示例#1
0
        public override void OnInspectorGUI()
        {
            DrawDefaultInspector();

            void SaveToPrefab()
            {
                cc.ResetBodyMaterial();
                cc.StartupSerializationApplied = cc.GetSetup().SerializeToJson();
                PrefabUtility.ApplyPrefabInstance(cc.gameObject, InteractionMode.UserAction);
                var allPrefabs = FindObjectsOfType <CharacterCustomization>();

                foreach (var obj in allPrefabs)
                {
                    obj.StartupSerializationApply();
                }
            }

            if (GUIStyle == null)
            {
                GUIStyle                  = new GUIStyle();
                GUIStyle.fontStyle        = FontStyle.Bold;
                GUIStyle.normal.textColor = Color.grey;
            }
            if (GUIStyleReset == null)
            {
                GUIStyleReset                  = new GUIStyle(GUI.skin.button);
                GUIStyleReset.fontStyle        = FontStyle.Bold;
                GUIStyleReset.normal.textColor = Color.red;
            }
            if (GUIStyleSave == null)
            {
                GUIStyleSave                  = new GUIStyle(GUI.skin.button);
                GUIStyleSave.fontStyle        = FontStyle.Bold;
                GUIStyleSave.normal.textColor = Color.blue;
            }
            EditorGUILayout.Space();

            EditorGUI.BeginDisabledGroup(!valid || Application.isPlaying);

            GUILayout.BeginVertical("GroupBox");
            selectedEmotionTest = EditorGUILayout.Popup("Select emotion", selectedEmotionTest, emotionsList.ToArray());
            EditorGUILayout.Space();
            if (cc.currentEmotion != null)
            {
                EditorGUI.BeginDisabledGroup(cc.currentEmotion != null);
            }
            if (GUILayout.Button((cc.currentEmotion != null) ? string.Format("Playback {0:0.00}", 1 - cc.currentEmotion.timer) : "Emotion Test"))
            {
                cc.PlayEmotion(emotionsList[selectedEmotionTest], 2);
            }
            EditorGUI.EndDisabledGroup();
            GUILayout.EndVertical();

            EditorGUI.BeginDisabledGroup(cc.bakeSkinnedMeshRenderers.Count > 0);
            GUILayout.BeginVertical("GroupBox");
            EditorGUILayout.LabelField("LOD Levels:", string.Format("LOD{0} - LOD{1}", minLod, maxLod));
            EditorGUILayout.MinMaxSlider(ref minLod, ref maxLod, 0, 3);
            minLod = Mathf.RoundToInt(minLod);
            maxLod = Mathf.RoundToInt(maxLod);
            if (GUILayout.Button("Apply LOD Levels"))
            {
                var path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(cc.gameObject);

                GameObject contentsRoot = PrefabUtility.LoadPrefabContents(path);

                var childs       = contentsRoot.transform.GetChild(0).childCount;
                var defaultGroup = contentsRoot.transform.GetChild(0);

                for (var d = childs - 1; d > -1; d--)
                {
                    DestroyImmediate(defaultGroup.GetChild(0).gameObject);
                }

                PrefabUtility.SaveAsPrefabAsset(contentsRoot, path);
                PrefabUtility.UnloadPrefabContents(contentsRoot);

                cc.SetLODRange((int)minLod, (int)maxLod);

                PrefabUtility.ApplyPrefabInstance(cc.gameObject, InteractionMode.UserAction);

                cc.StartupSerializationApply();
            }
            EditorGUILayout.Space();

            EditorGUILayout.LabelField("LOD Levels Combined:", string.Format("LOD{0} - LOD{1}", minCombinedLod, maxCombinedLod));
            EditorGUILayout.MinMaxSlider(ref minCombinedLod, ref maxCombinedLod, minLod, maxLod);

            if (minCombinedLod != cc.MinLODLevelsCombined || maxCombinedLod != cc.MaxLODLevelsCombined || minLod != cc.MinLODLevels || maxLod != cc.MaxLODLevels)
            {
                minCombinedLod = Mathf.RoundToInt(minCombinedLod);
                maxCombinedLod = Mathf.RoundToInt(maxCombinedLod);
                minCombinedLod = Mathf.Clamp(minCombinedLod, minLod, maxLod);
                maxCombinedLod = Mathf.Clamp(maxCombinedLod, minLod, maxLod);

                if (cc.MinLODLevelsCombined != (int)minCombinedLod && !Application.isPlaying)
                {
                    cc.MinLODLevelsCombined = (int)minCombinedLod;
                }

                if (cc.MaxLODLevelsCombined != (int)maxCombinedLod && !Application.isPlaying)
                {
                    cc.MaxLODLevelsCombined = (int)maxCombinedLod;
                }
            }

