Пример #1
0
    //Function called from OnGUI to assign cloak sprites
    private void AssignCloakSprites(string spritePrefix_)
    {
        //If we don't have a cloak armor item, nothing happens
        if (this.cloak == null || this.cloak.slot != Armor.ArmorSlot.Cloak)
        {
            return;
        }

        //Creating a new list of all of the sprite views
        this.cloak.armorSpriteViews = new List <SpriteViews>();

        //Assigning the cloak sprites
        SpriteViews cloak0 = this.GetAllSpriteViews(spritePrefix_, 86, 130, 108, BodyTypes.IgnoreBodyType);

        this.cloak.armorSpriteViews.Add(cloak0);

        //Setting this cloak object to dirty so that it saves the changes
        Undo.RecordObject(this.cloak, "Set Cloak Sprites");
        EditorUtility.SetDirty(this.cloak);
    }
Пример #2
0
    //Function called from OnGUI to assign glove sprites
    private void AssignGloveSprites(string spritePrefix_)
    {
        //If we don't have a glove armor item, nothing happens
        if (this.gloves == null || this.gloves.slot != Armor.ArmorSlot.Hands)
        {
            return;
        }

        //Creating a new list of all of the sprite views
        this.gloves.armorSpriteViews = new List <SpriteViews>();

        //Assigning the glove sprites
        SpriteViews glove0 = this.GetAllSpriteViews(spritePrefix_, 43, 21, 43, BodyTypes.IgnoreBodyType);

        this.gloves.armorSpriteViews.Add(glove0);

        //Setting this glove object to dirty so that it saves the changes
        Undo.RecordObject(this.gloves, "Set Glove Sprites");
        EditorUtility.SetDirty(this.gloves);
    }
Пример #3
0
    //Function called from OnGUI to assign helm sprites
    private void AssignHelmSprites(string spritePrefix_)
    {
        //If we don't have a helm armor item, nothing happens
        if (helm == null || helm.slot != Armor.ArmorSlot.Head)
        {
            return;
        }

        //Creating a new list of all of the sprite views
        this.helm.armorSpriteViews = new List <SpriteViews>();

        //Assigning the helm sprites
        SpriteViews helm0 = this.GetAllSpriteViews(spritePrefix_, 109, 65, 87, BodyTypes.IgnoreBodyType);

        this.helm.armorSpriteViews.Add(helm0);

        //Setting this helm object to dirty so that it saves the changes
        Undo.RecordObject(this.helm, "Set Helm Sprites");
        EditorUtility.SetDirty(this.helm);
    }
Пример #4
0
    //Function called from all of the Assign Sprites functions. Returns a SpriteView class with all of the designated sprites
    private SpriteViews GetAllSpriteViews(string prefix_, int frontViewIndex_, int sideViewIndex_, int backViewIndex_, BodyTypes bodyType_)
    {
        //Getting the asset path string to the sprite for the front view
        string[] frontViewSpriteGUID = AssetDatabase.FindAssets(prefix_ + "" + frontViewIndex_);
        string   spritePath          = AssetDatabase.GUIDToAssetPath(frontViewSpriteGUID[0]);

        //Getting the array of all sprites in the base sprite's multi-sprite sheet
        Sprite[] allMultiSprites = AssetDatabase.LoadAllAssetsAtPath(spritePath).OfType <Sprite>().ToArray();

        //Loading the sprites using their paths
        Sprite frontView = allMultiSprites[frontViewIndex_];
        Sprite sideView  = allMultiSprites[sideViewIndex_];
        Sprite backView  = allMultiSprites[backViewIndex_];

        //Creating the sprite view class to hold our sprites
        SpriteViews newSV = new SpriteViews();

        newSV.front    = frontView;
        newSV.side     = sideView;
        newSV.back     = backView;
        newSV.bodyType = bodyType_;

        return(newSV);
    }
    //Function called externally to set all of the sprite images for a character
    public void SetSpriteImages(CharSpritePackage cSprites_, Inventory characterInventory_)
    {
        //Setting the forward sprites
        this.forwardHair.sprite       = cSprites_.hairSprites.front;
        this.forwardFacialHair.sprite = cSprites_.facialHairSprites.front;
        this.forwardHead.sprite       = cSprites_.headSprites.front;
        this.forwardLeftEye.sprite    = cSprites_.eyeSprite;
        this.forwardRightEye.sprite   = cSprites_.eyeSprite;
        this.forwardBody.sprite       = cSprites_.bodySprites.front;
        this.forwardRightArm.sprite   = cSprites_.rightArmSprites.front;
        this.forwardLeftArm.sprite    = cSprites_.leftArmSprites.front;
        this.forwardLegs.sprite       = cSprites_.legSprites.front;

