Completed the In-Editor NPC designer
Completed the In-Editor NPC designer Tomorrow I will work on making it import presets made in game.
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|
||||||
- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
|
- _Diffuse: {r: 1, g: 0, b: 0, a: 1}
|
||||||
- _Emission: {r: 0, g: 0, b: 0, a: 1}
|
- _Emission: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _Offset: {r: 0, g: 0, b: 0, a: 0}
|
- _Offset: {r: 0, g: 0, b: 0, a: 0}
|
||||||
- _SpecularColor: {r: 0.23137255, g: 0.23137255, b: 0.23137255, a: 1}
|
- _SpecularColor: {r: 0.23137255, g: 0.23137255, b: 0.23137255, a: 1}
|
||||||
|
|
|
@ -165,7 +165,7 @@ Material:
|
||||||
- _ZWrite: 1
|
- _ZWrite: 1
|
||||||
- _ZWriteControl: 0
|
- _ZWriteControl: 0
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
|
- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
|
||||||
- _Emission: {r: 0, g: 0, b: 0, a: 1}
|
- _Emission: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _Offset: {r: 0, g: 0, b: 0, a: 0}
|
- _Offset: {r: 0, g: 0, b: 0, a: 0}
|
||||||
- _SpecularColor: {r: 0.23137255, g: 0.23137255, b: 0.23137255, a: 1}
|
- _SpecularColor: {r: 0.23137255, g: 0.23137255, b: 0.23137255, a: 1}
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9bb80c98833a02f4ea898aa8e713c27c
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -67,10 +67,18 @@ namespace RPGCreationKit.AI
|
||||||
public RckAI RckAIPrefabComponent; // The RckAI script of the RckAIPrefab
|
public RckAI RckAIPrefabComponent; // The RckAI script of the RckAIPrefab
|
||||||
public GameObject RckAIGfx;
|
public GameObject RckAIGfx;
|
||||||
|
|
||||||
|
|
||||||
Color HairColor = Color.white;
|
Color HairColor = Color.white;
|
||||||
Color SkinColor = Color.white;
|
Color SkinColor = Color.white;
|
||||||
Color LipsColor = Color.white;
|
Color LipsColor = Color.white;
|
||||||
|
|
||||||
|
public List<Material> OrigHair;
|
||||||
|
public List<Material> OrigSkin;
|
||||||
|
public List<Material> OrigLips;
|
||||||
|
|
||||||
private bool FullBodyPreview = true;
|
private bool FullBodyPreview = true;
|
||||||
|
private bool Preview = false;
|
||||||
|
private bool NewGenerated = false;
|
||||||
|
|
||||||
struct HairSelection
|
struct HairSelection
|
||||||
{
|
{
|
||||||
|
@ -355,12 +363,22 @@ namespace RPGCreationKit.AI
|
||||||
GUI.color = defaultColor;
|
GUI.color = defaultColor;
|
||||||
|
|
||||||
EditorGUILayout.EndHorizontal();
|
EditorGUILayout.EndHorizontal();
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
|
||||||
if (GUILayout.Button("Select Prefab", GUILayout.Width(125), GUILayout.Height(20)))
|
if (GUILayout.Button("Select Prefab", GUILayout.Width(125), GUILayout.Height(20)))
|
||||||
{
|
{
|
||||||
Selection.objects = new GameObject[] { RckAIAsset };
|
Selection.objects = new GameObject[] { RckAIAsset };
|
||||||
}
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.Space(30);
|
||||||
|
|
||||||
|
if (GUILayout.Button("Import Preset", GUILayout.Width(125), GUILayout.Height(20)))
|
||||||
|
{
|
||||||
|
// Open file selector
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
contentScrollView = EditorGUILayout.BeginScrollView(contentScrollView, GUIStyle.none, GUI.skin.verticalScrollbar, GUILayout.Width(850.0f), GUILayout.Height(500.0f));
|
contentScrollView = EditorGUILayout.BeginScrollView(contentScrollView, GUIStyle.none, GUI.skin.verticalScrollbar, GUILayout.Width(850.0f), GUILayout.Height(500.0f));