            GUILayout.EndVertical();
            EditorGUI.EndDisabledGroup();
            GUILayout.BeginVertical("GroupBox");
            combinedCharacter = (CombinedCharacter)EditorGUILayout.ObjectField(combinedCharacter, typeof(CombinedCharacter), false);

            if (combinedCharacter == null && cc.combinedCharacter != null)
            {
                cc.combinedCharacter = combinedCharacter;
            }

            EditorGUI.BeginDisabledGroup(combinedCharacter == null);
            if (GUILayout.Button("Delete Combined Character From Project"))
            {
                EditorUtility.DisplayProgressBar("Delete Combined Character", "Process", 1f);
                cc.DeleteCombinedMeshFromProject();
                cc.ClearBake();
                SaveToPrefab();
                EditorUtility.ClearProgressBar();
                OnEnable();
            }
            EditorGUI.EndDisabledGroup();
            GUILayout.EndVertical();
            EditorGUI.EndDisabledGroup();

            EditorGUILayout.Space();
            GUILayout.Label("EDIT PREFAB IN THE EDITOR", GUIStyle);
            foldout = EditorGUILayout.Foldout(foldout, (foldout) ? new GUIContent(" SETTINGS", EditorGUIUtility.FindTexture("winbtn_mac_close")) : new GUIContent(" SETTINGS", EditorGUIUtility.FindTexture("winbtn_mac_max")));
            if (!valid && !Application.isPlaying)
            {
                if (foldout)
                {
                    EditorGUI.indentLevel++;
                    EditorGUILayout.HelpBox("Please move an object to the scene to edit.", MessageType.Warning);
                }
                return;
            }
            if (Application.isPlaying)
            {
                if (foldout)
                {
                    EditorGUI.indentLevel++;
                    EditorGUILayout.HelpBox("Please exit from play mode to edit.", MessageType.Warning);
                }
                return;
            }
            if (foldout)
            {
                GUILayout.BeginVertical("GroupBox");
                GUILayout.Space(10);
                var level = EditorGUI.indentLevel;
                EditorGUI.indentLevel++;

                var SkinColor       = EditorGUILayout.ColorField("Skin Color", SkinColorNew);
                var EyeColor        = EditorGUILayout.ColorField("Eye Color", EyeColorNew);
                var HairColor       = EditorGUILayout.ColorField("Hair Color", HairColorNew);
                var UnderpantsColor = EditorGUILayout.ColorField("Underpants Color", UnderpantsColorNew);

                if (SkinColor != SkinColorNew)
                {
                    cc.SetBodyColor(BodyColorPart.Skin, SkinColor);
                    SkinColorNew = SkinColor;
                }
                if (EyeColor != EyeColorNew)
                {
                    cc.SetBodyColor(BodyColorPart.Eye, EyeColor);
                    EyeColorNew = EyeColor;
                }
                if (HairColor != HairColorNew)
                {
                    cc.SetBodyColor(BodyColorPart.Hair, HairColor);
                    HairColorNew = HairColor;
                }
                if (UnderpantsColor != UnderpantsColorNew)
                {
                    cc.SetBodyColor(BodyColorPart.Underpants, UnderpantsColor);
                    UnderpantsColorNew = UnderpantsColor;
                }

                EditorGUILayout.Space();
                if (GUILayout.Button("Reset Body Colors"))
                {
                    cc.ResetBodyColors();
                    GetColors(cc);
                }