        //Setting the right side sprites
        this.rightSideHair.sprite       = cSprites_.hairSprites.side;
        this.rightSideFacialHair.sprite = cSprites_.facialHairSprites.side;
        this.rightSideHead.sprite       = cSprites_.headSprites.side;
        this.rightSideEye.sprite        = cSprites_.eyeSprite;
        this.rightSideBody.sprite       = cSprites_.bodySprites.side;
        this.rightSideRightArm.sprite   = cSprites_.rightArmSprites.side;
        this.rightSideLeftArm.sprite    = cSprites_.leftArmSprites.side;
        this.rightSideLegs.sprite       = cSprites_.legSprites.side;

        //Setting the left side sprites
        this.leftSideHair.sprite       = cSprites_.hairSprites.side;
        this.leftSideFacialHair.sprite = cSprites_.facialHairSprites.side;
        this.leftSideHead.sprite       = cSprites_.headSprites.side;
        this.leftSideEye.sprite        = cSprites_.eyeSprite;
        this.leftSideBody.sprite       = cSprites_.bodySprites.side;
        this.leftSideRightArm.sprite   = cSprites_.rightArmSprites.side;
        this.leftSideLeftArm.sprite    = cSprites_.leftArmSprites.side;
        this.leftSideLegs.sprite       = cSprites_.legSprites.side;

        //Setting the back sprites
        this.backHair.sprite     = cSprites_.hairSprites.back;
        this.backHead.sprite     = cSprites_.headSprites.back;
        this.backBody.sprite     = cSprites_.bodySprites.back;
        this.backRightArm.sprite = cSprites_.rightArmSprites.side;
        this.backLeftArm.sprite  = cSprites_.leftArmSprites.side;
        this.backLegs.sprite     = cSprites_.legSprites.back;

        //Setting the hair color
        this.forwardHair.color   = cSprites_.hairColor;
        this.leftSideHair.color  = cSprites_.hairColor;
        this.rightSideHair.color = cSprites_.hairColor;
        this.backHair.color      = cSprites_.hairColor;

        //Setting the facial hair color
        this.forwardFacialHair.color   = cSprites_.facialHairColor;
        this.leftSideFacialHair.color  = cSprites_.facialHairColor;
        this.rightSideFacialHair.color = cSprites_.facialHairColor;

        //Setting the forward sprite color
        this.forwardHead.color     = cSprites_.skinColor;
        this.forwardBody.color     = cSprites_.skinColor;
        this.forwardRightArm.color = cSprites_.skinColor;
        this.forwardLeftArm.color  = cSprites_.skinColor;
        this.forwardLegs.color     = cSprites_.skinColor;

        //Setting the back sprite color
        this.backHead.color     = cSprites_.skinColor;
        this.backBody.color     = cSprites_.skinColor;
        this.backRightArm.color = cSprites_.skinColor;
        this.backLeftArm.color  = cSprites_.skinColor;
        this.backLegs.color     = cSprites_.skinColor;

        //Setting the left side sprite color
        this.leftSideHead.color     = cSprites_.skinColor;
        this.leftSideBody.color     = cSprites_.skinColor;
        this.leftSideLeftArm.color  = cSprites_.skinColor;
        this.leftSideRightArm.color = cSprites_.skinColor;
        this.leftSideLegs.color     = cSprites_.skinColor;

        //Setting the right side sprite color
        this.rightSideHead.color     = cSprites_.skinColor;
        this.rightSideBody.color     = cSprites_.skinColor;
        this.rightSideRightArm.color = cSprites_.skinColor;
        this.rightSideLeftArm.color  = cSprites_.skinColor;
        this.rightSideLegs.color     = cSprites_.skinColor;


        //If the character inventory given isn't null, we set all of the character armor and weapon sprites
        if (characterInventory_ != null)
        {
            //Setting the helm sprites if a helm is equipped
            if (characterInventory_.helm != null)
            {
                this.forwardHelm.sprite   = characterInventory_.helm.armorSpriteViews[0].front;
                this.backHelm.sprite      = characterInventory_.helm.armorSpriteViews[0].back;
                this.rightSideHelm.sprite = characterInventory_.helm.armorSpriteViews[0].side;
                this.leftSideHelm.sprite  = characterInventory_.helm.armorSpriteViews[0].side;

                //If this helm covers up the character's hair, we set the hair sprite to empty
                if (characterInventory_.helm.replaceCharacterSprite)
                {
                    this.forwardHair.sprite   = this.emptySprite;
                    this.backHair.sprite      = this.emptySprite;
                    this.rightSideHair.sprite = this.emptySprite;
                    this.leftSideHair.sprite  = this.emptySprite;
                }
            }
            //If there is no helm, we set them to empty
            else
            {
                this.forwardHelm.sprite   = this.emptySprite;
                this.backHelm.sprite      = this.emptySprite;
                this.rightSideHelm.sprite = this.emptySprite;
                this.leftSideHelm.sprite  = this.emptySprite;
            }

