private static GameObject CreateModel(GameObject main, string modelName) { FacelessJoePlugin.DestroyImmediate(main.transform.Find("ModelBase").gameObject); FacelessJoePlugin.DestroyImmediate(main.transform.Find("CameraPivot").gameObject); FacelessJoePlugin.DestroyImmediate(main.transform.Find("AimOrigin").gameObject); if (Modules.Assets.mainAssetBundle.LoadAsset <GameObject>(modelName) == null) { Debug.LogError("Trying to load a null model- check to see if the name in your code matches the name of the object in Unity"); return(null); } return(GameObject.Instantiate(Modules.Assets.mainAssetBundle.LoadAsset <GameObject>(modelName))); }
internal static void CreateSkillFamilies(GameObject targetPrefab) { foreach (GenericSkill obj in targetPrefab.GetComponentsInChildren <GenericSkill>()) { FacelessJoePlugin.DestroyImmediate(obj); } SkillLocator skillLocator = targetPrefab.GetComponent <SkillLocator>(); skillLocator.primary = targetPrefab.AddComponent <GenericSkill>(); SkillFamily primaryFamily = ScriptableObject.CreateInstance <SkillFamily>(); (primaryFamily as ScriptableObject).name = targetPrefab.name + "PrimaryFamily"; primaryFamily.variants = new SkillFamily.Variant[0]; skillLocator.primary._skillFamily = primaryFamily; skillLocator.secondary = targetPrefab.AddComponent <GenericSkill>(); SkillFamily secondaryFamily = ScriptableObject.CreateInstance <SkillFamily>(); (secondaryFamily as ScriptableObject).name = targetPrefab.name + "SecondaryFamily"; secondaryFamily.variants = new SkillFamily.Variant[0]; skillLocator.secondary._skillFamily = secondaryFamily; skillLocator.utility = targetPrefab.AddComponent <GenericSkill>(); SkillFamily utilityFamily = ScriptableObject.CreateInstance <SkillFamily>(); (utilityFamily as ScriptableObject).name = targetPrefab.name + "UtilityFamily"; utilityFamily.variants = new SkillFamily.Variant[0]; skillLocator.utility._skillFamily = utilityFamily; skillLocator.special = targetPrefab.AddComponent <GenericSkill>(); SkillFamily specialFamily = ScriptableObject.CreateInstance <SkillFamily>(); (specialFamily as ScriptableObject).name = targetPrefab.name + "SpecialFamily"; specialFamily.variants = new SkillFamily.Variant[0]; skillLocator.special._skillFamily = specialFamily; skillFamilies.Add(primaryFamily); skillFamilies.Add(secondaryFamily); skillFamilies.Add(utilityFamily); skillFamilies.Add(specialFamily); }