private void Start() { HeroCostume.Init(); HERO_SETUP component = gameObject.GetComponent <HERO_SETUP>(); component.Init(); component.myCostume = HeroCostume.costume[this.costumeId]; component.SetCharacterComponent(); this.head = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head"); this.cameraPref = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/shoulder_R/upper_arm_R"); if (this.costumeId == 9) { this.cameraOffset = monoT.position - this.cameraPref.position; } if (component.myCostume.sex == Sex.Female) { baseA.Play("stand"); baseA["stand"].normalizedTime = UnityEngine.Random.Range(0f, 1f); } else { baseA.Play("stand_levi"); baseA["stand_levi"].normalizedTime = UnityEngine.Random.Range(0f, 1f); } AnimationState animationState = baseA["stand_levi"]; float speed = 0.5f; baseA["stand"].speed = speed; animationState.speed = speed; }
private void Start() { HERO_SETUP component = base.gameObject.GetComponent <HERO_SETUP>(); HeroCostume.init2(); component.init(); component.myCostume = HeroCostume.costume[this.costumeId]; component.setCharacterComponent(); this.head = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head"); this.cameraPref = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/shoulder_R/upper_arm_R"); if (this.costumeId == 9) { this.cameraOffset = GameObject.Find("MainCamera_Mono").transform.position - this.cameraPref.position; } if (component.myCostume.sex == SEX.FEMALE) { base.animation.Play("stand"); base.animation["stand"].normalizedTime = UnityEngine.Random.Range((float)0f, (float)1f); } else { base.animation.Play("stand_levi"); base.animation["stand_levi"].normalizedTime = UnityEngine.Random.Range((float)0f, (float)1f); } float num = 0.5f; base.animation["stand"].speed = num; base.animation["stand_levi"].speed = num; }
private void Start() { HERO_SETUP component = base.gameObject.GetComponent <HERO_SETUP>(); HeroCostume.Init(); component.Init(); component.myCostume = HeroCostume.Costumes[costumeId]; component.CreateCharacterComponent(); head = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head"); cameraPref = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/shoulder_R/upper_arm_R"); if (costumeId == 9) { cameraOffset = GameObject.Find("MainCamera_Mono").transform.position - cameraPref.position; } if (component.myCostume.sex == Sex.Female) { base.animation.Play("stand"); base.animation["stand"].normalizedTime = Random.Range(0f, 1f); } else { base.animation.Play("stand_levi"); base.animation["stand_levi"].normalizedTime = Random.Range(0f, 1f); } AnimationState animationState = base.animation["stand_levi"]; float speed = 0.5f; base.animation["stand"].speed = speed; animationState.speed = speed; }
private void Start() { HERO_SETUP component = base.gameObject.GetComponent <HERO_SETUP>(); HeroCostume.init2(); component.init(); component.myCostume = HeroCostume.costume[this.costumeId]; component.setCharacterComponent(); // this.mainCameraT = CacheGameObject.Find("MainCamera_Mono").transform; this.head = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head"); this.cameraPref = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/shoulder_R/upper_arm_R"); if (this.costumeId == 9) { this.cameraOffset = GameObject.Find("MainCamera_Mono").transform.position - this.cameraPref.position; ////GameObject gameObject = base.gameObject; ////GameObject gameObject2 = CacheGameObject.Find("MenuBackGround"); ////string[] array = new string[] ////{ //// "head", //// "hand_L", //// "hand_R", //// "chest", //// "spine", //// "MenuBackGround" ////}; ////foreach (Renderer renderer in gameObject2.GetComponentsInChildren<Renderer>()) ////{ //// GameObject gameObject3; //// if (renderer != null && renderer.enabled && !