            //Setting the chestpiece sprites if a chestpiece is equipped
            if (characterInventory_.chestPiece != null)
            {
                //Looping through to find the correct sprite view to match our character's body type
                SpriteViews bodySpriteView = null;
                foreach (SpriteViews sv in characterInventory_.chestPiece.armorSpriteViews)
                {
                    //If we find the correct sprite view for our body type
                    if (sv.bodyType == cSprites_.bodySprites.bodyType)
                    {
                        //We set the sprite view and break the loop
                        bodySpriteView = sv;
                        break;
                    }
                }

                //If we found a correct sprite view
                if (bodySpriteView != null)
                {
                    this.forwardChestpiece.sprite   = bodySpriteView.front;
                    this.backChestpiece.sprite      = bodySpriteView.back;
                    this.rightSideChestpiece.sprite = bodySpriteView.side;
                    this.leftSideChestpiece.sprite  = bodySpriteView.side;

                    //If this chestpiece covers up the character's torso, we hide them
                    if (characterInventory_.chestPiece.replaceCharacterSprite)
                    {
                        this.forwardBody.sprite   = this.emptySprite;
                        this.backBody.sprite      = this.emptySprite;
                        this.rightSideBody.sprite = this.emptySprite;
                        this.leftSideBody.sprite  = this.emptySprite;
                    }
                }
                //If we didn't find the correct sprite view
                else
                {
                    Debug.LogError("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for chestpiece");
                    //throw new System.Exception("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for chestpiece");
                }
            }
            //If there's no chestpiece, we set them to empty
            else
            {
                this.forwardChestpiece.sprite   = this.emptySprite;
                this.backChestpiece.sprite      = this.emptySprite;
                this.rightSideChestpiece.sprite = this.emptySprite;
                this.leftSideChestpiece.sprite  = this.emptySprite;
            }

            //Setting the leggings sprites if leggings are equipped
            if (characterInventory_.leggings != null)
            {
                //Looping through to find the correct sprite view to match our character's body type
                SpriteViews legSpriteView = null;
                foreach (SpriteViews sv in characterInventory_.leggings.armorSpriteViews)
                {
                    //If we find the correct sprite view for our body type
                    if (sv.bodyType == cSprites_.legSprites.bodyType)
                    {
                        //We set the sprite view and break the loop
                        legSpriteView = sv;
                        break;
                    }
                }

                //If we found a correct sprite view
                if (legSpriteView != null)
                {
                    this.forwardLeggings.sprite   = legSpriteView.front;
                    this.backLeggings.sprite      = legSpriteView.back;
                    this.rightSideLeggings.sprite = legSpriteView.side;
                    this.leftSideLeggings.sprite  = legSpriteView.side;
                }
                //If we didn't find the correct sprite view
                else
                {
                    throw new System.Exception("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for leggings");
                }
            }
            //If there's no leggings, we set them to empty
            else
            {
                this.forwardLeggings.sprite   = this.emptySprite;
                this.backLeggings.sprite      = this.emptySprite;
                this.rightSideLeggings.sprite = this.emptySprite;
                this.leftSideLeggings.sprite  = this.emptySprite;
            }

            //Setting the shoe sprites if shoes are equipped
            if (characterInventory_.shoes != null)
            {
                //Looping through to find the correct sprite view to match our character's body type
                SpriteViews feetSpriteView = null;
                foreach (SpriteViews sv in characterInventory_.shoes.armorSpriteViews)
                {
                    //If we find the correct sprite view for our body type
                    if (sv.bodyType == cSprites_.legSprites.bodyType)
                    {
                        //We set the sprite view and break the loop
                        feetSpriteView = sv;
                        break;
                    }
                }

                //If we found a correct sprite view
                if (feetSpriteView != null)
                {
                    this.forwardShoes.sprite   = feetSpriteView.front;
                    this.backShoes.sprite      = feetSpriteView.back;
                    this.rightSideShoes.sprite = feetSpriteView.side;
                    this.leftSideShoes.sprite  = feetSpriteView.side;
                }
                //If we didn't find the correct sprite view
                else
                {
                    throw new System.Exception("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for shoes");
                }
            }
            //If there's no shoes, we set them to empty
            else
            {
                this.forwardShoes.sprite   = this.emptySprite;
                this.backShoes.sprite      = this.emptySprite;
                this.rightSideShoes.sprite = this.emptySprite;
                this.leftSideShoes.sprite  = this.emptySprite;
            }

