public void GenerateCachedSkin() { // Convert _skinTint (string to Skin.SkinTint) currentTint = (Skin.SkinTint)System.Enum.Parse(typeof(Skin.SkinTint), _cachedSkinTint); _skinSlider.value = (int)currentTint; GenerateCharacterSkin(currentTint, true); }
private void GenerateCharacterSkin(Skin.SkinTint tint, bool isNoseTypeCached) { _headDatabase.GenerateHead(tint); _noseDatabase.GenerateNose(tint, isNoseTypeCached); _neckDatabase.GenerateNeck(tint); _armDatabase.GenerateArms(tint); _handDatabase.GenerateHands(tint); _legDatabase.GenerateLegs(tint); }
private string GenerateHandKey(Skin.SkinTint skinTint) { int tint = (int)skinTint; tint++; string handKey = "HandTint_" + tint; return(handKey); }
private string GenerateLegKey(Skin.SkinTint skinTint) { int tint = (int)skinTint; tint++; string legKey = "LegTint_" + tint; return(legKey); }
private string GenerateArmKey(Skin.SkinTint skinTint) { int tint = (int)skinTint; tint++; string armKey = "ArmTint_" + tint; return(armKey); }
private string GenerateNeckKey(Skin.SkinTint skinTint) { int tint = (int)skinTint; tint++; string neckKey = "NeckTint_" + tint; return(neckKey); }
private string GenerateInvertedHandKey(Skin.SkinTint skinTint) { int tint = (int)skinTint; tint++; string invertedHandKey = "HandInvertedTint_" + tint; return(invertedHandKey); }
private string GenerateHeadKey(Skin.SkinTint skinTint) { // Get the skin tint and increase by 1 cause the keys start at 1 int tint = (int)skinTint; tint++; string headKey = "HeadTint_" + tint; return(headKey); }
public void GenerateSkin(float skinTint) { var tint = (Skin.SkinTint)skinTint; _skinTint = tint.ToString(); // Convert _skinTint (string to Skin.SkinTint) currentTint = (Skin.SkinTint)System.Enum.Parse(typeof(Skin.SkinTint), _skinTint); GenerateCharacterSkin(currentTint, true); }
private string GenerateNoseKey(Skin.SkinTint skinTint, int noseType) { // Get the skin tint and increase by 1 cause the keys start at 1 int tint = (int)skinTint; tint++; string noseKey = "NoseTint_" + tint; noseKey += "_" + noseType; return(noseKey); }
public void GenerateNeck(Skin.SkinTint skinTint) { if (neckDictionary.Count <= 0) { return; } ClearNeckInstance(); string neckKey = GenerateNeckKey(skinTint); Neck neck = neckDictionary[neckKey]; _neckInstance = Instantiate(_neckPrefab, neck.NeckPosition, Quaternion.identity); _neckInstance.name = neckKey; _neckInstance.GetComponent <SpriteRenderer>().sprite = neck.NeckSprite; }
public void GenerateHead(Skin.SkinTint skinTint) { if (headDictionary.Count <= 0) { return; } ClearHeadInstance(); string headKey = GenerateHeadKey(skinTint); Head head = headDictionary[headKey]; _headInstance = Instantiate(_headPrefab, head.HeadPosition, Quaternion.identity); _headInstance.name = headKey; _headInstance.GetComponent <SpriteRenderer>().sprite = head.HeadSprite; }
public void GenerateNose(Skin.SkinTint skinTint, bool isNoseTypeCached) { if (noseDictionary.Count <= 0) { return; } ClearNoseInstance(); string noseKey = ""; if (!isNoseTypeCached) { noseKey = GenerateNoseKey(skinTint); InstantiateNose(noseKey); string[] words = noseKey.Split('_'); string noseType = ""; // Get the shoeType from the shoeKey if (words.Length == 3) { noseType = words[2]; } _slider.Set(int.Parse(noseType)); _cachedNoseKey = noseKey; } else { string[] words = _cachedNoseKey.Split('_'); string noseType = ""; // Get the shoeType from the shoeKey if (words.Length == 3) { noseType = words[2]; } int noseTypeValue = System.Convert.ToInt32(noseType); noseKey = GenerateNoseKey(skinTint, noseTypeValue); InstantiateNose(noseKey); _cachedNoseKey = noseKey; } }