|
||||||
|
@ -617,11 +635,11 @@ namespace RPGCreationKit.AI
|
||||||
|
|
||||||
if (GUILayout.Button("Full View")) {
|
if (GUILayout.Button("Full View")) {
|
||||||
FullBodyPreview = true;
|
FullBodyPreview = true;
|
||||||
RefreshMyWindow();
|
OnSelectedRckAIChanges();
|
||||||
}
|
}
|
||||||
if (GUILayout.Button("Head Only")) {
|
if (GUILayout.Button("Head Only")) {
|
||||||
FullBodyPreview = false;
|
FullBodyPreview = false;
|
||||||
RefreshMyWindow();
|
OnSelectedRckAIChanges();
|
||||||
}
|
}
|
||||||
|
|
||||||
EditorGUILayout.EndHorizontal();
|
EditorGUILayout.EndHorizontal();
|
||||||
|
@ -684,7 +702,7 @@ namespace RPGCreationKit.AI
|
||||||
bodyData.hairIndex = hSel.index;
|
bodyData.hairIndex = hSel.index;
|
||||||
|
|
||||||
SkinnedMeshRenderer selectedHead = null;
|
SkinnedMeshRenderer selectedHead = null;
|
||||||
selectedHead = (RckAIGfx).GetComponent<BodyData>().head;
|
selectedHead = bodyData.head;
|
||||||
HeadBlendshapesManager HBM = selectedHead.GetComponent<HeadBlendshapesManager>();
|
HeadBlendshapesManager HBM = selectedHead.GetComponent<HeadBlendshapesManager>();
|
||||||
|
|
||||||
if (hSel.isMale)
|
if (hSel.isMale)
|
||||||
|
@ -1130,6 +1148,23 @@ namespace RPGCreationKit.AI
|
||||||
Instantiate(Map_Util, RckAIPrefab.transform);
|
Instantiate(Map_Util, RckAIPrefab.transform);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
RckAIGfx = RckAIPrefab.transform.Find("GFX").gameObject; // Save the colors
|
||||||
|
BodyData BD = RckAIGfx.GetComponent<BodyData>();
|
||||||
|
BD.LipsColor = LipsColor;
|
||||||
|
BD.SkinColor = SkinColor;
|
||||||
|
BD.HairColor = HairColor;
|
||||||
|
|
||||||
|
Debug.Log("NewGenerates = "+NewGenerated);
|
||||||
|
|
||||||
|
if (NewGenerated == false) {
|
||||||
|
ResetHairColor();
|
||||||
|
ResetSkinColor();
|
||||||
|
ResetLipsColor();
|
||||||
|
}
|
||||||
|
|
||||||
|
NewGenerated = false;
|
||||||
|
|
||||||
SaveEditorVariablesToPrefab();
|
SaveEditorVariablesToPrefab();
|
||||||
|
|
||||||
previouEntityID = RckAIPrefabComponent.entityID;
|
previouEntityID = RckAIPrefabComponent.entityID;
|
||||||
|
@ -1148,16 +1183,27 @@ namespace RPGCreationKit.AI
|
||||||
AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(RckAIAsset), "[AI] " + RckAIPrefabComponent.entityID);
|
AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(RckAIAsset), "[AI] " + RckAIPrefabComponent.entityID);
|
||||||
PrefabUtility.SaveAsPrefabAsset(RckAIPrefab, AssetDatabase.GetAssetPath(RckAIAsset));
|
PrefabUtility.SaveAsPrefabAsset(RckAIPrefab, AssetDatabase.GetAssetPath(RckAIAsset));
|
||||||
|
|
||||||
if (newPref || haveToReRegister)
|
if (newPref || haveToReRegister) {
|
||||||
RegisterPersistentReference();
|
RegisterPersistentReference();
|
||||||
|
}
|
||||||
|
|
||||||
newPref = removePref = updatePref = haveToReRegister = false;
|
newPref = removePref = updatePref = haveToReRegister = false;
|
||||||
|
|
||||||
// Refresh database
|
// Refresh database
|
||||||
var AllAIDatabaseFiles = GetAllInstances<AIDatabaseFile>();
|
var AllAIDatabaseFiles = GetAllInstances<AIDatabaseFile>();
|
||||||
|
|
||||||
foreach (AIDatabaseFile file in AllAIDatabaseFiles)
|
foreach (AIDatabaseFile file in AllAIDatabaseFiles) {
|
||||||
file.fill();
|
file.fill();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (RckAIPrefab.transform.Find("DefaultWeapon") != null) { // Lets setup the hitmarks
