Firstborn/Assets/RPG Creation Kit/Scripts/Character Creation/CharacterCreationManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using RPGCreationKit;
using UnityEngine.UI;
using TMPro;
using RPGCreationKit.SaveSystem;
using System.IO;
public class CharacterCreationManager : MonoBehaviour
{
[Header("SETTINGS")]
public Race[] playableRaces;
public Race defaultRace;
public Race selectedRace;
public RuntimeAnimatorController animControllerMale;
public RuntimeAnimatorController animControllerFemale;
[SerializeField] private PlayerInput input;
[SerializeField] private Animator camAnimator;
[SerializeField] public bool isCreatingMale = true;
public BodyData currentCharacter;
[SerializeField] private GameObject LeftPanelMenu;
[SerializeField] private GameObject LeftPanelSaveLoad;
[SerializeField] private GameObject LeftPanelFaceMenu;
[SerializeField] private GameObject PanelHairMenu;
[SerializeField] private GameObject PanelSkinMenu;
[SerializeField] private GameObject PanelLipsMenu;
[SerializeField] private GameObject ColorMenu;
[SerializeField] private GameObject PlayerSexManu;
[SerializeField] private List<TextMeshProUGUI> SetStats;
[SerializeField] private TMP_InputField characterNameField;
[SerializeField] private GameObject messagePanel;
[SerializeField] private GameObject messageBoxErrorName;
[SerializeField] private GameObject messageBoxConfirmation;
[SerializeField] private Transform characterT;
[SerializeField] private Toggle maleToggle;
[SerializeField] private Toggle editFaceButton;
[SerializeField] private GameObject headBlendshapePrefab;
[SerializeField] public Transform headBlendshapeContent;
[SerializeField] public Color HairColor = new Color(255, 255, 255);
[SerializeField] public Color LipsColor = new Color(255, 255, 255);
[SerializeField] public Color SkinColor = new Color(255, 255, 255);
[SerializeField] private TextMeshProUGUI raceNameText;
[SerializeField] private TextMeshProUGUI hairTypeText;
[SerializeField] private TextMeshProUGUI eyesTypeText;
[SerializeField] public int selectedHair = 0;
[SerializeField] public int selectedEyes = 0;
[SerializeField] private int selectedRaceIndex = 0;
[SerializeField] private int BlendshapeCounted = 0;
public FlexibleColorPicker HairColorChanger;
public FlexibleColorPicker SkinColorChanger;
public FlexibleColorPicker LipsColorChanger;
// Start is called before the first frame update
void Start()
{
RckInput.LoadInputSave();
RckInput.SetPlayerInputInstance(input);
// Add color changers
HairColorChanger.onColorChange.AddListener(OnChangeHairColor);
SkinColorChanger.onColorChange.AddListener(OnChangeSkinColor);
LipsColorChanger.onColorChange.AddListener(OnChangeLipsColor);
selectedRace = defaultRace;
// Load default race
LoadRaceCharacter(selectedRace);
}
public void LoadRaceCharacter(Race race)
{
selectedHair = 0;
selectedEyes = 0;
// Destroy all in character T
foreach (Transform T in characterT)
Destroy(T.gameObject);
// Spawn the character
GameObject toSpawn = (isCreatingMale) ? race.maleModel.gameObject : race.femaleModel.gameObject;
GameObject character = Instantiate(toSpawn, characterT);
currentCharacter = character.GetComponent<BodyData>();
Animator anim = character.GetComponent<Animator>();
if(anim != null)
{
var animController = (isCreatingMale) ? animControllerMale : animControllerFemale;
anim.runtimeAnimatorController = animController;
anim.enabled = true;
}
raceNameText.text = race.raceName;
}
public void OnChangeHairColor(Color co) {
HairColor = co;
SkinnedMeshRenderer Hair = currentCharacter.hair;
Material[] MyMats = Hair.materials;
for (int i = 0; i < MyMats.Length; i++)
MyMats[i].SetColor("_Diffuse", co);
}
public void OnChangeLipsColor(Color co) {
LipsColor = co;
SkinnedMeshRenderer Lips = currentCharacter.Lips;
Material[] MyMats = Lips.materials;
for (int i = 0; i < MyMats.Length; i++)
MyMats[i].SetColor("_Diffuse", co);
}
public void OnChangeSkinColor(Color co) {
SkinColor = co;
SkinnedMeshRenderer Torso = currentCharacter.upperbody;
SkinnedMeshRenderer Legs = currentCharacter.lowerbody;
SkinnedMeshRenderer Head = currentCharacter.head;
SkinnedMeshRenderer Arms = currentCharacter.arms;
SkinnedMeshRenderer Hands = currentCharacter.hands;
SkinnedMeshRenderer Feet = currentCharacter.feet;