public void GenerateSkin() { //int skinTintCount = System.Enum.GetNames(typeof(Head.SkinTint)).Length; int skinTintCount = 8; bool flag = false; //currentTint = (int) _skinTint; int randomTint = Random.Range(0, skinTintCount); if (_skinTint == "") { currentTint = (Skin.SkinTint)randomTint; _skinTint = currentTint.ToString(); } else { var tint = (Skin.SkinTint)randomTint; _skinTint = tint.ToString(); while (!flag) { if (_skinTint == currentTint.ToString()) { randomTint = Random.Range(0, skinTintCount); tint = (Skin.SkinTint)randomTint; _skinTint = tint.ToString(); } else { flag = true; } } } _cachedSkinTint = _skinTint; // Convert _skinTint (string to Head.SkinTint) currentTint = (Skin.SkinTint)System.Enum.Parse(typeof(Skin.SkinTint), _skinTint); _skinSlider.Set((int)currentTint); GenerateCharacterSkin(currentTint, false); }
public void GenerateLegs(Skin.SkinTint skinTint) { if (legDictionary.Count <= 0 || invertedLegDictionary.Count <= 0) { return; } ClearLegsInstance(); string legKey = GenerateLegKey(skinTint); Leg leg = legDictionary[legKey]; _legInstance = Instantiate(_legPrefab, leg.LegPosition, Quaternion.identity); _legInstance.name = legKey; _legInstance.GetComponent <SpriteRenderer>().sprite = leg.LegSprite; legKey = GenerateInvertedLegKey(skinTint); leg = invertedLegDictionary[legKey]; _invertedLegInstance = Instantiate(_legPrefab, leg.LegPosition, Quaternion.Euler(_invertRotation)); _invertedLegInstance.name = legKey; _invertedLegInstance.GetComponent <SpriteRenderer>().sprite = leg.LegSprite; }
public void GenerateArms(Skin.SkinTint skinTint) { if (armDictionary.Count <= 0 || invertedArmDictionary.Count <= 0) { return; } ClearArmsInstance(); string armKey = GenerateArmKey(skinTint); Arm arm = armDictionary[armKey]; _armInstance = Instantiate(_armPrefab, arm.ArmPosition, Quaternion.identity); _armInstance.name = armKey; _armInstance.GetComponent <SpriteRenderer>().sprite = arm.ArmSprite; armKey = GenerateInvertedArmKey(skinTint); arm = invertedArmDictionary[armKey]; _invertedArmInstance = Instantiate(_armPrefab, arm.ArmPosition, Quaternion.Euler(_invertRotation)); _invertedArmInstance.name = armKey; _invertedArmInstance.GetComponent <SpriteRenderer>().sprite = arm.ArmSprite; }
public void GenerateHands(Skin.SkinTint skinTint) { if (handDictionary.Count <= 0 || invertedHandDictionary.Count <= 0) { return; } ClearHandsInstance(); string handKey = GenerateHandKey(skinTint); Hand hand = handDictionary[handKey]; _handInstance = Instantiate(_handPrefab, hand.HandPosition, Quaternion.identity); _handInstance.name = handKey; _handInstance.GetComponent <SpriteRenderer>().sprite = hand.HandSprite; handKey = GenerateInvertedHandKey(skinTint); hand = invertedHandDictionary[handKey]; _invertedHandInstance = Instantiate(_handPrefab, hand.HandPosition, Quaternion.Euler(_invertRotation)); _invertedHandInstance.name = handKey; _invertedHandInstance.GetComponent <SpriteRenderer>().sprite = hand.HandSprite; }