|
||||||
|
GameObject DW = RckAIPrefab.transform.Find("DefaultWeapon").gameObject;
|
||||||
|
WeaponOnHand WOH = DW.GetComponent<WeaponOnHand>();
|
||||||
|
WOH.GFX = BD;
|
||||||
|
WOH.GrabHitmarks();
|
||||||
|
}
|
||||||
|
|
||||||
|
OnSelectedRckAIChanges();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (GUILayout.Button("SAVE & CLOSE", ButtonStyle))
|
if (GUILayout.Button("SAVE & CLOSE", ButtonStyle))
|
||||||
|
@ -1181,6 +1227,8 @@ namespace RPGCreationKit.AI
|
||||||
RegisterPersistentReference();
|
RegisterPersistentReference();
|
||||||
|
|
||||||
newPref = removePref = updatePref = haveToReRegister = false;
|
newPref = removePref = updatePref = haveToReRegister = false;
|
||||||
|
|
||||||
|
Debug.Log("oldPref");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -1200,6 +1248,28 @@ namespace RPGCreationKit.AI
|
||||||
this.Close();
|
this.Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
if (GUILayout.Button("test Orig names", ButtonStyle)) {
|
||||||
|
for (int i = 0; i < OrigHair.Count; i++)
|
||||||
|
Debug.Log(OrigHair[i].name);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button("test pref names", ButtonStyle)) {
|
||||||
|
BodyData DB = RckAIGfx.GetComponent<BodyData>();
|
||||||
|
for (int i = 0; i < DB.hair.materials.Length; i++)
|
||||||
|
Debug.Log(DB.hair.materials[i].name);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button("Default Hair", ButtonStyle)) {
|
||||||
|
BodyData DB = RckAIGfx.GetComponent<BodyData>();
|
||||||
|
Material[] TempMe = new Material[DB.hair.materials.Length];
|
||||||
|
for (int i = 0; i < DB.hair.materials.Length; i++)
|
||||||
|
TempMe[i] = OrigHair[i];
|
||||||
|
|
||||||
|
DB.hair.materials = TempMe;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
EditorGUILayout.EndHorizontal();
|
EditorGUILayout.EndHorizontal();
|
||||||
GUILayout.FlexibleSpace();
|
GUILayout.FlexibleSpace();
|
||||||
}
|
}
|
||||||
|
@ -1218,6 +1288,7 @@ namespace RPGCreationKit.AI
|
||||||
a.refID = RckAIPrefabComponent.entityID;
|
a.refID = RckAIPrefabComponent.entityID;
|
||||||
a.type = PersistentReferences.PersistentReferenceType.AI;
|
a.type = PersistentReferences.PersistentReferenceType.AI;
|
||||||
newPref = true;
|
newPref = true;
|
||||||
|
Debug.Log("NewPref");
|
||||||
}
|
}
|
||||||
|
|
||||||
// The user wanted to remove persistent reference form this AI
|
// The user wanted to remove persistent reference form this AI
|
||||||
|
@ -1395,18 +1466,18 @@ namespace RPGCreationKit.AI
|
||||||
}
|
}
|
||||||
|
|
||||||
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
||||||
|
LipsColor = BD.LipsColor;
|
||||||
|
SkinColor = BD.SkinColor;
|
||||||
HairColor = BD.HairColor;
|
HairColor = BD.HairColor;
|
||||||
OnChangeHairColor(HairColor);
|
OnChangeHairColor(HairColor);
|
||||||
SkinColor = BD.SkinColor;
|
|
||||||
OnChangeSkinColor(SkinColor);
|
OnChangeSkinColor(SkinColor);
|
||||||
LipsColor = BD.LipsColor;
|
|
||||||
OnChangeLipsColor(LipsColor);
|
OnChangeLipsColor(LipsColor);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void GenerateNewGFX()
|
private void GenerateNewGFX()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
NewGenerated = true;
|
||||||
if (RckAIPrefab.transform.Find("GFX") != null) {
|
if (RckAIPrefab.transform.Find("GFX") != null) {
|
||||||
DestroyImmediate(RckAIPrefab.transform.Find("GFX").gameObject);
|
