public CmpHair GetCustomHairComponent(int parts) { if (this.cmpHair == null) { return((CmpHair)null); } if (parts >= this.cmpHair.Length) { return((CmpHair)null); } CmpHair cmpHair = this.cmpHair[parts]; return(Object.op_Equality((Object)null, (Object)cmpHair) ? (CmpHair)null : cmpHair); }
public static void InitializeHair(GameObject selectedObject) { GameObject hairObject = selectedObject; hairObject.layer = 10; if (hairObject != null) { AIChara.CmpHair hairComponent = hairObject.GetComponent <AIChara.CmpHair>(); if (hairComponent == null) { hairComponent = hairObject.AddComponent <AIChara.CmpHair>(); } FindAssist findAssist = new FindAssist(); findAssist.Initialize(hairComponent.transform); hairComponent.rendHair = (from x in hairComponent.GetComponentsInChildren <Renderer>(true) where !x.name.Contains("_acs") select x).ToArray(); // remove all dynamic bones. smh... DynamicBone[] components = hairComponent.GetComponents <DynamicBone>(); foreach (var comp in components) { Object.DestroyImmediate(comp); } DevPreviewHair previewComp = hairObject.GetComponent <DevPreviewHair>(); if (previewComp == null) { previewComp = hairObject.AddComponent <DevPreviewHair>(); } previewComp.hairTexturePath = ModPacker.GetProjectPath().Replace("Assets/", ""); var dynBones = (from x in findAssist.dictObjName where x.Value.transform.name.Contains("_s") select x.Value).ToArray(); foreach (GameObject bone in dynBones) { DynamicBone dynBone = hairObject.AddComponent <DynamicBone>(); dynBone.m_Root = bone.transform; dynBone.m_UpdateRate = 60; dynBone.m_UpdateMode = DynamicBone.UpdateMode.AnimatePhysics; dynBone.m_Damping = 0.102f; dynBone.m_Elasticity = 0.019f; dynBone.m_ElasticityDistrib = new AnimationCurve(); dynBone.m_ElasticityDistrib.AddKey(0f, 0.969f); dynBone.m_ElasticityDistrib.AddKey(1f, 0.603f); dynBone.m_Stiffness = 0.144f; dynBone.m_Inert = 0.072f; dynBone.m_Radius = 0.1f; dynBone.m_RadiusDistrib = new AnimationCurve(); dynBone.m_RadiusDistrib.AddKey(0f, 1f); dynBone.m_RadiusDistrib.AddKey(1f, 0.5f); dynBone.m_EndLength = 0f; dynBone.m_Force = new Vector3(0, -0.005f, 0); } components = hairComponent.GetComponents <DynamicBone>(); KeyValuePair <string, GameObject> keyValuePair = findAssist.dictObjName.FirstOrDefault((KeyValuePair <string, GameObject> x) => x.Key.Contains("_top")); if (keyValuePair.Equals(default(KeyValuePair <string, GameObject>))) { return; } hairComponent.boneInfo = new AIChara.CmpHair.BoneInfo[keyValuePair.Value.transform.childCount]; for (int i = 0; i < hairComponent.boneInfo.Length; i++) { Transform child = keyValuePair.Value.transform.GetChild(i); findAssist.Initialize(child); AIChara.CmpHair.BoneInfo boneInfo = new AIChara.CmpHair.BoneInfo(); KeyValuePair <string, GameObject> keyValuePair2 = findAssist.dictObjName.FirstOrDefault((KeyValuePair <string, GameObject> x) => x.Key.Contains("_s")); if (!keyValuePair2.Equals(default(KeyValuePair <string, GameObject>))) { Transform transform = keyValuePair2.Value.transform; boneInfo.trfCorrect = transform; boneInfo.basePos = boneInfo.trfCorrect.transform.localPosition; boneInfo.posMin.x = boneInfo.trfCorrect.transform.localPosition.x + 0.5f; boneInfo.posMin.y = boneInfo.trfCorrect.transform.localPosition.y; boneInfo.posMin.z = boneInfo.trfCorrect.transform.localPosition.z + 0.5f; boneInfo.posMax.x = boneInfo.trfCorrect.transform.localPosition.x - 0.5f; boneInfo.posMax.y = boneInfo.trfCorrect.transform.localPosition.y - 0.5f; boneInfo.posMax.z = boneInfo.trfCorrect.transform.localPosition.z - 0.5f; boneInfo.baseRot = boneInfo.trfCorrect.transform.localEulerAngles; boneInfo.rotMin.x = boneInfo.trfCorrect.transform.localEulerAngles.x - 30f; boneInfo.rotMin.y = boneInfo.trfCorrect.transform.localEulerAngles.y - 30f; boneInfo.rotMin.z = boneInfo.trfCorrect.transform.localEulerAngles.z - 30f; boneInfo.rotMax.x = boneInfo.trfCorrect.transform.localEulerAngles.x + 30f; boneInfo.rotMax.y = boneInfo.trfCorrect.transform.localEulerAngles.y + 30f; boneInfo.rotMax.z = boneInfo.trfCorrect.transform.localEulerAngles.z + 30f; boneInfo.moveRate.x = Mathf.InverseLerp(boneInfo.posMin.x, boneInfo.posMax.x, boneInfo.basePos.x); boneInfo.moveRate.y = Mathf.InverseLerp(boneInfo.posMin.y, boneInfo.posMax.y, boneInfo.basePos.y); boneInfo.moveRate.z = Mathf.InverseLerp(boneInfo.posMin.z, boneInfo.posMax.z, boneInfo.basePos.z); boneInfo.rotRate.x = Mathf.InverseLerp(boneInfo.rotMin.x, boneInfo.rotMax.x, boneInfo.baseRot.x); boneInfo.rotRate.y = Mathf.InverseLerp(boneInfo.rotMin.y, boneInfo.rotMax.y, boneInfo.baseRot.y); boneInfo.rotRate.z = Mathf.InverseLerp(boneInfo.rotMin.z, boneInfo.rotMax.z, boneInfo.baseRot.z); } List <DynamicBone> list = new List <DynamicBone>(); DynamicBone[] array = components; for (int j = 0; j < array.Length; j++) { DynamicBone n = array[j]; if (!findAssist.dictObjName.FirstOrDefault((KeyValuePair <string, GameObject> x) => x.Key == n.m_Root.name).Equals(default(KeyValuePair <string, GameObject>))) { list.Add(n); } } boneInfo.dynamicBone = list.ToArray(); hairComponent.boneInfo[i] = boneInfo; } findAssist = new FindAssist(); findAssist.Initialize(hairComponent.transform); hairComponent.rendAccessory = (from s in findAssist.dictObjName where s.Key.Contains("_acs") select s into x select x.Value.GetComponent <Renderer>() into r where null != r select r).ToArray <Renderer>(); SkinnedMeshRenderer[] renderers = hairObject.GetComponentsInChildren <SkinnedMeshRenderer>(); hairComponent.rendCheckVisible = new SkinnedMeshRenderer[renderers.Length]; for (int i = 0; i < renderers.Length; i++) { renderers[i].gameObject.layer = 10; hairComponent.rendCheckVisible[i] = renderers[i]; } } }