Пример #1
0
 //STAGES THE MODIFICATION ON THE CHARACTER
 public void ApplyLookFromAsset(OutfitAsset asset)
 {
     // save current asset
     currentAsset = asset;
     //IF A COMPLEX RIG
     ApplyLookToFront(asset);
     //WHILE IN GAME CHANGES > FIRST STRIP CURRENT ITEMS
     HideUniqueItems();
     //RE ITEM HIM
     DisplayUniqueItems(asset);
     //RESIZE ACTIONS IF USED.
     if (UseJoints)
     {
         PlaceJointsFromAsset(asset);
     }
 }
Пример #2
0
    private void DisplayUniqueItems(OutfitAsset asset)
    {
        if (asset.UniqueItems != null && asset.UniqueItems.Length > 0)
        {
            foreach (UniqueOutfitItem uoi in asset.UniqueItems)
            {
                Debug.Log(uoi.Name);
                GameObject newItem = new GameObject();
                //CHECKS TO SEE IF ON ALREADY
                if (UniqueItemsCreated.ContainsKey(uoi.Name))
                {
                    UniqueItemsCreated[uoi.Name].GetComponent <SpriteRenderer>().enabled = true;
                    Destroy(newItem);
                }
                else
                {
                    ///////GameObject tem_GO = Instantiate()
                    newItem.transform.SetParent(DataAboutAllChildren.AllTransformsByName[uoi.ChildOf]);
                    //TROUBLE ***********
                    Debug.Log("HERE to ADD TO : " + newItem.name);
                    SpriteRenderer sr = newItem.AddComponent <SpriteRenderer>();
                    sr.sortingLayerName = "Player";
                    sr.sortingOrder     = uoi.SortingOrder + DataAboutAllChildren.RendererOffset;
                    sr.sprite           = uoi.Picture;

                    // Add this new SpriteRenderer to a list of all SRs in DataAboutAllChildren
                    DataAboutAllChildren.AllSprites.Add(sr);

                    newItem.name = uoi.Name;
                    newItem.transform.localPosition = new Vector3(uoi.LocalPosition.x, uoi.LocalPosition.y, 0f);
                    newItem.transform.localRotation = Quaternion.Euler(0f, 0f, uoi.LocalZRotation);
                    newItem.transform.localScale    = new Vector3(uoi.LocalScale.x, uoi.LocalScale.y, 1f);

                    UniqueItemsCreated.Add(uoi.Name, newItem);
                }
            }
        }
    }
Пример #3
0
    //
    private void PlaceJointsFromAsset(OutfitAsset asset)
    {
        if (TorsoJoint != null)
        {
            TorsoJoint.localPosition = new Vector3(asset.TorsoJoint.LocalPosition.x, asset.TorsoJoint.LocalPosition.y, 0f);
            TorsoJoint.localRotation = Quaternion.Euler(0f, 0f, asset.TorsoJoint.LocalZRotation);
        }

        if (NeckJoint != null)
        {
            NeckJoint.localPosition = new Vector3(asset.NeckJoint.LocalPosition.x, asset.NeckJoint.LocalPosition.y, 0f);
            NeckJoint.localRotation = Quaternion.Euler(0f, 0f, asset.NeckJoint.LocalZRotation);
        }

        if (CloserShoulderJoint != null)
        {
            CloserShoulderJoint.localPosition = new Vector3(asset.CloserShoulderJoint.LocalPosition.x, asset.CloserShoulderJoint.LocalPosition.y, 0f);
            CloserShoulderJoint.localRotation = Quaternion.Euler(0f, 0f, asset.CloserShoulderJoint.LocalZRotation);
        }

        if (CloserElbowJoint != null)
        {
            CloserElbowJoint.localPosition = new Vector3(asset.CloserElbowJoint.LocalPosition.x, asset.CloserElbowJoint.LocalPosition.y, 0f);
            CloserElbowJoint.localRotation = Quaternion.Euler(0f, 0f, asset.CloserElbowJoint.LocalZRotation);
        }

        if (CloserHipJoint != null)
        {
            CloserHipJoint.localPosition = new Vector3(asset.CloserHipJoint.LocalPosition.x, asset.CloserHipJoint.LocalPosition.y, 0f);
            CloserHipJoint.localRotation = Quaternion.Euler(0f, 0f, asset.CloserHipJoint.LocalZRotation);
        }

        if (RemoteHipJoint != null)
        {
            RemoteHipJoint.localPosition = new Vector3(asset.RemoteHipJoint.LocalPosition.x, asset.RemoteHipJoint.LocalPosition.y, 0f);
            RemoteHipJoint.localRotation = Quaternion.Euler(0f, 0f, asset.RemoteHipJoint.LocalZRotation);
        }

        if (RemoteShoulderJoint != null)
        {
            RemoteShoulderJoint.localPosition = new Vector3(asset.RemoteShoulderJoint.LocalPosition.x, asset.RemoteShoulderJoint.LocalPosition.y, 0f);
            RemoteShoulderJoint.localRotation = Quaternion.Euler(0f, 0f, asset.RemoteShoulderJoint.LocalZRotation);
        }