DestroyImmediate(RckAIPrefab.transform.Find("GFX").gameObject);
|
||||||
}
|
}
|
||||||
|
@ -1462,7 +1533,19 @@ namespace RPGCreationKit.AI
|
||||||
// Update RckAI_Prefab Animator
|
// Update RckAI_Prefab Animator
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (RckAIPrefab.transform.Find("DefaultWeapon") != null) { // Lets setup the hitmarks
|
||||||
|
GameObject DW = RckAIPrefab.transform.Find("DefaultWeapon").gameObject;
|
||||||
|
RckAIGfx = RckAIPrefab.transform.Find("GFX").gameObject;
|
||||||
|
BodyData BD = RckAIGfx.GetComponent<BodyData>();
|
||||||
|
|
||||||
|
WeaponOnHand WOH = DW.GetComponent<WeaponOnHand>();
|
||||||
|
WOH.GFX = BD;
|
||||||
|
|
||||||
|
WOH.GrabHitmarks();
|
||||||
|
}
|
||||||
|
|
||||||
DestroyImmediate(windowEditor);
|
DestroyImmediate(windowEditor);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UnloadPrefab()
|
private void UnloadPrefab()
|
||||||
|
@ -1530,70 +1613,136 @@ namespace RPGCreationKit.AI
|
||||||
return a;
|
return a;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable() {
|
||||||
{
|
|
||||||
UnloadPrefab();
|
UnloadPrefab();
|
||||||
DestroyImmediate(windowEditor);
|
DestroyImmediate(windowEditor);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDestroy()
|
private void OnDestroy() {
|
||||||
{
|
|
||||||
UnloadPrefab();
|
UnloadPrefab();
|
||||||
DestroyImmediate(windowEditor);
|
DestroyImmediate(windowEditor);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnChangeHairColor(Color co) {
|
private void OnChangeHairColor(Color co) {
|
||||||
SkinnedMeshRenderer Hair = (RckAIGfx).GetComponent<BodyData>().hair;
|
OrigHair.Clear(); // Lets save originals first
|
||||||
Material[] MyMats = Hair.materials;
|
GameObject OrigGFX = RckAIAsset.transform.Find("GFX").gameObject;
|
||||||
for (int i = 0; i < MyMats.Length; i++)
|
SkinnedMeshRenderer OrigMHair = (OrigGFX).GetComponent<BodyData>().hair;
|
||||||
MyMats[i].SetColor("_Diffuse", co);
|
for (int i = 0; i < OrigMHair.sharedMaterials.Length; i++)
|
||||||
|
OrigHair.Add(OrigMHair.sharedMaterials[i]);
|
||||||
|
|
||||||
|
SkinnedMeshRenderer Hair = (RckAIGfx).GetComponent<BodyData>().hair; // now we change the tempPrefab colors
|
||||||
|
for (int i = 0; i < Hair.materials.Length; i++)
|
||||||
|
Hair.materials[i].SetColor("_Diffuse", co);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnChangeLipsColor(Color co) {
|
private void OnChangeLipsColor(Color co) {
|
||||||
|
OrigLips.Clear(); // Lets save originals first
|
||||||
|
GameObject OrigGFX = RckAIAsset.transform.Find("GFX").gameObject;
|
||||||
|
SkinnedMeshRenderer OrigMLips = (OrigGFX).GetComponent<BodyData>().Lips;
|
||||||
|
for (int i = 0; i < OrigMLips.sharedMaterials.Length; i++)
|
||||||
|
OrigLips.Add(OrigMLips.sharedMaterials[i]);
|
||||||
|
|
||||||
SkinnedMeshRenderer Lips = (RckAIGfx).GetComponent<BodyData>().Lips;
|
SkinnedMeshRenderer Lips = (RckAIGfx).GetComponent<BodyData>().Lips;
|
||||||
Material[] MyMats = Lips.materials;
|
for (int i = 0; i < Lips.materials.Length; i++)
|
||||||
for (int i = 0; i < MyMats.Length; i++)
|
Lips.materials[i].SetColor("_Diffuse", co);
|
||||||
MyMats[i].SetColor("_Diffuse", co);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnChangeSkinColor(Color co) {
|
private void OnChangeSkinColor(Color co) {
|
||||||
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
OrigSkin.Clear(); // Lets save originals first
|
||||||