                EditorGUILayout.Space();

                if (hairList.Count == 0)
                {
                    hairList.Add("None");
                    foreach (var hair in cc.hairPresets)
                    {
                        hairList.Add(hair.name);
                    }
                }

                if (beardList.Count == 0)
                {
                    beardList.Add("None");
                    foreach (var hair in cc.beardPresets)
                    {
                        beardList.Add(hair.name);
                    }
                }

                if (hatList.Count == 0)
                {
                    hatList.Add("None");
                    foreach (var hat in cc.hatsPresets)
                    {
                        hatList.Add(hat.name);
                    }
                }
                if (accessoryList.Count == 0)
                {
                    accessoryList.Add("None");
                    foreach (var accessory in cc.accessoryPresets)
                    {
                        accessoryList.Add(accessory.name);
                    }
                }

                if (shirtList.Count == 0)
                {
                    shirtList.Add("None");
                    foreach (var shirt in cc.shirtsPresets)
                    {
                        shirtList.Add(shirt.name);
                    }
                }

                if (pantsList.Count == 0)
                {
                    pantsList.Add("None");
                    foreach (var pants in cc.pantsPresets)
                    {
                        pantsList.Add(pants.name);
                    }
                }
                if (shoesList.Count == 0)
                {
                    shoesList.Add("None");
                    foreach (var shoes in cc.shoesPresets)
                    {
                        shoesList.Add(shoes.name);
                    }
                }
                EditorGUI.BeginDisabledGroup(cc.bakeSkinnedMeshRenderers.Count > 0);
                selectedHair      = EditorGUILayout.Popup("Hair", selectedHair, hairList.ToArray());
                selectedBeard     = EditorGUILayout.Popup("Beard", selectedBeard, beardList.ToArray());
                selectedHat       = EditorGUILayout.Popup("Hat", selectedHat, hatList.ToArray());
                selectedAccessory = EditorGUILayout.Popup("Accessory", selectedAccessory, accessoryList.ToArray());
                selectedShirt     = EditorGUILayout.Popup("Shirt", selectedShirt, shirtList.ToArray());
                selectedPants     = EditorGUILayout.Popup("Pants", selectedPants, pantsList.ToArray());
                selectedShoes     = EditorGUILayout.Popup("Shoes", selectedShoes, shoesList.ToArray());

                if (selectedHair - 1 != cc.hairActiveIndex)
                {
                    cc.SetHairByIndex(selectedHair - 1);
                }
                if (selectedBeard - 1 != cc.beardActiveIndex)
                {
                    cc.SetBeardByIndex(selectedBeard - 1);
                }
                if (selectedHat - 1 != cc.clothesActiveIndexes[ClothesPartType.Hat])
                {
                    cc.SetElementByIndex(ClothesPartType.Hat, selectedHat - 1);
                }
                if (selectedAccessory - 1 != cc.clothesActiveIndexes[ClothesPartType.Accessory])
                {
                    cc.SetElementByIndex(ClothesPartType.Accessory, selectedAccessory - 1);
                }
                if (selectedShirt - 1 != cc.clothesActiveIndexes[ClothesPartType.Shirt])
                {
                    cc.SetElementByIndex(ClothesPartType.Shirt, selectedShirt - 1);
                }
                if (selectedPants - 1 != cc.clothesActiveIndexes[ClothesPartType.Pants])
                {
                    cc.SetElementByIndex(ClothesPartType.Pants, selectedPants - 1);
                }
                if (selectedShoes - 1 != cc.clothesActiveIndexes[ClothesPartType.Shoes])
                {
                    cc.SetElementByIndex(ClothesPartType.Shoes, selectedShoes - 1);
                }

                headSize   = EditorGUILayout.Slider("Head Size", headSize, -0.25f, 0.25f);
                headOffset = EditorGUILayout.Slider("Head Offset", headOffset, -100f, 100f);
                height     = EditorGUILayout.Slider("Height", height, -0.06f, 0.06f);

                if (headSize != cc.headSizeValue)
                {
                    cc.SetHeadSize(headSize);
                }

                if (headOffset != cc.GetBodyShapeWeight("Head_Offset"))
                {
                    cc.SetHeadOffset(headOffset);
                }

                if (height != cc.heightValue)
                {
                    cc.SetHeight(height);
                }

