示例#1
0
    public void InitializeData(ICharacterSlotOverly so)
    {
        Material m = overlay.material.material;

        m.shader = Shader.Find(m.shader.name);

        so.AddSlotWithNameIndex(partIndex, slot);
        so.AddOverlayWithNameIndex(partIndex, overlay);
    }
示例#2
0
 public CharacterCloth
     (ECharacterResType type, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase)
 {
     resType              = type;
     umaContext           = UMAContext.FindInstance();
     characterData        = _characterData;
     characterSlotOverlay = _characterSlotOverlay;
     character            = _character;
     characterBase        = _characterBase;
 }
示例#3
0
 public void InitializeSlotData(ICharacterSlotOverly so)
 {
     if (slotoverlays == null)
     {
         return;
     }
     for (int i = 0; i < slotoverlays.Count; i++)
     {
         slotoverlays[i].InitializeData(so);
     }
 }
示例#4
0
 public Cloth
     (ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase, ClothModel _cm)
 {
     resType              = type;
     umaContext           = _umaContext;
     characterSlotOverlay = _characterSlotOverlay;
     character            = _character;
     characterData        = _characterData;
     characterBase        = _characterBase;
     cm          = _cm;
     PutOnDelete = new List <string>();
 }
示例#5
0
 public CharacterBase
     (ECharacterResType type,
     ICharacterSlotOverly _characterSlotOverlay,
     UMAData _umaData,
     UMADynamicAvatar _umaDynamicAvatar,
     CharacterData _characterData)
 {
     resType              = type;
     umaContext           = UMAContext.FindInstance();
     characterSlotOverlay = _characterSlotOverlay;
     umaData              = _umaData;
     umaDynamicAvatar     = _umaDynamicAvatar;
     characterData        = _characterData;
 }
示例#6
0
 public CharacterClothItem(
     ECharacterResType type,
     UMAContext _umaContext,
     CharacterData _characterData,
     ICharacterSlotOverly _characterSlotOverlay,
     ICharacterPlayer _character,
     ICharacterBase _characterBase)
 {
     resType              = type;
     umaContext           = _umaContext;
     characterData        = _characterData;
     characterSlotOverlay = _characterSlotOverlay;
     character            = _character;
     characterBase        = _characterBase;
 }
示例#7
0
 public Hair(ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase, ClothModel _cm)
     : base(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm)
 {
 }
    public static ICloths CreatCloth
        (ECharacterResType type, UMAContext _umaContext, CharacterData _characterData, ICharacterSlotOverly _characterSlotOverlay, ICharacterPlayer _character, ICharacterBase _characterBase, ClothModel _cm)
    {
        ICloths ich = null;

        switch (_cm.wearpos)
        {
        case WearPosConst.WAER_POS_CLOTH:
            ich = new Coat(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm);
            break;

        case WearPosConst.WEAR_POS_PANT:
            ich = new Pant(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm);
            break;

        case WearPosConst.WEAR_POS_SUIT:
            ich = new Suit(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm);
            break;

        case WearPosConst.WAER_POS_HAIR:
            ich = new Hair(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm);
            break;

        case WearPosConst.WEAR_POS_SHOE:
            ich = new Shoe(type, _umaContext, _characterData, _characterSlotOverlay, _character, _characterBase, _cm);
            break;
        }
        return(ich);
    }