SkinnedMeshRenderer Lips = currentCharacter.Lips;
Material[] MyTorsoMats = Torso.materials;
Material[] MyLegsMats = Legs.materials;
Material[] MyHeadMats = Head.materials;
Material[] MyArmsMats = Arms.materials;
Material[] MyHandsMats = Hands.materials;
Material[] MyFeetMats = Feet.materials;
Material[] MyLipsMats = Lips.materials;
for (int i = 0; i < MyTorsoMats.Length; i++)
MyTorsoMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyLegsMats.Length; i++)
MyLegsMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyHeadMats.Length; i++)
MyHeadMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyArmsMats.Length; i++)
MyArmsMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyHandsMats.Length; i++)
MyHandsMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyFeetMats.Length; i++)
MyFeetMats[i].SetColor("_Diffuse", co);
}
public void OnMaleToggleChanges()
{
isCreatingMale = maleToggle.isOn;
LoadRaceCharacter(selectedRace);
if (LeftPanelFaceMenu.activeSelf)
foreach (Transform T in headBlendshapeContent)
Destroy(T.gameObject);
MakeBlendShapes();
}
public void ToggleSkinColor()
{
PanelLipsMenu.SetActive(false);
PanelHairMenu.SetActive(false);
PanelSkinMenu.SetActive(true);
}
public void ToggleLips()
{
PanelSkinMenu.SetActive(false);
PanelHairMenu.SetActive(false);
PanelLipsMenu.SetActive(true);
}
public void ToggleHairColor()
{
PanelLipsMenu.SetActive(false);
PanelHairMenu.SetActive(true);
PanelSkinMenu.SetActive(false);
}
public void EditFaceButton()
{
LeftPanelMenu.SetActive(false);
LeftPanelFaceMenu.SetActive(true);
PlayerSexManu.SetActive(true);
ColorMenu.SetActive(true);
LeftPanelSaveLoad.SetActive(false);
MakeBlendShapes();
}
public void SaveLoadButton()
{
LeftPanelMenu.SetActive(false);
LeftPanelFaceMenu.SetActive(false);
PlayerSexManu.SetActive(false);
ColorMenu.SetActive(false);
LeftPanelSaveLoad.SetActive(true);
}
public void MakeBlendShapes()
{
// Cam_BodyToFace();
SkinnedMeshRenderer Face = currentCharacter.head;
faceBlendshapes.Clear();
// Display all blendshapes
bool FoundEnd = false;
for (int i = 0; ((i < Face.sharedMesh.blendShapeCount) && (FoundEnd == false)); i++)
{
if (Face.sharedMesh.GetBlendShapeName(i).ToString().Contains("===")) {
FoundEnd = true;
BlendshapeCounted = i;
} else {
GameObject newBlendshape = Instantiate(headBlendshapePrefab, headBlendshapeContent);
BlendshapeInCreationList newBlendshapeScript = newBlendshape.GetComponent<BlendshapeInCreationList>();
newBlendshapeScript.usesHeadBlendshapes = true;
faceBlendshapes.Add(newBlendshapeScript.slider);
newBlendshapeScript.AssignBlendshape(Face, i, Face.sharedMesh.GetBlendShapeName(i).ToString());
}
}
if(faceBlendshapes.Count > 0 && RckInput.isUsingGamepad)
faceBlendshapes[0].Select();
}
public void BackFromFaceButton()
{
foreach (Transform T in headBlendshapeContent)
Destroy(T.gameObject);
LeftPanelMenu.SetActive(true);
LeftPanelFaceMenu.SetActive(false);
PlayerSexManu.SetActive(false);
ColorMenu.SetActive(false);
LeftPanelSaveLoad.SetActive(false);
// Cam_FaceToBody();
if (RckInput.isUsingGamepad)
editFaceButton.Select();
}
[ContextMenu("Face Button")]
public void Cam_BodyToFace()
{
// camAnimator.SetBool("isMale", isCreatingMale);
camAnimator.SetTrigger("bodyToFace");
}
[ContextMenu("Back Button")]
public void Cam_FaceToBody()
{
// camAnimator.SetBool("isMale", isCreatingMale);
camAnimator.SetTrigger("faceToBody");
}
public FaceBlendshapesSaveData GenerateFaceBlendshapeSaveData()
{
FaceBlendshapesSaveData data = new RPGCreationKit.SaveSystem.FaceBlendshapesSaveData();
for (int i = 0; i < currentCharacter.head.sharedMesh.blendShapeCount; i++)
data.allShapes.Add(new FaceBlendshapeSaveData(i, currentCharacter.head.GetBlendShapeWeight(i)));
return data;
}
public void ContinueButton()
{
messagePanel.SetActive(true);
if (characterNameField.text.Length <= 0)
messageBoxErrorName.SetActive(true);
else
messageBoxConfirmation.SetActive(true);
}
public void ConfirmCreation()
{
// Create savegame
Savegame newSave = SaveSystemManager.instance.CreateNewCharacter(characterNameField.text, !isCreatingMale, selectedRace.ID, GenerateFaceBlendshapeSaveData(), selectedHair, selectedEyes);
messageBoxConfirmation.SetActive(false);
messagePanel.SetActive(false);