                EditorGUI.EndDisabledGroup();

                bodyShape = EditorGUILayout.Foldout(bodyShape, "BODY SHAPES");
                if (bodyShape)
                {
                    EditorGUI.indentLevel++;
                    EditorGUILayout.HelpBox("Shapes <Slimness> and <BreastSize> for female only!", MessageType.None);
                    foreach (var bsw in bodyShapeWeight.Keys.ToList())
                    {
                        var val = EditorGUILayout.Slider(bsw.ToString(), bodyShapeWeight[bsw], 0f, 100f);
                        if (val != bodyShapeWeight[bsw])
                        {
                            cc.SetBodyShape(bsw, val);
                            bodyShapeWeight[bsw] = val;
                        }
                    }
                    EditorGUI.indentLevel--;
                }

                faceShape = EditorGUILayout.Foldout(faceShape, "FACE SHAPES");
                if (faceShape)
                {
                    EditorGUI.indentLevel++;
                    foreach (var fsw in faceShapeWeight.Keys.ToList())
                    {
                        var val = EditorGUILayout.Slider(fsw.ToString(), faceShapeWeight[fsw], -100f, 100f);
                        if (val != faceShapeWeight[fsw])
                        {
                            cc.SetFaceShape(fsw, val);
                            faceShapeWeight[fsw] = val;
                        }
                    }
                    EditorGUI.indentLevel--;
                }

                EditorGUILayout.Space();
                if (GUILayout.Button("Randomize"))
                {
                    cc.Randomize();

                    selectedHair      = cc.hairActiveIndex + 1;
                    selectedBeard     = cc.beardActiveIndex + 1;
                    selectedHat       = cc.clothesActiveIndexes[ClothesPartType.Hat] + 1;
                    selectedAccessory = cc.clothesActiveIndexes[ClothesPartType.Accessory] + 1;
                    selectedShirt     = cc.clothesActiveIndexes[ClothesPartType.Shirt] + 1;
                    selectedPants     = cc.clothesActiveIndexes[ClothesPartType.Pants] + 1;
                    selectedShoes     = cc.clothesActiveIndexes[ClothesPartType.Shoes] + 1;
                }
                EditorGUILayout.Space();
                if (GUILayout.Button("Reset All", GUIStyleReset))
                {
                    cc.ResetBodyColors();
                    GetColors(cc);
                    cc.StartupSerializationApplied = string.Empty;
                    selectedHair      = 1;
                    selectedBeard     = 0;
                    selectedHat       = 0;
                    selectedAccessory = 0;
                    selectedShirt     = 0;
                    selectedPants     = 0;
                    selectedShoes     = 0;

                    foreach (var bsw in bodyShapeWeight.Keys.ToArray())
                    {
                        bodyShapeWeight[bsw] = 0f;
                        cc.SetBodyShape(bsw, bodyShapeWeight[bsw]);
                    }

                    foreach (var fsw in faceShapeWeight.Keys.ToArray())
                    {
                        faceShapeWeight[fsw] = 0f;
                        cc.SetFaceShape(fsw, faceShapeWeight[fsw]);
                    }
                    headSize   = 0;
                    headOffset = 0;
                    height     = 0;

                    cc.SetHeadSize(headSize);
                    cc.SetHeadOffset(headOffset);
                    cc.SetHeight(height);
                }
                EditorGUILayout.Space();
                EditorGUI.BeginDisabledGroup(cc.combinedCharacter != null);

                if (GUILayout.Button("Combine Character & Apply To Prefab", GUIStyleSave) && cc.combinedCharacter == null)
                {
                    EditorUtility.DisplayProgressBar("Combine Character", "Process", 1f);
                    cc.RecalculateLOD();
                    cc.BakeCharacter(true, true);

                    PrefabUtility.ApplyPrefabInstance(cc.gameObject, InteractionMode.AutomatedAction);
                    EditorUtility.ClearProgressBar();
                    OnEnable();
                }

                EditorGUI.EndDisabledGroup();
                EditorGUI.BeginDisabledGroup(cc.bakeSkinnedMeshRenderers.Count == 0);
                if (GUILayout.Button("Clear Combined Character", GUIStyleSave))
                {
                    EditorUtility.DisplayProgressBar("Clear Combine Character", "Process", 1f);
                    cc.ClearBake();
                    EditorUtility.ClearProgressBar();

                    OnEnable();
                }
                EditorGUI.EndDisabledGroup();
                EditorGUILayout.Space();
                if (GUILayout.Button("Recalculate LODs", GUIStyleSave))
                {
                    cc.RecalculateLOD();
                }
                if (GUILayout.Button("Save & Apply To Prefab", GUIStyleSave))
                {
                    SaveToPrefab();
                    GUIUtility.ExitGUI();
                }

                EditorGUI.indentLevel = level;
                GUILayout.EndVertical();
            }

            EditorUtility.SetDirty(cc);
        }
示例#2
0
 public void CombineMesh()
 {
     characterCustomization.BakeCharacter();
 }