            //Setting the glove sprites if gloves are equipped
            if (characterInventory_.gloves != null)
            {
                this.forwardRightGlove.sprite   = characterInventory_.gloves.armorSpriteViews[0].front;
                this.backRightGlove.sprite      = characterInventory_.gloves.armorSpriteViews[0].back;
                this.rightSideRightGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].side;
                this.leftSideRightGlove.sprite  = characterInventory_.gloves.armorSpriteViews[0].side;

                this.forwardLeftGlove.sprite   = characterInventory_.gloves.armorSpriteViews[0].front;
                this.backLeftGlove.sprite      = characterInventory_.gloves.armorSpriteViews[0].back;
                this.rightSideLeftGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].side;
                this.leftSideLeftGlove.sprite  = characterInventory_.gloves.armorSpriteViews[0].side;

                //If these gloves cover up the character's hands, we set the hand sprites to empty
                if (characterInventory_.gloves.replaceCharacterSprite)
                {
                    this.forwardRightArm.sprite   = this.emptySprite;
                    this.backRightArm.sprite      = this.emptySprite;
                    this.rightSideRightArm.sprite = this.emptySprite;
                    this.leftSideRightArm.sprite  = this.emptySprite;

                    this.forwardLeftArm.sprite   = this.emptySprite;
                    this.backLeftArm.sprite      = this.emptySprite;
                    this.rightSideLeftArm.sprite = this.emptySprite;
                    this.leftSideLeftArm.sprite  = this.emptySprite;
                }
            }
            //If there are no gloves, we set them to empty
            else
            {
                this.forwardRightGlove.sprite   = this.emptySprite;
                this.backRightGlove.sprite      = this.emptySprite;
                this.rightSideRightGlove.sprite = this.emptySprite;
                this.leftSideRightGlove.sprite  = this.emptySprite;

                this.forwardLeftGlove.sprite   = this.emptySprite;
                this.backLeftGlove.sprite      = this.emptySprite;
                this.rightSideLeftGlove.sprite = this.emptySprite;
                this.leftSideLeftGlove.sprite  = this.emptySprite;
            }

            //Setting the cloak sprites if a cloak is equipped
            if (characterInventory_.cloak != null)
            {
                this.forwardCloak.sprite   = characterInventory_.cloak.armorSpriteViews[0].front;
                this.backCloak.sprite      = characterInventory_.cloak.armorSpriteViews[0].back;
                this.rightSideCloak.sprite = characterInventory_.cloak.armorSpriteViews[0].side;
                this.leftSideCloak.sprite  = characterInventory_.cloak.armorSpriteViews[0].side;
            }
            //If there is no cloak, we set them to empty
            else
            {
                this.forwardCloak.sprite   = this.emptySprite;
                this.backCloak.sprite      = this.emptySprite;
                this.rightSideCloak.sprite = this.emptySprite;
                this.leftSideCloak.sprite  = this.emptySprite;
            }

            //Setting the right hand weapon sprites if there's a weapon equipped in that hand
            if (characterInventory_.rightHand != null)
            {
                //If the weapon sprite overlaps the character's hand (like if it's a shield or wrist claw)
                if (characterInventory_.rightHand.overlapCharacterHand)
                {
                    this.forwardRightWeapon.sprite          = this.emptySprite;
                    this.backRightWeapon.sprite             = characterInventory_.rightHand.weaponSpriteViews.back;
                    this.rightSideRightWeapon.sprite        = this.emptySprite;
                    this.leftSideRightWeapon.sprite         = characterInventory_.rightHand.weaponSpriteViews.side;
                    this.forwardRightWeaponOverlap.sprite   = characterInventory_.rightHand.weaponSpriteViews.front;
                    this.rightSideRightWeaponOverlap.sprite = characterInventory_.rightHand.weaponSpriteViews.side;

                    //If the weapon has a reverse view
                    if (characterInventory_.rightHand.reverseView != null)
                    {
                        this.leftSideRightWeapon.sprite = characterInventory_.rightHand.reverseView;
                    }
                }
                //If the weapon doesn't overlap the character hand
                else
                {
                    this.forwardRightWeapon.sprite          = characterInventory_.rightHand.weaponSpriteViews.front;
                    this.backRightWeapon.sprite             = characterInventory_.rightHand.weaponSpriteViews.back;
                    this.rightSideRightWeapon.sprite        = characterInventory_.rightHand.weaponSpriteViews.side;
                    this.leftSideRightWeapon.sprite         = characterInventory_.rightHand.weaponSpriteViews.side;
                    this.forwardRightWeaponOverlap.sprite   = this.emptySprite;
                    this.rightSideRightWeaponOverlap.sprite = this.emptySprite;