SkinnedMeshRenderer Torso = BD.upperbody;
|
GameObject OrigGFX = RckAIAsset.transform.Find("GFX").gameObject;
|
||||||
SkinnedMeshRenderer Legs = BD.lowerbody;
|
|
||||||
SkinnedMeshRenderer Head = BD.head;
|
|
||||||
SkinnedMeshRenderer Arms = BD.arms;
|
|
||||||
SkinnedMeshRenderer Hands = BD.hands;
|
|
||||||
SkinnedMeshRenderer Feet = BD.feet;
|
|
||||||
SkinnedMeshRenderer Lips = BD.Lips;
|
|
||||||
|
|
||||||
Material[] MyTorsoMats = Torso.materials;
|
BodyData MBD = (OrigGFX).GetComponent<BodyData>();
|
||||||
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++)
|
for (int i = 0; i < MBD.upperbody.sharedMaterials.Length; i++)
|
||||||
MyTorsoMats[i].SetColor("_Diffuse", co);
|
OrigSkin.Add(MBD.upperbody.sharedMaterials[i]);
|
||||||
for (int i = 0; i < MyLegsMats.Length; i++)
|
for (int i = 0; i < MBD.lowerbody.sharedMaterials.Length; i++)
|
||||||
MyLegsMats[i].SetColor("_Diffuse", co);
|
OrigSkin.Add(MBD.lowerbody.sharedMaterials[i]);
|
||||||
for (int i = 0; i < MyHeadMats.Length; i++)
|
for (int i = 0; i < MBD.head.sharedMaterials.Length; i++)
|
||||||
MyHeadMats[i].SetColor("_Diffuse", co);
|
OrigSkin.Add(MBD.head.sharedMaterials[i]);
|
||||||
for (int i = 0; i < MyArmsMats.Length; i++)
|
for (int i = 0; i < MBD.arms.sharedMaterials.Length; i++)
|
||||||
MyArmsMats[i].SetColor("_Diffuse", co);
|
OrigSkin.Add(MBD.arms.sharedMaterials[i]);
|
||||||
for (int i = 0; i < MyHandsMats.Length; i++)
|
for (int i = 0; i < MBD.hands.sharedMaterials.Length; i++)
|
||||||
MyHandsMats[i].SetColor("_Diffuse", co);
|
OrigSkin.Add(MBD.hands.sharedMaterials[i]);
|
||||||
for (int i = 0; i < MyFeetMats.Length; i++)
|
for (int i = 0; i < MBD.feet.sharedMaterials.Length; i++)
|
||||||
MyFeetMats[i].SetColor("_Diffuse", co);
|
OrigSkin.Add(MBD.feet.sharedMaterials[i]);
|
||||||
|
|
||||||
|
BodyData BD = (RckAIGfx).GetComponent<BodyData>(); // Setting the Temp Prefab
|
||||||
|
|
||||||
|
for (int i = 0; i < BD.upperbody.materials.Length; i++)
|
||||||
|
BD.upperbody.materials[i].SetColor("_Diffuse", co);
|
||||||
|
for (int i = 0; i < BD.lowerbody.materials.Length; i++)
|
||||||
|
BD.lowerbody.materials[i].SetColor("_Diffuse", co);
|
||||||
|
for (int i = 0; i < BD.head.materials.Length; i++)
|
||||||
|
BD.head.materials[i].SetColor("_Diffuse", co);
|
||||||
|
for (int i = 0; i < BD.arms.materials.Length; i++)
|
||||||
|
BD.arms.materials[i].SetColor("_Diffuse", co);
|
||||||
|
for (int i = 0; i < BD.hands.materials.Length; i++)
|
||||||
|
BD.hands.materials[i].SetColor("_Diffuse", co);
|
||||||
|
for (int i = 0; i < BD.feet.materials.Length; i++)
|
||||||
|
BD.feet.materials[i].SetColor("_Diffuse", co);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void RefreshMyWindow() {
|
private void ResetHairColor() {
|
||||||
this.Repaint();
|
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
||||||
windowEditor.Repaint();
|
Material[] TempMe = new Material[BD.hair.materials.Length];
|
||||||
windowEditor.ReloadPreviewInstances();
|
for (int i = 0; i < BD.hair.materials.Length; i++)
|
||||||
windowEditor.Repaint();
|
TempMe[i] = OrigHair[i];
|
||||||
this.Repaint();
|
BD.hair.materials = TempMe;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ResetLipsColor() {
|
||||||
|
BodyData BD = RckAIGfx.GetComponent<BodyData>();
|
||||||
|
Material[] TempMe = new Material[BD.Lips.materials.Length];
|
||||||
|
for (int i = 0; i < BD.Lips.materials.Length; i++)
|
||||||
|
