private void Awake() { Singleton = this; headshots = new Dictionary <string, RenderTexture>(); EventSystem.Subscribe <NewGameEvent>(OnNewGame, this); }
public void SetSurvivor(SurvivorModel model) { Survivor = model; if (model != null) { Headshots.texture = AvatarRenderCamera.RenderHeadshot(model); } }
public void ConfigureForSurvivor(SurvivorModel s) { SurvivorName.text = s.Name; SurvivorHeadshot.texture = AvatarRenderCamera.RenderHeadshot(s); //IconBackground.color = SurvivorAvatarGenerator.GetColorForRoom(s.AssignedBuilding); // TODO ConfigureStat(ref ShootingStatChange, s.ShootingChange, false); ConfigureStat(ref FitnessStatChange, s.FitnessChange, false); ConfigureStat(ref StrengthStatChange, s.StrengthChange, false); ConfigureStat(ref TirednessStatChange, s.TirednessChange, true); ConfigureStat(ref HealthStatChange, s.HealthChange, true); ConfigureStat(ref HungerStatChange, s.HungerChange, true); }
public void CreateHeadshot() { SurvivorHeadshot.texture = AvatarRenderCamera.RenderHeadshot(Model); }