public static void KianaDetachHandler(ConfigWeaponAttach config, IWeaponAttacher kiana, string avatarType) { DetachWeaponAttachPoint(kiana, "WeaponLeftHand"); DetachWeaponAttachPoint(kiana, "WeaponRightHand"); DeleteAttachPointChildren(kiana, "WeaponLeftHand", true); DeleteAttachPointChildren(kiana, "WeaponRightHand", true); }
private static void DetachWeaponAttachPoint(IWeaponAttacher avatar, string attachPoint) { Transform transform = avatar.GetAttachPoint(attachPoint); transform.GetComponent <MeshFilter>().sharedMesh = null; transform.GetComponent <MeshRenderer>().sharedMaterials = new Material[0]; }
public static void BronyaDetachHandler(ConfigWeaponAttach config, IWeaponAttacher bronya, string avatarType) { DetachWeaponAttachPoint(bronya, "WeaponLeftArmIn"); DetachWeaponAttachPoint(bronya, "WeaponLeftArmOut"); DeleteAttachPointChildren(bronya, "WeaponLeftArmIn", true); DeleteAttachPointChildren(bronya, "WeaponLeftArmOut", true); }
private static void MoveAvatarAttachPoint(IWeaponAttacher avatar, string weaponAttachPointTransPath, string avatarAttachPointName, Transform protoTrans) { Transform from = protoTrans.Find(weaponAttachPointTransPath); Transform attachPoint = avatar.GetAttachPoint(avatarAttachPointName); CopyTransformLocalProperties(from, attachPoint); }
private static Transform AttachPartToAttachPoint(IWeaponAttacher avatar, string partPath, string attachPoint, Transform protoTrans) { Transform transform = avatar.GetAttachPoint(attachPoint); GameObject gameObject = protoTrans.Find(partPath).gameObject; if (gameObject.GetComponent <MeshFilter>() == null) { transform.GetComponent <MeshFilter>().sharedMesh = null; return(transform); } transform.GetComponent <MeshFilter>().sharedMesh = gameObject.GetComponent <MeshFilter>().sharedMesh; transform.GetComponent <MeshRenderer>().sharedMaterials = gameObject.GetComponent <MeshRenderer>().sharedMaterials; return(transform); }
public static void MeiDetachHandler(ConfigWeaponAttach config, IWeaponAttacher mei, string avatarType) { if ((avatarType == "Mei_C1_DH") || (avatarType == "Mei_C3_WS")) { DetachWeaponAttachPoint(mei, "WeaponRightHand"); DeleteAttachPointChildren(mei, "WeaponRightHand", true); } else if ((avatarType == "Mei_C2_CK") || (avatarType == "Mei_C4_LD")) { DetachWeaponAttachPoint(mei, "WeaponLeftHand"); DetachWeaponAttachPoint(mei, "WeaponRightHand"); DeleteAttachPointChildren(mei, "WeaponLeftHand", true); DeleteAttachPointChildren(mei, "WeaponRightHand", true); } }
private static void DeleteAttachPointChildren(IWeaponAttacher avatar, string attachPoint, bool onlyMeshChild = true) { Transform transform = avatar.GetAttachPoint(attachPoint); int index = 0; while (transform.childCount > index) { if (onlyMeshChild && (transform.GetChild(index).GetComponent <MeshRenderer>() == null)) { index++; } else { UnityEngine.Object.DestroyImmediate(transform.GetChild(index).gameObject); } } }
public static void AttachWeaponMesh(ConfigWeapon weaponConfig, IWeaponAttacher avatar, Transform weaponProtoTrans, string avatarType) { weaponConfig.Attach.GetAttachHandler()(weaponConfig.Attach, weaponProtoTrans, avatar, avatarType); }
public static Transform[] MeiAttachHandler(ConfigWeaponAttach config, Transform weaponProtoTrans, IWeaponAttacher mei, string avatarType) { Transform[] transformArray; if ((avatarType == "Mei_C1_DH") || (avatarType == "Mei_C3_WS")) { DeleteAttachPointChildren(mei, "WeaponRightHand", false); transformArray = new Transform[] { AttachPartToAttachPoint(mei, "LongSword", "WeaponRightHand", weaponProtoTrans) }; InstantiateChildrenAndAttach(weaponProtoTrans.Find("LongSword"), transformArray[0], false); return(transformArray); } if ((avatarType == "Mei_C2_CK") || (avatarType == "Mei_C4_LD")) { DeleteAttachPointChildren(mei, "WeaponLeftHand", false); DeleteAttachPointChildren(mei, "WeaponRightHand", false); transformArray = new Transform[] { AttachPartToAttachPoint(mei, "ShortSword", "WeaponLeftHand", weaponProtoTrans), AttachPartToAttachPoint(mei, "ShortSword", "WeaponRightHand", weaponProtoTrans) }; InstantiateChildrenAndAttach(weaponProtoTrans.Find("ShortSword"), transformArray[0], false); InstantiateChildrenAndAttach(weaponProtoTrans.Find("ShortSword"), transformArray[1], false); return(transformArray); } return(new Transform[0]); }