(gameObject3 = renderer.transform.parent.gameObject).name.EqualTo(false, array) && gameObject3 != gameObject) //// { //// UnityEngine.Object.DestroyImmediate(gameObject3, false); //// } ////} //this.mainCameraT.position = new Vector3(10.9f, 5841.2f, 3338.3f); //this.mainCameraT.rotation = new Quaternion(-0.4f, 0.3f, 0.1f, 0.9f); //ThunderPos = this.mainCameraT.position; //TitanDiePos = this.mainCameraT.position + Vector3.down * 15f + this.mainCameraT.right * 3.5f; ////Camera.main.GetComponent<Skybox>().material = new Material(FengGameManagerMKII.skinCache[4]["NIGHT"]); //return; } if (component.myCostume.sex == SEX.FEMALE) { base.animation.Play("stand"); base.animation["stand"].normalizedTime = UnityEngine.Random.Range((float)0f, (float)1f); } else { base.animation.Play("stand_levi"); base.animation["stand_levi"].normalizedTime = UnityEngine.Random.Range((float)0f, (float)1f); } float num = 0.5f; base.animation["stand"].speed = num; base.animation["stand_levi"].speed = num; // UnityEngine.Object.Destroy(base.gameObject); }
private void Start() { int num; QualitySettings.SetQualityLevel(5, true); this.costumeOption = HeroCostume.costumeOption; this.setup = this.character.GetComponent <HERO_SETUP>(); this.setup.init(); this.setup.myCostume = new HeroCostume(); this.copyCostume(HeroCostume.costume[2], this.setup.myCostume, false); this.setup.myCostume.setMesh2(); this.setup.setCharacterComponent(); SEX[] sexArray1 = new SEX[2]; sexArray1[1] = SEX.FEMALE; this.sexOption = sexArray1; this.eyeOption = new int[0x1c]; for (num = 0; num < 0x1c; num++) { this.eyeOption[num] = num; } this.faceOption = new int[14]; for (num = 0; num < 14; num++) { this.faceOption[num] = num + 0x20; } this.glassOption = new int[10]; for (num = 0; num < 10; num++) { this.glassOption[num] = num + 0x30; } this.hairOption = new int[11]; for (num = 0; num < 11; num++) { this.hairOption[num] = num; } this.skinOption = new int[3]; for (num = 0; num < 3; num++) { this.skinOption[num] = num + 1; } this.capeOption = new int[2]; for (num = 0; num < 2; num++) { this.capeOption[num] = num; } DIVISION[] divisionArray1 = new DIVISION[4]; divisionArray1[1] = DIVISION.TheGarrison; divisionArray1[2] = DIVISION.TheMilitaryPolice; divisionArray1[3] = DIVISION.TheSurveryCorps; this.divisionOption = divisionArray1; this.skillOption = new string[] { "mikasa", "levi", "sasha", "jean", "marco", "armin", "petra" }; this.CostumeDataToMyID(); this.freshLabel(); }
private void Start() { this.setup = base.gameObject.GetComponent <HERO_SETUP>(); this.currentAnimation = "stand_levi"; this.play(this.currentAnimation); }
private void Start() { int num; QualitySettings.SetQualityLevel(5, true); this.costumeOption = HeroCostume.costumeOption; this.setup = this.character.GetComponent <HERO_SETUP>(); this.setup.init(); this.setup.myCostume = new HeroCostume(); //The following statement currently only decides between an AHSS costume and another default blades costume based on the EquipmentType. //This will presumably be updated when the custom hero functionality is made better. //Previously the costume was hardcoded to always generate (soldier) Annie with blades. if (setup.getEquipmentType() == EquipmentType.Ahss) { this.copyCostume(HeroCostume.costume[0x25], this.setup.myCostume, false); //This generates an AHSS soldier. } else { this.copyCostume(HeroCostume.costume[2], this.setup.myCostume, false); //This generates Annie with blades. } this.setup.myCostume.setMesh2(); this.setup.setCharacterComponent(); SEX[] sexArray1 = new SEX[2]; sexArray1[1] = SEX.FEMALE; this.sexOption = sexArray1; this.eyeOption = new int[0x1c]; for (num = 0; num < 0x1c; num++) { this.eyeOption[num] = num; } this.faceOption = new int[14]; for (num = 0; num < 14; num++) { this.faceOption[num] = num + 0x20; } this.glassOption = new int[10]; for (num = 0; num < 10; num++) { this.glassOption[num] = num + 0x30; } this.hairOption = new int[11]; for (num = 0; num < 11; num++) { this.hairOption[num] = num; } this.skinOption = new int[3]; for (num = 0; num < 3; num++) { this.skinOption[num] = num + 1; } this.capeOption = new int[2]; for (num = 0; num < 2; num++) { this.capeOption[num] = num; } DIVISION[] divisionArray1 = new DIVISION[4]; divisionArray1[1] = DIVISION.TheGarrison; divisionArray1[2] = DIVISION.TheMilitaryPolice; divisionArray1[3] = DIVISION.TheSurveryCorps; this.divisionOption = divisionArray1; this.skillOption = new string[] { "mikasa", "levi", "sasha", "jean", "marco", "armin", "petra" }; this.CostumeDataToMyID(); this.freshLabel(); }
