示例#1
0
    IEnumerator SetWindowRefs()
    {
        yield return(new WaitForEndOfFrame());

        GameObject options = Instantiate(dialogWindowPrefab);
        //get the window out of it's own canvas
        Transform optionsTransform = options.transform.GetChild(0);

        //add it to the creation ui transform
//		optionsTransform.SetParent (ui,false);
        //finally set the ref to it's window component
        optionsWindow = optionsTransform.GetComponent <GenericDialog>();
        optionsWindow.gameObject.SetActive(false);
        confirmSelection = optionsWindow.ConfirmBtn;
        backButton       = optionsWindow.CancelBtn;



        //This should be a tooltip on each option that is created....
//		GameObject  descriptionWindow = Instantiate (descriptionWindowPrefab);
        //get the window out of it's own canvas
//		Transform descsTransform = descriptionWindow.transform.GetChild (0);
        //add it to the creation ui transform
//		descsTransform.SetParent (ui,false);
        //finally set the ref to it's window component
//		Utilities.UtilUnity.PasteValuesFromComponentAToB<GenericDialog>(
//			descriptionWindow.GetComponent<GenericDialog>(),
//		infoWindow = descsTransform.GetComponent<GenericDialog>();


        GameObject runningSheet = Instantiate(inventoryViewPrefab);

        //get the window out of it's own canvas
//		Transform runningSheetTransform = runningSheet.transform.GetChild (0);
        //add it to the creation ui transform
//		runningSheetTransform.SetParent (ui,false);
        //finally set the ref to it's window component
        //finally set the ref to it's window component
//		Utilities.UtilUnity.PasteValuesFromComponentAToB<GenericDialog>(
//			runningSheet.GetComponent<GenericDialog>(),
//		);


        InventoryView.instance.doStubCharacters      = false;
        InventoryView.instance.interactivityDisabled = true;


        character               = new Sheet();
        character.Name          = "New Character";
        customizationController = new CharacterCreationController(this, character);
        customizationController.BeginCustomization();

        StartCoroutine(ShowInv());
    }
示例#2
0
    // Basic Info

    /*public Person (int skinColor, int eyeColor, int hairColor, int faceShape, int eyeShape, int noseShape, int mouthShape, int earShape, int bangShape,
     *  int hairShape, int mustache, int beard, int piercing, int freckles, int mole)
     * {
     *  SkinColor = skinColors[skinColor];
     *  EyeColor = eyeColors[eyeColor];
     *  HairColor = hairColors[hairColor];
     *
     *  FaceShape = faceShapes[faceShape];
     *  EyeShape = eyeShapes[eyeShape];
     *  NoseShape = noseShapes[noseShape];
     *  MouthShape = mouthShapes[mouthShape];
     *  EarShape = earShapes[earShape];
     *
     *  BangShape = bangShapes[bangShape];
     *  HairShape = hairShapes[hairShape];
     *
     *  Mustache = mustaches[mustache];
     *  Beard = beards[beard];
     *
     *  Piercing = piercings[piercing];
     *  Freckles = frecklesTypes[freckles];
     *  Mole = moles[mole];
     * }*/
    public Person(string firstName, string lastName, int skinColor, int eyeColor, int hairColor, int faceShape, int eyeShape, int mouthShape,
                  int hairShape, GameObject avatar)
    {
        FirstName = firstName;
        LastName  = lastName;

        CharacterCreationController CharacterController = GameObject.FindObjectOfType <CharacterCreationController>();

        SkinColor = CharacterController.skinColors[skinColor];
        EyeColor  = CharacterController.eyeColors[eyeColor];
        HairColor = CharacterController.hairColors[hairColor];

        FaceShape  = CharacterController.faceShapes[faceShape];
        EyeShape   = CharacterController.eyeShapes[eyeShape];
        MouthShape = CharacterController.mouthShapes[mouthShape];

        HairShape = CharacterController.hairShapes[hairShape];

        UpdateAvatar(avatar);
    }
 private void Awake()
 {
     Instance = this;
     enterWorldButton.onClick.AddListener(EnterWorld);
 }