                    //If the weapon has a reverse view
                    if (characterInventory_.rightHand.reverseView != null)
                    {
                        this.leftSideRightWeapon.sprite = characterInventory_.rightHand.reverseView;
                    }
                }
            }
            //If there is no weapon, we set them to empty
            else
            {
                this.forwardRightWeapon.sprite          = this.emptySprite;
                this.backRightWeapon.sprite             = this.emptySprite;
                this.rightSideRightWeapon.sprite        = this.emptySprite;
                this.leftSideRightWeapon.sprite         = this.emptySprite;
                this.forwardRightWeaponOverlap.sprite   = this.emptySprite;
                this.rightSideRightWeaponOverlap.sprite = this.emptySprite;
            }

            //Setting the left hand weapon sprites if there's a weapon equipped in that hand
            if (characterInventory_.leftHand != null)
            {
                //If the weapon sprite overlaps the character's hand (like if it's a shield or wrist claw)
                if (characterInventory_.leftHand.overlapCharacterHand)
                {
                    this.forwardLeftWeapon.sprite         = this.emptySprite;
                    this.backLeftWeapon.sprite            = characterInventory_.leftHand.weaponSpriteViews.back;
                    this.rightSideLeftWeapon.sprite       = characterInventory_.leftHand.weaponSpriteViews.side;
                    this.leftSideLeftWeapon.sprite        = this.emptySprite;
                    this.forwardLeftWeaponOverlap.sprite  = characterInventory_.leftHand.weaponSpriteViews.front;
                    this.leftSideLeftWeaponOverlap.sprite = characterInventory_.leftHand.weaponSpriteViews.side;

                    //If the weapon has a reverse view
                    if (characterInventory_.leftHand.reverseView != null)
                    {
                        this.rightSideLeftWeapon.sprite = characterInventory_.leftHand.reverseView;
                    }
                }
                //If the weapon doesn't overlap the character hand
                else
                {
                    this.forwardLeftWeapon.sprite         = characterInventory_.leftHand.weaponSpriteViews.front;
                    this.backLeftWeapon.sprite            = characterInventory_.leftHand.weaponSpriteViews.back;
                    this.rightSideLeftWeapon.sprite       = characterInventory_.leftHand.weaponSpriteViews.side;
                    this.leftSideLeftWeapon.sprite        = characterInventory_.leftHand.weaponSpriteViews.side;
                    this.forwardLeftWeaponOverlap.sprite  = this.emptySprite;
                    this.leftSideLeftWeaponOverlap.sprite = this.emptySprite;

                    //If the weapon has a reverse view
                    if (characterInventory_.leftHand.reverseView != null)
                    {
                        this.rightSideLeftWeapon.sprite = characterInventory_.leftHand.reverseView;
                    }
                }
            }
            //If there is no weapon, we set them to empty
            else
            {
                this.forwardLeftWeapon.sprite         = this.emptySprite;
                this.backLeftWeapon.sprite            = this.emptySprite;
                this.rightSideLeftWeapon.sprite       = this.emptySprite;
                this.leftSideLeftWeapon.sprite        = this.emptySprite;
                this.forwardLeftWeaponOverlap.sprite  = this.emptySprite;
                this.leftSideLeftWeaponOverlap.sprite = this.emptySprite;
            }
        }
        //If there's no character inventory given, all of the armor sprites are empty
        else
        {
            //Setting the helms
            this.forwardHelm.sprite   = this.emptySprite;
            this.backHelm.sprite      = this.emptySprite;
            this.rightSideHelm.sprite = this.emptySprite;
            this.leftSideHelm.sprite  = this.emptySprite;

            //Setting the chestpieces
            this.forwardChestpiece.sprite   = this.emptySprite;
            this.backChestpiece.sprite      = this.emptySprite;
            this.rightSideChestpiece.sprite = this.emptySprite;
            this.leftSideChestpiece.sprite  = this.emptySprite;

            //Setting the leggings
            this.forwardLeggings.sprite   = this.emptySprite;
            this.backLeggings.sprite      = this.emptySprite;
            this.rightSideLeggings.sprite = this.emptySprite;
            this.leftSideLeggings.sprite  = this.emptySprite;

            //Setting the shoes
            this.forwardShoes.sprite   = this.emptySprite;
            this.backShoes.sprite      = this.emptySprite;
            this.rightSideShoes.sprite = this.emptySprite;
            this.leftSideShoes.sprite  = this.emptySprite;

            //Setting the right gloves
            this.forwardRightGlove.sprite   = this.emptySprite;
            this.backRightGlove.sprite      = this.emptySprite;
            this.rightSideRightGlove.sprite = this.emptySprite;
            this.leftSideRightGlove.sprite  = this.emptySprite;

            //Setting the left gloves
            this.forwardLeftGlove.sprite   = this.emptySprite;
            this.backLeftGlove.sprite      = this.emptySprite;
            this.rightSideLeftGlove.sprite = this.emptySprite;
            this.leftSideLeftGlove.sprite  = this.emptySprite;

