public void InitializeData(ICharacterSlotOverly so) { Material m = overlay.material.material; m.shader = Shader.Find(m.shader.name); so.AddSlotWithNameIndex(partIndex, slot); so.AddOverlayWithNameIndex(partIndex, overlay); }
public CharacterCloth (ECharacterResType type, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase) { resType = type; umaContext = UMAContext.FindInstance(); characterData = _characterData; characterSlotOverlay = _characterSlotOverlay; character = _character; characterBase = _characterBase; }
public void InitializeSlotData(ICharacterSlotOverly so) { if (slotoverlays == null) { return; } for (int i = 0; i < slotoverlays.Count; i++) { slotoverlays[i].InitializeData(so); } }
public Cloth (ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase, ClothModel _cm) { resType = type; umaContext = _umaContext; characterSlotOverlay = _characterSlotOverlay; character = _character; characterData = _characterData; characterBase = _characterBase; cm = _cm; PutOnDelete = new List <string>(); }
public CharacterBase (ECharacterResType type, ICharacterSlotOverly _characterSlotOverlay, UMAData _umaData, UMADynamicAvatar _umaDynamicAvatar, CharacterData _characterData) { resType = type; umaContext = UMAContext.FindInstance(); characterSlotOverlay = _characterSlotOverlay; umaData = _umaData; umaDynamicAvatar = _umaDynamicAvatar; characterData = _characterData; }
public CharacterClothItem( ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase) { resType = type; umaContext = _umaContext; characterData = _characterData; characterSlotOverlay = _characterSlotOverlay; character = _character; characterBase = _characterBase; }
public Hair(ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase, ClothModel _cm) : base(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm) { }
public static ICloths CreatCloth (ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase, ClothModel _cm) { ICloths ich = null; switch (_cm.wearpos) { case WearPosConst.WAER_POS_CLOTH: ich = new Coat(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm); break; case WearPosConst.WEAR_POS_PANT: ich = new Pant(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm); break; case WearPosConst.WEAR_POS_SUIT: ich = new Suit(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm); break; case WearPosConst.WAER_POS_HAIR: ich = new Hair(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm); break; case WearPosConst.WEAR_POS_SHOE: ich = new Shoe(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm); break; } return(ich); }