//Set the stats
newSave.saveFile.PlayerData.playerAttributes.attributes.Strength = int.Parse(SetStats[0].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Agility = int.Parse(SetStats[1].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Constitution = int.Parse(SetStats[2].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Speed = int.Parse(SetStats[3].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Endurance = int.Parse(SetStats[4].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Dexterity = int.Parse(SetStats[5].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Charisma = int.Parse(SetStats[6].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Intelligence = int.Parse(SetStats[7].text);
newSave.saveFile.PlayerData.playerAttributes.attributes.Willpower = int.Parse(SetStats[8].text);
newSave.saveFile.PlayerData.HairColor = HairColor;
newSave.saveFile.PlayerData.SkinColor = SkinColor;
newSave.saveFile.PlayerData.LipsColor = LipsColor;
// Load new character
SaveSystemManager.instance.LoadSaveGame(newSave.fileInfo, newSave.saveFile);
}
public void HairRightButton()
{
List<Hair> hair = (isCreatingMale) ? selectedRace.maleHairTypes : selectedRace.femaleHairTypes;
if (selectedHair + 1 < hair.Count)
selectedHair++;
else if (selectedHair == hair.Count - 1)
selectedHair = -1;
else if (selectedHair == -1)
selectedHair = 0;
OnHairChanges();
}
public void HairLeftButton()
{
List<Hair> hair = (isCreatingMale) ? selectedRace.maleHairTypes : selectedRace.femaleHairTypes;
if (selectedHair - 1 >= 0)
selectedHair--;
else if (selectedHair == 0)
selectedHair = -1;
else if (selectedHair == -1)
selectedHair = hair.Count - 1;
OnHairChanges();
}
public void RaceRightButton()
{
List<Hair> hair = (isCreatingMale) ? selectedRace.maleHairTypes : selectedRace.femaleHairTypes;
if (selectedRaceIndex + 1 < playableRaces.Length)
selectedRaceIndex++;
else if (selectedRaceIndex == hair.Count - 1)
selectedRaceIndex = -1;
else if (selectedRaceIndex == -1)
selectedRaceIndex = 0;
selectedRace = playableRaces[selectedRaceIndex];
LoadRaceCharacter(selectedRace);
}
public void RaceLeftButton()
{
if (selectedRaceIndex - 1 >= 0)
selectedRaceIndex--;
else if (selectedRaceIndex == 0)
selectedRaceIndex = -1;
else if (selectedRaceIndex == -1)
selectedRaceIndex = playableRaces.Length - 1;
selectedRace = playableRaces[selectedRaceIndex];
LoadRaceCharacter(selectedRace);
}
public void EyesRightButton()
{
List<Eye> eyes = selectedRace.eyeTypes;
if (selectedEyes + 1 < eyes.Count)
selectedEyes++;
else if (selectedEyes == eyes.Count - 1)
selectedEyes = 0;
OnEyesChanges();
}
public void EyesLeftButton()
{
List<Eye> eyes = selectedRace.eyeTypes;
if (selectedEyes - 1 >= 0)
selectedEyes--;
else if (selectedEyes == 0)
selectedEyes = eyes.Count - 1;
OnEyesChanges();
}
public void OnEyesChanges()
{
Eye eyesType = selectedRace.eyeTypes[selectedEyes];
try
{
var materials = currentCharacter.eyes.sharedMaterials;
for (int i = 0; i < materials.Length; i++)
{
materials[i] = eyesType.eyes.sharedMaterials[i];
}
currentCharacter.eyes.sharedMaterials = materials;
}
catch { }
//currentCharacter.eyes.sharedMaterial = eyesType.eyes.sharedMaterial;
eyesTypeText.text = eyesType.eyesName;
}
public void OnHairChanges()
{
if (currentCharacter.hair != null)
Destroy(currentCharacter.hair.gameObject);
// Spawn new hair
Hair hair = (isCreatingMale) ? selectedRace.maleHairTypes[selectedHair] : selectedRace.femaleHairTypes[selectedHair];
currentCharacter.hair = Instantiate(hair.mesh.gameObject, currentCharacter.transform).GetComponent<SkinnedMeshRenderer>();
// Attach
currentCharacter.hair.transform.parent = currentCharacter.head.transform;
currentCharacter.hair.rootBone = currentCharacter.head.rootBone;
currentCharacter.hair.bones = currentCharacter.head.bones;
hairTypeText.text = hair.hairName;
// Set the blendshapes for the hair
currentCharacter.head.GetComponent<HeadBlendshapesManager>().HairMesh = currentCharacter.hair;
currentCharacter.head.GetComponent<HeadBlendshapesManager>().SetBlendShapes(currentCharacter.hair);
}
public List<Slider> faceBlendshapes;
public void RandomizeFace() {
for (int i = 0; i < faceBlendshapes.Count; i++) {
faceBlendshapes[i].value = Random.Range(-100, 100);
}
}
}