            //Setting the cloaks
            this.forwardCloak.sprite   = this.emptySprite;
            this.backCloak.sprite      = this.emptySprite;
            this.rightSideCloak.sprite = this.emptySprite;
            this.leftSideCloak.sprite  = this.emptySprite;

            //Setting the right hand weapons
            this.forwardRightWeapon.sprite          = this.emptySprite;
            this.backRightWeapon.sprite             = this.emptySprite;
            this.rightSideRightWeapon.sprite        = this.emptySprite;
            this.leftSideRightWeapon.sprite         = this.emptySprite;
            this.forwardRightWeaponOverlap.sprite   = this.emptySprite;
            this.rightSideRightWeaponOverlap.sprite = this.emptySprite;

            //Setting the left hand weapons
            this.forwardLeftWeapon.sprite         = this.emptySprite;
            this.backLeftWeapon.sprite            = this.emptySprite;
            this.rightSideLeftWeapon.sprite       = this.emptySprite;
            this.leftSideLeftWeapon.sprite        = this.emptySprite;
            this.forwardLeftWeaponOverlap.sprite  = this.emptySprite;
            this.leftSideLeftWeaponOverlap.sprite = this.emptySprite;
        }
    }
Пример #6
0
    //Function called from OnGUI to assign shoe sprites
    private void AssignShoeSprites(string spritePrefix_)
    {
        //If we don't have a shoe armor item, nothing happens
        if (this.shoes == null || this.shoes.slot != Armor.ArmorSlot.Feet)
        {
            return;
        }

        //Creating a new list of all of the sprite views
        this.shoes.armorSpriteViews = new List <SpriteViews>();

        //Going through each type of leg sprite and assigning the shoe for it
        SpriteViews shoe0 = this.GetAllSpriteViews(spritePrefix_, 14, 80, 14, BodyTypes.LegsSkinny1);

        this.shoes.armorSpriteViews.Add(shoe0);

        SpriteViews shoe1 = this.GetAllSpriteViews(spritePrefix_, 14, 80, 14, BodyTypes.LegsSkinny2);

        this.shoes.armorSpriteViews.Add(shoe1);

        SpriteViews shoe2 = this.GetAllSpriteViews(spritePrefix_, 14, 80, 14, BodyTypes.LegsSkinny3);

        this.shoes.armorSpriteViews.Add(shoe2);

        SpriteViews shoe3 = this.GetAllSpriteViews(spritePrefix_, 17, 80, 17, BodyTypes.LegsSkinny4);

        this.shoes.armorSpriteViews.Add(shoe3);

        SpriteViews shoe4 = this.GetAllSpriteViews(spritePrefix_, 17, 80, 17, BodyTypes.LegsSkinny5);

        this.shoes.armorSpriteViews.Add(shoe4);

        SpriteViews shoe5 = this.GetAllSpriteViews(spritePrefix_, 17, 80, 17, BodyTypes.LegsSkinny6);

        this.shoes.armorSpriteViews.Add(shoe5);

        SpriteViews shoe6 = this.GetAllSpriteViews(spritePrefix_, 14, 102, 14, BodyTypes.LegsNormal1);

        this.shoes.armorSpriteViews.Add(shoe6);

        SpriteViews shoe7 = this.GetAllSpriteViews(spritePrefix_, 14, 102, 14, BodyTypes.LegsNormal2);

        this.shoes.armorSpriteViews.Add(shoe7);

        SpriteViews shoe8 = this.GetAllSpriteViews(spritePrefix_, 14, 102, 14, BodyTypes.LegsNormal3);

        this.shoes.armorSpriteViews.Add(shoe8);

        SpriteViews shoe9 = this.GetAllSpriteViews(spritePrefix_, 17, 102, 17, BodyTypes.LegsNormal4);

        this.shoes.armorSpriteViews.Add(shoe9);

        SpriteViews shoe10 = this.GetAllSpriteViews(spritePrefix_, 17, 102, 17, BodyTypes.LegsNormal5);

        this.shoes.armorSpriteViews.Add(shoe10);

        SpriteViews shoe11 = this.GetAllSpriteViews(spritePrefix_, 17, 102, 17, BodyTypes.LegsNormal6);

        this.shoes.armorSpriteViews.Add(shoe11);

        SpriteViews shoe12 = this.GetAllSpriteViews(spritePrefix_, 17, 124, 17, BodyTypes.LegsFat1);

        this.shoes.armorSpriteViews.Add(shoe12);

        SpriteViews shoe13 = this.GetAllSpriteViews(spritePrefix_, 17, 124, 17, BodyTypes.LegsFat2);

        this.shoes.armorSpriteViews.Add(shoe13);

        SpriteViews shoe14 = this.GetAllSpriteViews(spritePrefix_, 17, 124, 17, BodyTypes.LegsFat3);

        this.shoes.armorSpriteViews.Add(shoe14);