TempMe[i] = OrigLips[i];
|
||||||
|
BD.Lips.materials = TempMe;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ResetSkinColor() {
|
||||||
|
BodyData BD = RckAIGfx.GetComponent<BodyData>();
|
||||||
|
int j = 0;
|
||||||
|
Material[] TempMe = new Material[BD.upperbody.materials.Length];
|
||||||
|
for (int i = 0; i < BD.upperbody.materials.Length; i++) {
|
||||||
|
TempMe[i] = OrigSkin[j];
|
||||||
|
j += 1;
|
||||||
|
}
|
||||||
|
BD.upperbody.materials = TempMe;
|
||||||
|
|
||||||
|
TempMe = new Material[BD.lowerbody.materials.Length];
|
||||||
|
for (int i = 0; i < BD.lowerbody.materials.Length; i++) {
|
||||||
|
TempMe[i] = OrigSkin[j];
|
||||||
|
j += 1;
|
||||||
|
}
|
||||||
|
BD.lowerbody.materials = TempMe;
|
||||||
|
|
||||||
|
TempMe = new Material[BD.head.materials.Length];
|
||||||
|
for (int i = 0; i < BD.head.materials.Length; i++) {
|
||||||
|
TempMe[i] = OrigSkin[j];
|
||||||
|
j += 1;
|
||||||
|
}
|
||||||
|
BD.head.materials = TempMe;
|
||||||
|
|
||||||
|
TempMe = new Material[BD.arms.materials.Length];
|
||||||
|
for (int i = 0; i < BD.arms.materials.Length; i++) {
|
||||||
|
TempMe[i] = OrigSkin[j];
|
||||||
|
j += 1;
|
||||||
|
}
|
||||||
|
BD.arms.materials = TempMe;
|
||||||
|
|
||||||
|
TempMe = new Material[BD.hands.materials.Length];
|
||||||
|
for (int i = 0; i < BD.hands.materials.Length; i++) {
|
||||||
|
TempMe[i] = OrigSkin[j];
|
||||||
|
j += 1;
|
||||||
|
}
|
||||||
|
BD.hands.materials = TempMe;
|
||||||
|
|
||||||
|
TempMe = new Material[BD.feet.materials.Length];
|
||||||
|
for (int i = 0; i < BD.feet.materials.Length; i++) {
|
||||||
|
TempMe[i] = OrigSkin[j];
|
||||||
|
j += 1;
|
||||||
|
}
|
||||||
|
BD.feet.materials = TempMe;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -10,8 +10,8 @@ namespace RPGCreationKit
|
||||||
// The entity who's holding the weapon
|
// The entity who's holding the weapon
|
||||||
public AudioSource audioSource;
|
public AudioSource audioSource;
|
||||||
public Entity thisEntity;
|
public Entity thisEntity;
|
||||||
[SerializeField] private BodyData GFX;
|
[SerializeField] public BodyData GFX;
|
||||||
[SerializeField] private GameObject Prefab;
|
[SerializeField] private GameObject Prefab;
|
||||||
public IMeleeAttacker thisAttacker;
|
public IMeleeAttacker thisAttacker;
|
||||||
|
|
||||||
public LayerMask targetLayerMask;
|
public LayerMask targetLayerMask;
|
||||||
|
@ -37,7 +37,7 @@ namespace RPGCreationKit
|
||||||
|
|
||||||
Vector3 lastPos;
|
Vector3 lastPos;
|
||||||
|
|
||||||
public float tickness = .1f;
|
public float tickness = .2f;
|
||||||
|
|
||||||
List<IHittable> hitInThisSwing = new List<IHittable>();
|
List<IHittable> hitInThisSwing = new List<IHittable>();
|
||||||
List<IDamageable> damageableHitInThisSwing = new List<IDamageable>();
|
List<IDamageable> damageableHitInThisSwing = new List<IDamageable>();
|
||||||
|
@ -265,7 +265,7 @@ namespace RPGCreationKit
|
||||||
{
|
{
|
||||||
GameObject hand;
|
GameObject hand;
|
||||||
|
|
||||||
tickness = 0.4f;
|
tickness = 0.3f;
|
||||||
|
|
||||||
Transform[] objs = Resources.FindObjectsOfTypeAll<Transform>() as Transform[];
|
Transform[] objs = Resources.FindObjectsOfTypeAll<Transform>() as Transform[];
|
||||||
for (int i = 0; i < objs.Length; i++){
|
for (int i = 0; i < objs.Length; i++){
|
||||||
|
|
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Loading…
Reference in New Issue
Block a user