private void Awake() { cam = Camera.main; move = GetComponent <Move>(); characterVisuals = GetComponent <CharacterVisuals>(); }
// ---------------------------------------------------------------------------- */ private void ComponentGrab() { rb = GetComponent <Rigidbody>(); col = GetComponent <CapsuleCollider>(); visuals = GetComponent <CharacterVisuals>(); }
public void Update() { if (Movement.MoveVector.x != 0 || Movement.MoveVector.z != 0) { CharacterVisuals.IsAnimating = true; } else if (CharacterVisuals.IsAnimating != false) { CharacterVisuals.IsAnimating = false; CharacterVisuals.UpdateIdolImage(); } }
public static void ApplyHairVisuals(CharacterVisuals visuals, int _hairStyleIndex, int _hairColorIndex) { var presets = CharacterManager.CharacterVisualsPresets; var key = $"Hair{_hairStyleIndex}"; var dict = At.GetField(visuals, "m_armorVisualPreview") as Dictionary <string, ArmorVisuals>; Material material = presets.HairMaterials[_hairColorIndex]; ArmorVisuals hairVisuals; if (dict.ContainsKey(key)) { if (!dict[key].gameObject.activeSelf) { dict[key].gameObject.SetActive(true); } hairVisuals = dict[key]; } else { visuals.UseDefaultVisuals = true; hairVisuals = visuals.InstantiateVisuals(presets.Hairs[_hairStyleIndex].transform, visuals.transform).GetComponent <ArmorVisuals>(); At.SetProperty(visuals, "DefaultHairVisuals", hairVisuals); if (!hairVisuals.gameObject.activeSelf) { hairVisuals.gameObject.SetActive(true); } // Add to dict dict.Add(key, hairVisuals); } if (_hairStyleIndex != 0) { if (!hairVisuals.Renderer) { var renderer = hairVisuals.GetComponent <SkinnedMeshRenderer>(); At.SetField(hairVisuals, "m_skinnedMeshRenderer", renderer); } hairVisuals.Renderer.material = material; At.Invoke(visuals, "FinalizeSkinnedRenderer", hairVisuals.Renderer); } hairVisuals.ApplyToCharacterVisuals(visuals); }
void Start() { //Stats className = characterClass.name; weaponType = characterClass.weaponType; armourType = characterClass.armourType; specialAbility = characterClass.specialAbility; defensiveAbility = characterClass.defensiveAbility; //Visuals front = characterClass.front; back = characterClass.back; portrait = characterClass.portrait; characterVisuals = GetComponent <CharacterVisuals>(); characterVisuals.UpdateVisuals(front, back, portrait); }
// ---------------------------------------------------------------------------- */ private void ComponentGrab() { visuals = GetComponent <CharacterVisuals>(); }
// ---------------------------------------------------------------------------- */ private void ComponentGrab() { movement = GetComponent <CharacterMovement>(); actions = GetComponent <CharacterActions>(); visuals = GetComponent <CharacterVisuals>(); }