        SpriteViews shoe15 = this.GetAllSpriteViews(spritePrefix_, 17, 127, 17, BodyTypes.LegsFat4);

        this.shoes.armorSpriteViews.Add(shoe15);

        SpriteViews shoe16 = this.GetAllSpriteViews(spritePrefix_, 17, 127, 17, BodyTypes.LegsFat5);

        this.shoes.armorSpriteViews.Add(shoe16);

        SpriteViews shoe17 = this.GetAllSpriteViews(spritePrefix_, 17, 127, 17, BodyTypes.LegsFat6);

        this.shoes.armorSpriteViews.Add(shoe17);

        //Setting this shoe object to dirty so that it saves the changes
        Undo.RecordObject(this.shoes, "Set Shoe Sprites");
        EditorUtility.SetDirty(this.shoes);
    }
Пример #7
0
    //Function called from OnGUI to assign legging sprites
    private void AssignLeggingSprites(string spritePrefix_)
    {
        //If we don't have a leg armor item, nothing happens
        if (leggings == null || leggings.slot != Armor.ArmorSlot.Legs)
        {
            return;
        }

        //Creating a new list of all of the sprite views
        this.leggings.armorSpriteViews = new List <SpriteViews>();

        //Going through each of the leg sprites and assigning the leggings for them
        SpriteViews legs0 = this.GetAllSpriteViews(spritePrefix_, 8, 74, 8, BodyTypes.LegsSkinny1);

        this.leggings.armorSpriteViews.Add(legs0);

        SpriteViews legs1 = this.GetAllSpriteViews(spritePrefix_, 9, 75, 9, BodyTypes.LegsSkinny2);

        this.leggings.armorSpriteViews.Add(legs1);

        SpriteViews legs2 = this.GetAllSpriteViews(spritePrefix_, 10, 76, 10, BodyTypes.LegsSkinny3);

        this.leggings.armorSpriteViews.Add(legs2);

        SpriteViews legs3 = this.GetAllSpriteViews(spritePrefix_, 11, 77, 11, BodyTypes.LegsSkinny4);

        this.leggings.armorSpriteViews.Add(legs3);

        SpriteViews legs4 = this.GetAllSpriteViews(spritePrefix_, 12, 78, 12, BodyTypes.LegsSkinny5);

        this.leggings.armorSpriteViews.Add(legs4);

        SpriteViews legs5 = this.GetAllSpriteViews(spritePrefix_, 13, 79, 13, BodyTypes.LegsSkinny6);

        this.leggings.armorSpriteViews.Add(legs5);

        SpriteViews legs6 = this.GetAllSpriteViews(spritePrefix_, 30, 96, 30, BodyTypes.LegsNormal1);

        this.leggings.armorSpriteViews.Add(legs6);

        SpriteViews legs7 = this.GetAllSpriteViews(spritePrefix_, 31, 97, 31, BodyTypes.LegsNormal2);

        this.leggings.armorSpriteViews.Add(legs7);

        SpriteViews legs8 = this.GetAllSpriteViews(spritePrefix_, 32, 98, 32, BodyTypes.LegsNormal3);

        this.leggings.armorSpriteViews.Add(legs8);

        SpriteViews legs9 = this.GetAllSpriteViews(spritePrefix_, 33, 99, 33, BodyTypes.LegsNormal4);

        this.leggings.armorSpriteViews.Add(legs9);

        SpriteViews legs10 = this.GetAllSpriteViews(spritePrefix_, 34, 100, 34, BodyTypes.LegsNormal5);

        this.leggings.armorSpriteViews.Add(legs10);

        SpriteViews legs11 = this.GetAllSpriteViews(spritePrefix_, 34, 101, 35, BodyTypes.LegsNormal6);

        this.leggings.armorSpriteViews.Add(legs11);

        SpriteViews legs12 = this.GetAllSpriteViews(spritePrefix_, 52, 118, 52, BodyTypes.LegsFat1);

        this.leggings.armorSpriteViews.Add(legs12);

        SpriteViews legs13 = this.GetAllSpriteViews(spritePrefix_, 53, 119, 53, BodyTypes.LegsFat2);

        this.leggings.armorSpriteViews.Add(legs13);

        SpriteViews legs14 = this.GetAllSpriteViews(spritePrefix_, 54, 120, 54, BodyTypes.LegsFat3);

        this.leggings.armorSpriteViews.Add(legs14);

        SpriteViews legs15 = this.GetAllSpriteViews(spritePrefix_, 55, 121, 55, BodyTypes.LegsFat4);

        this.leggings.armorSpriteViews.Add(legs15);

