public virtual GameProfileCustomItem loadColorPresetCustomItem(AppColorPreset preset) { GameProfileCustomItem customItem = new GameProfileCustomItem(); customItem = loadColorPresetCustomItem(customItem, preset); return(customItem); }
public virtual GameProfileCustomItem fillDefaultCustomColors(GameProfileCustomItem customItemTo, string type) { if (customItemTo == null) { return(customItemTo); } if (customItemTo.HasData()) { return(customItemTo); } // get a random List <AppColorPreset> colors = AppColorPresets.Instance.GetListByType(type); int randomIndex = UnityEngine.Random.Range(0, colors.Count - 1); AppColorPreset randomPreset = colors[randomIndex]; customItemTo = loadColorPresetCustomItem(customItemTo, randomPreset); //GameCustomController.SaveColors(customItemTo); return(customItemTo); }
public void HandleCustomPlayerColor() { CheckData(); if (customCharacterData.isCustomType || customCharacterData.isDefaultType) { //return; } else if (customCharacterDataCurrent.lastCustomColorCode != customCharacterData.presetColorCode) { if (AppColorPresets.Instance.CheckByCode(customCharacterData.presetColorCode)) { //LogUtil.Log("HandleCustomPlayerColor:changing:" + // " lastCustomColorCode:" + lastCustomColorCode + // " characterData.presetColorCode:" + characterData.presetColorCode); // load from current code AppColorPreset preset = AppColorPresets.Instance.GetByCode( customCharacterData.presetColorCode); GameCustomController.UpdateColorPresetObject( gameObject, preset); customCharacterDataCurrent.lastCustomColorCode = customCharacterData.presetColorCode; } } }
public void ChangePreset(int index) { int countPresets = AppColorPresets.Instance.GetListByType(type).Count; if (index < -1) { index = countPresets - 1; } if (index > countPresets - 1) { index = -1; } currentIndex = index; if (index > -2 && index < countPresets) { if (initialProfileCustomItem == null) { initialProfileCustomItem = GameProfileCharacters.currentCustom; } currentProfileCustomItem = GameProfileCharacters.currentCustom; if (index == -1) { UIUtil.SetLabelValue(labelCurrentDisplayName, "My Previous Colors"); GameCustomController.UpdateColorPresetObject( initialProfileCustomItem, currentObject, type); } else { AppColorPreset preset = AppColorPresets.Instance.GetListByType(type)[currentIndex]; // change character to currently selected texture preset currentProfileCustomItem = GameCustomController.UpdateColorPresetObject( currentProfileCustomItem, currentObject, preset); GameCustomController.SaveCustomItem(currentProfileCustomItem); UIUtil.SetLabelValue(labelCurrentDisplayName, preset.display_name); } } }
public virtual GameProfileCustomItem updateColorPresetObject( GameProfileCustomItem profileCustomItem, GameObject go, AppColorPreset preset) { if (preset == null) { return(profileCustomItem); } Dictionary <string, Color> colors = new Dictionary <string, Color>(); foreach (KeyValuePair <string, string> pair in preset.data) { colors.Add(pair.Key, AppColors.GetColor(pair.Value)); } if (colors.Count > 0) { return(updateColorPresetObject(profileCustomItem, go, preset.type, colors)); } return(profileCustomItem); }
public virtual GameProfileCustomItem loadColorPresetCustomItem(GameProfileCustomItem customItem, AppColorPreset preset) { foreach (KeyValuePair <string, string> pair in preset.data) { customItem.SetCustomColor(pair.Key, AppColors.GetColor(pair.Value)); } return(customItem); }