public static Transform[] KianaAttachHandler(ConfigWeaponAttach config, Transform weaponProtoTrans, IWeaponAttacher kiana, string avatarType) { DeleteAttachPointChildren(kiana, "WeaponLeftHand", true); DeleteAttachPointChildren(kiana, "WeaponRightHand", true); Transform[] transformArray = new Transform[] { AttachPartToAttachPoint(kiana, "LeftPistol", "WeaponLeftHand", weaponProtoTrans), AttachPartToAttachPoint(kiana, "RightPistol", "WeaponRightHand", weaponProtoTrans) }; InstantiateChildrenAndAttach(weaponProtoTrans.Find("LeftPistol"), transformArray[0], true); InstantiateChildrenAndAttach(weaponProtoTrans.Find("RightPistol"), transformArray[1], true); MoveAvatarAttachPoint(kiana, "LeftPistol/LeftGunPoint", "LeftGunPoint", weaponProtoTrans); MoveAvatarAttachPoint(kiana, "RightPistol/RightGunPoint", "RightGunPoint", weaponProtoTrans); return(transformArray); }
public static void HimekoDetachHandler(ConfigWeaponAttach config, IWeaponAttacher himeko, string avatarType) { DetachWeaponAttachPoint(himeko, "WeaponRightHand"); DeleteAttachPointChildren(himeko, "WeaponRightHand", true); }
/// <summary> /// Constructor for a RobotFactory that sets /// the <see cref="IPainter"/> and <see cref="IWeaponAttacher"/> implementing /// objects on this type (all factories can paint/arm robots). /// </summary> /// <param name="paintMachineToUse">An <see cref="IPainter"/> implementing object for this factory to paint robots.</param> /// <param name="weaponAttacherMachineToUse">An <see cref="IWeaponAttacher"/> implementing object for this factory to arm robots.</param> public RobotFactory(IPainter paintMachineToUse, IWeaponAttacher weaponAttacherMachineToUse) { Robots = new List <IRobot>(); paintMachine = paintMachineToUse; weaponAttacherMachine = weaponAttacherMachineToUse; }
public static void FukaDetachHandler(ConfigWeaponAttach config, IWeaponAttacher fuka, string avatarType) { DetachWeaponAttachPoint(fuka, "WeaponTail"); DeleteAttachPointChildren(fuka, "WeaponTail", true); }
public static Transform[] FukaAttachHandler(ConfigWeaponAttach config, Transform weaponProtoTrans, IWeaponAttacher fuka, string avatarType) { DeleteAttachPointChildren(fuka, "WeaponTail", true); Transform[] transformArray = new Transform[] { AttachPartToAttachPoint(fuka, "Tail", "WeaponTail", weaponProtoTrans) }; InstantiateChildrenAndAttach(weaponProtoTrans.Find("Tail"), transformArray[0], true); return(transformArray); }
public static Transform[] BronyaAttachHandler(ConfigWeaponAttach config, Transform weaponProtoTrans, IWeaponAttacher bronya, string avatarType) { Transform[] transformArray = new Transform[2]; DeleteAttachPointChildren(bronya, "WeaponLeftArmIn", true); DeleteAttachPointChildren(bronya, "WeaponLeftArmOut", true); transformArray[0] = AttachPartToAttachPoint(bronya, "GunIn", "WeaponLeftArmIn", weaponProtoTrans); transformArray[1] = AttachPartToAttachPoint(bronya, "GunOut", "WeaponLeftArmOut", weaponProtoTrans); InstantiateChildrenAndAttach(weaponProtoTrans.Find("GunIn"), transformArray[0], true); InstantiateChildrenAndAttach(weaponProtoTrans.Find("GunOut"), transformArray[1], true); Material[] sharedMaterials = bronya.gameObject.transform.Find("MC_Body").GetComponent <Renderer>().sharedMaterials; Material targetMaterial = null; foreach (Material material2 in sharedMaterials) { if (material2.shader.name == "miHoYo/Character/Machine") { targetMaterial = material2; break; } } if (targetMaterial != null) { BronyaCopyMcBodyMaterial(targetMaterial, transformArray[0]); BronyaCopyMcBodyMaterial(targetMaterial, transformArray[1]); } int layer = LayerMask.NameToLayer("Weapon"); SetRendererLayer(transformArray[0], layer); SetRendererLayer(transformArray[1], layer); MoveAvatarAttachPoint(bronya, "GunIn/GunPointAttach", "GunPoint", weaponProtoTrans); bronya.gameObject.GetComponent <Animator>().Rebind(); return(transformArray); }
public static Transform[] HimekoAttachHandler(ConfigWeaponAttach config, Transform weaponProtoTrans, IWeaponAttacher himeko, string avatarType) { DeleteAttachPointChildren(himeko, "WeaponRightHand", true); Transform[] transformArray = new Transform[] { AttachPartToAttachPoint(himeko, "Sword", "WeaponRightHand", weaponProtoTrans) }; InstantiateChildrenAndAttach(weaponProtoTrans.Find("Sword"), transformArray[0], true); return(transformArray); }
/// <summary> /// Constructor for a LargeRobotFactory that passes /// the <see cref="IPainter"/> and <see cref="IWeaponAttacher"/> implementing /// object to the base class (all factories can paint/arm robots). /// </summary> /// <param name="paintMachineToUse">An <see cref="IPainter"/> implementing object for this factory to paint robots.</param> /// <param name="weaponAttacherMachineToUse">An <see cref="IWeaponAttacher"/> implementing object for this factory to arm robots.</param> public LargeRobotFactory(IPainter paintMachineToUse, IWeaponAttacher weaponAttacherMachineToUse) : base(paintMachineToUse, weaponAttacherMachineToUse) { }