        SpriteViews legs16 = this.GetAllSpriteViews(spritePrefix_, 56, 122, 56, BodyTypes.LegsFat5);

        this.leggings.armorSpriteViews.Add(legs16);

        SpriteViews legs17 = this.GetAllSpriteViews(spritePrefix_, 57, 123, 57, BodyTypes.LegsFat6);

        this.leggings.armorSpriteViews.Add(legs17);

        //Setting this legging object to dirty so that it saves the changes
        Undo.RecordObject(this.leggings, "Set Legging Sprites");
        EditorUtility.SetDirty(this.leggings);
    }
Пример #8
0
    //Function called from OnGUI to assign chestpiece sprites
    private void AssignChestpieceSprites(string spritePrefix_)
    {
        //If we don't have a chest armor item, nothing happens
        if (chestpiece == null || chestpiece.slot != Armor.ArmorSlot.Torso)
        {
            return;
        }

        //Creating a new list of all of the sprite views
        this.chestpiece.armorSpriteViews = new List <SpriteViews>();

        //Assigning the chest sprites
        SpriteViews chest0 = this.GetAllSpriteViews(spritePrefix_, 22, 0, 44, BodyTypes.TorsoSkinnyShortMale);

        this.chestpiece.armorSpriteViews.Add(chest0);

        SpriteViews chest1 = this.GetAllSpriteViews(spritePrefix_, 23, 1, 45, BodyTypes.TorsoBuffShortMale);

        this.chestpiece.armorSpriteViews.Add(chest1);

        SpriteViews chest2 = this.GetAllSpriteViews(spritePrefix_, 24, 2, 46, BodyTypes.TorsoFatShortMale);

        this.chestpiece.armorSpriteViews.Add(chest2);

        SpriteViews chest3 = this.GetAllSpriteViews(spritePrefix_, 25, 3, 47, BodyTypes.TorsoObeseShortMale);

        this.chestpiece.armorSpriteViews.Add(chest3);

        SpriteViews chest4 = this.GetAllSpriteViews(spritePrefix_, 26, 4, 48, BodyTypes.TorsoSkinnyShortFemale);

        this.chestpiece.armorSpriteViews.Add(chest4);

        SpriteViews chest5 = this.GetAllSpriteViews(spritePrefix_, 27, 5, 49, BodyTypes.TorsoBuffShortFemale);

        this.chestpiece.armorSpriteViews.Add(chest5);

        SpriteViews chest6 = this.GetAllSpriteViews(spritePrefix_, 28, 6, 50, BodyTypes.TorsoFatShortFemale);

        this.chestpiece.armorSpriteViews.Add(chest6);

        SpriteViews chest7 = this.GetAllSpriteViews(spritePrefix_, 29, 7, 51, BodyTypes.TorsoObeseShortFemale);

        this.chestpiece.armorSpriteViews.Add(chest7);

        SpriteViews chest8 = this.GetAllSpriteViews(spritePrefix_, 88, 66, 110, BodyTypes.TorsoSkinnyTallMale);

        this.chestpiece.armorSpriteViews.Add(chest8);

        SpriteViews chest9 = this.GetAllSpriteViews(spritePrefix_, 89, 67, 111, BodyTypes.TorsoBuffTallMale);

        this.chestpiece.armorSpriteViews.Add(chest9);

        SpriteViews chest10 = this.GetAllSpriteViews(spritePrefix_, 90, 68, 112, BodyTypes.TorsoFatTallMale);

        this.chestpiece.armorSpriteViews.Add(chest10);

        SpriteViews chest11 = this.GetAllSpriteViews(spritePrefix_, 91, 69, 113, BodyTypes.TorsoObeseTallMale);

        this.chestpiece.armorSpriteViews.Add(chest11);

        SpriteViews chest12 = this.GetAllSpriteViews(spritePrefix_, 92, 70, 114, BodyTypes.TorsoSkinnyTallFemale);

        this.chestpiece.armorSpriteViews.Add(chest12);

        SpriteViews chest13 = this.GetAllSpriteViews(spritePrefix_, 93, 71, 115, BodyTypes.TorsoBuffTallFemale);

        this.chestpiece.armorSpriteViews.Add(chest13);

        SpriteViews chest14 = this.GetAllSpriteViews(spritePrefix_, 94, 72, 116, BodyTypes.TorsoFatTallFemale);

        this.chestpiece.armorSpriteViews.Add(chest14);

        SpriteViews chest15 = this.GetAllSpriteViews(spritePrefix_, 95, 73, 117, BodyTypes.TorsoObeseTallFemale);

        this.chestpiece.armorSpriteViews.Add(chest15);

        //Setting this chestpiece object to dirty so that it saves the changes
        Undo.RecordObject(this.chestpiece, "Set Chestpiece Sprites");
        EditorUtility.SetDirty(this.chestpiece);
    }