar.GetDNA();

            foreach (KeyValuePair <string, DnaSetter> dna in setters)
            {
                dna.Value.Set(0.35f + (Random.value * 0.3f));
            }

            // Set Random Colors for Skin and Hair
            int RandHair = Random.Range(0, HairColors.colors.Length);
            int RandSkin = Random.Range(0, SkinColors.colors.Length);

            Avatar.SetColor("Hair", HairColors.colors[RandHair]);
            Avatar.SetColor("Skin", SkinColors.colors[RandSkin]);
            Avatar.BuildCharacter(true);
            Avatar.ForceUpdate(true, true, true);
        }
예제 #25
0
        void SetWardrobe(bool active)
        {
            if (wardrobeRecipe == null)
            {
                return;
            }

            if (active)
            {
                avatar.SetSlot(wardrobeRecipe);
            }
            else
            {
                avatar.ClearSlot(wardrobeRecipe.wardrobeSlot);
            }

            avatar.BuildCharacter();
        }
예제 #26
0
    public void LoadCharacterForPlay()
    {
        if (SelectedCharacterName != "")
        {
            myRecipe = File.ReadAllText(Application.persistentDataPath + "/characterSaves/" + SelectedCharacterName + ".txt");

            if (PhotonNetwork.connected)
            {
                loadedCharacter = PhotonNetwork.Instantiate("New Character Prefab", loadedCharacterPrefab.transform.position, loadedCharacterPrefab.transform.rotation, 0, new object[] { myRecipe });
                Debug.Log(loadedCharacter);
            }
            else
            {
                loadedCharacter      = Instantiate(loadedCharacterPrefab);
                loadedCharacter.name = SelectedCharacterName;
                DynamicCharacterAvatar loadedAvatar = loadedCharacter.GetComponent <DynamicCharacterAvatar>();
                loadedAvatar.LoadFromRecipeString(myRecipe);
                loadedAvatar.BuildCharacter();

                foreach (GameObject t in UDTEH.targets)
                {
                    if (t.name == UDTEH.SelectedTarget)
                    {
                        TargetToSetAsParent = t;
                    }
                }

                loadedCharacter.transform.parent = TargetToSetAsParent.transform;

                if (loadedCharacter.transform.parent == null)
                {
                    Debug.Log(imageTarget.name);
                    //open up the placer menu and let them set the character to load onto a image target
                    //change the accessor for place button to work after adding fx here
                }

                float xyz = (loadedCharacter.transform.localScale.x * imageTarget.localScale.x) / 10;
                loadedCharacter.transform.localScale = new Vector3(xyz, xyz, xyz);
            }
            charactersDictionary.Add(loadedCharacter, myRecipe);
            characters.Add(loadedCharacter);
        }
    }
예제 #27
0
 public void GenerateRandomCharacter(Vector3 Pos, Quaternion Rot, string Name)
 {
     if (prefab)
     {
         GameObject go = GameObject.Instantiate(prefab, Pos, Rot);
         if (ParentObject != null)
         {
             go.transform.parent = ParentObject.transform;
         }
         RandomAvatar = go.GetComponent <DynamicCharacterAvatar>();
         go.name      = Name;
         // Event for possible networking here
         if (RandomAvatarGenerated != null)
         {
             RandomAvatarGenerated.Invoke(gameObject, go);
         }
     }
     Randomize(RandomAvatar);
     RandomAvatar.BuildCharacter(!RandomAvatar.BundleCheck);
 }
예제 #28
0
    /// <summary>
    /// Sets any wardrobe slot. If a negative value is passed, then the slot is cleared.
    /// </summary>
    /// <param name="slotToChange">name of the wordrobe slot to change</param>
    /// <param name="fSlotNumber">Id number slot to change</param>
    public void SetSlot(string slotToChange, float fSlotNumber)
    {
        var           thisRace         = Avatar.activeRace.name;
        int           slotNumber       = (int)fSlotNumber;
        string        prioritySlot     = "";
        List <string> prioritySlotOver = new List <string>();
        UMATextRecipe tr = null;

        if (slotNumber >= 0)
        {
            tr = characterSystem.Recipes[thisRace][slotToChange][slotNumber];
            prioritySlotOver = tr.suppressWardrobeSlots;
            prioritySlot     = tr.wardrobeSlot;
            Avatar.SetSlot(tr);
        }
        else
        {
            Avatar.ClearSlot(slotToChange);
        }
        if (prioritySlotOver.Count > 0)
        {
            foreach (Transform child in wardrobeDropdownPanel.transform)
            {
                if (child.gameObject.activeSelf)
                {
                    var thisSlot = child.GetComponent <CSWardrobeSlotChangerDD>().wardrobeSlotToChange;
                    if (prioritySlotOver.Contains(thisSlot))
                    {
                        child.GetComponent <Dropdown>().value = 0;
                        child.GetComponent <Dropdown>().CancelInvoke();
                    }
                }
            }
        }
        Avatar.BuildCharacter(true, prioritySlot, prioritySlotOver);
        //Update the dropdowns to reflect any changes
        SetUpWardrobeDropdowns();
    }
 public void PreloadDNA()
 {
     Avatar.predefinedDNA = new UMAPredefinedDNA();
     Avatar.predefinedDNA.AddDNA("feetSize", 1.0f);
     Avatar.BuildCharacter(false);
 }
예제 #30
0
 public void ClearChest()
 {
     character.ClearSlot("Chest");
     character.BuildCharacter();
 }