        if (RemoteElbowJoint != null)
        {
            //Debug.Log("Moving Remote Elbow Joint");
            RemoteElbowJoint.localPosition = new Vector3(asset.RemoteElbowJoint.LocalPosition.x, asset.RemoteElbowJoint.LocalPosition.y, 0f);
            RemoteElbowJoint.localRotation = Quaternion.Euler(0f, 0f, asset.RemoteElbowJoint.LocalZRotation);
        }

        if (CloserHipJoint != null)
        {
            CloserHipJoint.localPosition = new Vector3(asset.CloserHipJoint.LocalPosition.x, asset.CloserHipJoint.LocalPosition.y, 0f);
            CloserHipJoint.localRotation = Quaternion.Euler(0f, 0f, asset.CloserHipJoint.LocalZRotation);
        }

        if (RemoteHipJoint != null)
        {
            RemoteHipJoint.localPosition = new Vector3(asset.RemoteHipJoint.LocalPosition.x, asset.RemoteHipJoint.LocalPosition.y, 0f);
            RemoteHipJoint.localRotation = Quaternion.Euler(0f, 0f, asset.RemoteHipJoint.LocalZRotation);
        }

        if (CloserKneeJoint != null)
        {
            CloserHipJoint.localPosition = new Vector3(asset.CloserKneeJoint.LocalPosition.x, asset.CloserKneeJoint.LocalPosition.y, 0f);
            CloserHipJoint.localRotation = Quaternion.Euler(0f, 0f, asset.CloserKneeJoint.LocalZRotation);
        }

        if (RemoteKneeJoint != null)
        {
            RemoteHipJoint.localPosition = new Vector3(asset.RemoteKneeJoint.LocalPosition.x, asset.RemoteKneeJoint.LocalPosition.y, 0f);
            RemoteHipJoint.localRotation = Quaternion.Euler(0f, 0f, asset.RemoteKneeJoint.LocalZRotation);
        }
    }
Пример #4
0
    /*
     * THIS MOVES DOWN THRU EACH BODY PARTS > LOOKING AT EACH OUTFIT
     * THEN MAKE SURE THE RENDERER IS NOT NLL
     */
    private void ApplyLookToFront(OutfitAsset asset)
    {
        // for each info in the asset, apply it to the cahracter
        if (asset.Head != null)
        {
            Head.sprite  = asset.Head;
            Head.enabled = true;
        }
        else
        {
            Head.enabled = false;
        }

        if (asset.NeckSkin != null)
        {
            NeckSkin.sprite  = asset.NeckSkin;
            NeckSkin.enabled = true;
        }
        else
        {
            NeckSkin.enabled = false;
        }

        if (asset.Eyebrows != null)
        {
            Eyebrows.sprite  = asset.Eyebrows;
            Eyebrows.enabled = true;
        }
        else
        {
            Eyebrows.enabled = false;
        }

        if (asset.Eyes != null)
        {
            Eyes.sprite  = asset.Eyes;
            Eyes.enabled = true;
        }
        else
        {
            Eyes.enabled = false;
        }

        if (asset.Mouth != null)
        {
            Mouth.sprite  = asset.Mouth;
            Mouth.enabled = true;
        }
        else
        {
            Mouth.enabled = false;
        }

        if (asset.CloserArm != null)
        {
            CloserArm.sprite  = asset.CloserArm;
            CloserArm.enabled = true;
        }
        else
        {
            CloserArm.enabled = false;
        }

        if (asset.CloserHand != null)
        {
            CloserHand.sprite  = asset.CloserHand;
            CloserHand.enabled = true;
        }
        else
        {
            CloserHand.enabled = false;
        }

        if (asset.CloserLegLower != null)
        {
            CloserLegLower.sprite  = asset.CloserLegLower;
            CloserLegLower.enabled = true;
        }
        else
        {
            CloserLegLower.enabled = false;
        }

        if (asset.CloserLegUpper != null)
        {
            CloserLegUpper.sprite  = asset.CloserLegUpper;
            CloserLegUpper.enabled = true;
        }
        else
        {
            CloserLegUpper.enabled = false;
        }

        if (asset.RemoteArm != null)
        {
            RemoteArm.sprite  = asset.RemoteArm;
            RemoteArm.enabled = true;
        }
        else
        {
            RemoteArm.enabled = false;
        }

        if (asset.RemoteHand != null)
        {
            RemoteHand.sprite  = asset.RemoteHand;
            RemoteHand.enabled = true;
        }
        else
        {
            RemoteHand.enabled = false;
        }

        if (asset.RemoteLegLower != null)
        {
            RemoteLegLower.sprite  = asset.RemoteLegLower;
            RemoteLegLower.enabled = true;
        }
        else
        {
            RemoteLegLower.enabled = false;
        }

        if (asset.RemoteLegUpper != null)
        {
            RemoteLegUpper.sprite  = asset.RemoteLegUpper;
            RemoteLegUpper.enabled = true;
        }
        else
        {
            RemoteLegUpper.enabled = false;
        }

        if (asset.Skirt != null)
        {
            Debug.Log("SKIRT");
            Skirt.sprite  = asset.Skirt;
            Skirt.enabled = true;
        }
        else
        {
            Skirt.enabled = false;
        }

        if (asset.TorsoSkin != null)
        {
            TorsoSkin.sprite  = asset.TorsoSkin;
            TorsoSkin.enabled = true;
        }
        else
        {
            TorsoSkin.enabled = false;
        }
    }