protected void OnUmaAvatarDataChange(bool isInit, UmaAvatarData avatarData) { if (CharacterModel is AnimatorCharacterModelUMA) { AnimatorCharacterModelUMA animatorCharacterModelUma = CharacterModel as AnimatorCharacterModelUMA; if (animatorCharacterModelUma == null) { return; } animatorCharacterModelUma.ApplyUmaAvatar(avatarData); } }
public override void ConvertToNewerCharacterModel() { if (animatorType != AnimatorType.Animator) { Debug.LogError("[Character Model UMA] only animator can be converted"); return; } AnimatorCharacterModelUMA model = gameObject.GetComponent <AnimatorCharacterModelUMA>(); if (!model) { model = gameObject.AddComponent <AnimatorCharacterModelUMA>(); } model.skinnedMeshRenderer = skinnedMeshRenderer; model.weaponAnimations = weaponAnimations; model.skillAnimations = skillAnimations; model.defaultAnimations = new DefaultAnimations() { idleClip = defaultAnimatorData.idleClip, moveClip = defaultAnimatorData.moveClip, moveBackwardClip = defaultAnimatorData.moveBackwardClip, moveLeftClip = defaultAnimatorData.moveLeftClip, moveRightClip = defaultAnimatorData.moveRightClip, moveForwardLeftClip = defaultAnimatorData.moveForwardLeftClip, moveForwardRightClip = defaultAnimatorData.moveForwardRightClip, moveBackwardLeftClip = defaultAnimatorData.moveBackwardLeftClip, moveBackwardRightClip = defaultAnimatorData.moveBackwardRightClip, jumpClip = defaultAnimatorData.jumpClip, fallClip = defaultAnimatorData.fallClip, hurtClip = defaultAnimatorData.hurtClip, deadClip = defaultAnimatorData.deadClip, rightHandAttackAnimations = defaultAttackAnimations, leftHandAttackAnimations = defaultAttackAnimations, rightHandReloadAnimation = defaultReloadAnimation, leftHandReloadAnimation = defaultReloadAnimation, skillCastClip = defaultSkillCastClip, skillActivateAnimation = defaultSkillActivateAnimation, }; model.hiddingObjects = hiddingObjects; model.hiddingRenderers = hiddingRenderers; model.fpsHiddingObjects = fpsHiddingObjects; model.fpsHiddingRenderers = fpsHiddingRenderers; model.effectContainers = effectContainers; model.equipmentContainers = equipmentContainers; EditorUtility.SetDirty(model); EditorUtility.DisplayDialog("Character Model Conversion", "New Character Model component has been added.\n\nThe old component doesn't removed yet to let you check values.\n\nThen, you have to remove the old one.", "OK"); }