private void Start() { setup = gameObject.GetComponent <HERO_SETUP>(); currentAnimation = "stand_levi"; play(currentAnimation); }
private void Start() { int num; QualitySettings.SetQualityLevel(5, true); costumeOption = HeroCostume.costumeOption; setup = character.GetComponent <HERO_SETUP>(); setup.init(); setup.myCostume = new HeroCostume(); copyCostume(HeroCostume.costume[2], setup.myCostume); setup.myCostume.setMesh2(); setup.setCharacterComponent(); var sexArray1 = new SEX[2]; sexArray1[1] = SEX.FEMALE; sexOption = sexArray1; eyeOption = new int[28]; for (num = 0; num < 28; num++) { eyeOption[num] = num; } faceOption = new int[14]; for (num = 0; num < 14; num++) { faceOption[num] = num + 32; } glassOption = new int[10]; for (num = 0; num < 10; num++) { glassOption[num] = num + 48; } hairOption = new int[11]; for (num = 0; num < 11; num++) { hairOption[num] = num; } skinOption = new int[3]; for (num = 0; num < 3; num++) { skinOption[num] = num + 1; } capeOption = new int[2]; for (num = 0; num < 2; num++) { capeOption[num] = num; } var divisionArray1 = new DIVISION[4]; divisionArray1[1] = DIVISION.TheGarrison; divisionArray1[2] = DIVISION.TheMilitaryPolice; divisionArray1[3] = DIVISION.TheSurveryCorps; divisionOption = divisionArray1; skillOption = new[] { "mikasa", "levi", "sasha", "jean", "marco", "armin", "petra" }; CostumeDataToMyID(); freshLabel(); }
private void Start() { QualitySettings.SetQualityLevel(5, applyExpensiveChanges: true); costumeOption = HeroCostume.CostumeOptions; setup = character.GetComponent <HERO_SETUP>(); setup.Init(); setup.myCostume = new HeroCostume(); copyCostume(HeroCostume.Costumes[2], setup.myCostume); setup.myCostume.SetMesh(); setup.CreateCharacterComponent(); sexOption = new Sex[2] { Sex.Male, Sex.Female }; eyeOption = new int[28]; for (int i = 0; i < 28; i++) { eyeOption[i] = i; } faceOption = new int[14]; for (int i = 0; i < 14; i++) { faceOption[i] = i + 32; } glassOption = new int[10]; for (int i = 0; i < 10; i++) { glassOption[i] = i + 48; } hairOption = new int[11]; for (int i = 0; i < 11; i++) { hairOption[i] = i; } skinOption = new int[3]; for (int i = 0; i < 3; i++) { skinOption[i] = i + 1; } capeOption = new int[2]; for (int i = 0; i < 2; i++) { capeOption[i] = i; } divisionOption = new Division[4] { Division.TraineesSquad, Division.TheGarrison, Division.TheMilitaryPolice, Division.TheSurveryCorps }; skillOption = new string[8] { "mikasa", "levi", "sasha", "jean", "marco", "armin", "petra", "eren" }; CostumeDataToMyID(); freshLabel(); }
private void Start() { QualitySettings.SetQualityLevel(5, true); this.costumeOption = HeroCostume.costumeOption; this.setup = this.character.GetComponent <HERO_SETUP>(); this.setup.Init(); this.setup.myCostume = new HeroCostume(); this.copyCostume(HeroCostume.costume[2], this.setup.myCostume, false); this.setup.myCostume.setMesh(); this.setup.SetCharacterComponent(); this.sexOption = new Sex[] { Sex.Male, Sex.Female }; this.eyeOption = new int[28]; for (int i = 0; i < 28; i++) { this.eyeOption[i] = i; } this.faceOption = new int[14]; for (int i = 0; i < 14; i++) { this.faceOption[i] = i + 32; } this.glassOption = new int[10]; for (int i = 0; i < 10; i++) { this.glassOption[i] = i + 48; } this.hairOption = new int[11]; for (int i = 0; i < 11; i++) { this.hairOption[i] = i; } this.skinOption = new int[3]; for (int i = 0; i < 3; i++) { this.skinOption[i] = i + 1; } this.capeOption = new int[2]; for (int i = 0; i < 2; i++) { this.capeOption[i] = i; } this.divisionOption = new DIVISION[] { DIVISION.TraineesSquad, DIVISION.TheGarrison, DIVISION.TheMilitaryPolice, DIVISION.TheSurveryCorps }; this.skillOption = new string[] { "mikasa", "levi", "sasha", "jean", "marco", "armin", "petra" }; this.CostumeDataToMyID(); this.freshLabel(); }