Completed the In-Editor NPC designer
Completed the In-Editor NPC designer Tomorrow I will work on making it import presets made in game.
This commit is contained in:
parent
d2c5e0c92c
commit
c0b5164915
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@ -165,7 +165,7 @@ Material:
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@ -180,7 +180,7 @@ Material:
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m_Colors:
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@ -178,7 +178,7 @@ Material:
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m_Colors:
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- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
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@ -165,7 +165,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
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- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
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@ -165,7 +165,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
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- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
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@ -165,7 +165,7 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
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- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
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@ -165,7 +165,7 @@ Material:
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- _ZWrite: 1
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- _ZWriteControl: 0
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m_Colors:
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- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
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- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
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@ -165,7 +165,7 @@ Material:
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- _ZWrite: 1
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- _ZWriteControl: 0
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m_Colors:
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- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
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- _Diffuse: {r: 1, g: 0, b: 0, a: 1}
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- _Emission: {r: 0, g: 0, b: 0, a: 1}
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@ -165,7 +165,7 @@ Material:
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- _ZWrite: 1
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- _ZWriteControl: 0
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m_Colors:
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- _Diffuse: {r: 1, g: 0.83098835, b: 0.7589098, a: 0.15686275}
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- _Diffuse: {r: 1, g: 1, b: 1, a: 1}
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- _Emission: {r: 0, g: 0, b: 0, a: 1}
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- _Offset: {r: 0, g: 0, b: 0, a: 0}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 9bb80c98833a02f4ea898aa8e713c27c
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -67,10 +67,18 @@ namespace RPGCreationKit.AI
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public RckAI RckAIPrefabComponent; // The RckAI script of the RckAIPrefab
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public GameObject RckAIGfx;
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Color HairColor = Color.white;
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Color SkinColor = Color.white;
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Color LipsColor = Color.white;
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public List<Material> OrigHair;
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public List<Material> OrigSkin;
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public List<Material> OrigLips;
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private bool FullBodyPreview = true;
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private bool Preview = false;
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private bool NewGenerated = false;
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struct HairSelection
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{
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@ -355,12 +363,22 @@ namespace RPGCreationKit.AI
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GUI.color = defaultColor;
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Select Prefab", GUILayout.Width(125), GUILayout.Height(20)))
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{
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Selection.objects = new GameObject[] { RckAIAsset };
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}
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EditorGUILayout.Space(30);
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if (GUILayout.Button("Import Preset", GUILayout.Width(125), GUILayout.Height(20)))
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{
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// Open file selector
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}
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EditorGUILayout.EndHorizontal();
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#endregion
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contentScrollView = EditorGUILayout.BeginScrollView(contentScrollView, GUIStyle.none, GUI.skin.verticalScrollbar, GUILayout.Width(850.0f), GUILayout.Height(500.0f));
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@ -617,11 +635,11 @@ namespace RPGCreationKit.AI
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if (GUILayout.Button("Full View")) {
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FullBodyPreview = true;
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RefreshMyWindow();
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OnSelectedRckAIChanges();
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}
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if (GUILayout.Button("Head Only")) {
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FullBodyPreview = false;
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RefreshMyWindow();
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OnSelectedRckAIChanges();
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}
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EditorGUILayout.EndHorizontal();
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@ -684,7 +702,7 @@ namespace RPGCreationKit.AI
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bodyData.hairIndex = hSel.index;
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SkinnedMeshRenderer selectedHead = null;
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selectedHead = (RckAIGfx).GetComponent<BodyData>().head;
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selectedHead = bodyData.head;
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HeadBlendshapesManager HBM = selectedHead.GetComponent<HeadBlendshapesManager>();
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if (hSel.isMale)
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@ -1130,6 +1148,23 @@ namespace RPGCreationKit.AI
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Instantiate(Map_Util, RckAIPrefab.transform);
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}
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RckAIGfx = RckAIPrefab.transform.Find("GFX").gameObject; // Save the colors
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BodyData BD = RckAIGfx.GetComponent<BodyData>();
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BD.LipsColor = LipsColor;
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BD.SkinColor = SkinColor;
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BD.HairColor = HairColor;
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Debug.Log("NewGenerates = "+NewGenerated);
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if (NewGenerated == false) {
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ResetHairColor();
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ResetSkinColor();
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ResetLipsColor();
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}
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NewGenerated = false;
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SaveEditorVariablesToPrefab();
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previouEntityID = RckAIPrefabComponent.entityID;
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@ -1148,18 +1183,29 @@ namespace RPGCreationKit.AI
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AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(RckAIAsset), "[AI] " + RckAIPrefabComponent.entityID);
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PrefabUtility.SaveAsPrefabAsset(RckAIPrefab, AssetDatabase.GetAssetPath(RckAIAsset));
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if (newPref || haveToReRegister)
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if (newPref || haveToReRegister) {
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RegisterPersistentReference();
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}
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newPref = removePref = updatePref = haveToReRegister = false;
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// Refresh database
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var AllAIDatabaseFiles = GetAllInstances<AIDatabaseFile>();
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foreach (AIDatabaseFile file in AllAIDatabaseFiles)
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foreach (AIDatabaseFile file in AllAIDatabaseFiles) {
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file.fill();
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}
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if (RckAIPrefab.transform.Find("DefaultWeapon") != null) { // Lets setup the hitmarks
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GameObject DW = RckAIPrefab.transform.Find("DefaultWeapon").gameObject;
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WeaponOnHand WOH = DW.GetComponent<WeaponOnHand>();
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WOH.GFX = BD;
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WOH.GrabHitmarks();
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}
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OnSelectedRckAIChanges();
|
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}
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if (GUILayout.Button("SAVE & CLOSE", ButtonStyle))
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{
|
||||
if (RckAIAsset != null && RckAIPrefab != null)
|
||||
|
@ -1181,6 +1227,8 @@ namespace RPGCreationKit.AI
|
|||
RegisterPersistentReference();
|
||||
|
||||
newPref = removePref = updatePref = haveToReRegister = false;
|
||||
|
||||
Debug.Log("oldPref");
|
||||
}
|
||||
|
||||
|
||||
|
@ -1200,6 +1248,28 @@ namespace RPGCreationKit.AI
|
|||
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();
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
|
@ -1218,6 +1288,7 @@ namespace RPGCreationKit.AI
|
|||
a.refID = RckAIPrefabComponent.entityID;
|
||||
a.type = PersistentReferences.PersistentReferenceType.AI;
|
||||
newPref = true;
|
||||
Debug.Log("NewPref");
|
||||
}
|
||||
|
||||
// The user wanted to remove persistent reference form this AI
|
||||
|
@ -1395,18 +1466,18 @@ namespace RPGCreationKit.AI
|
|||
}
|
||||
|
||||
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
||||
|
||||
LipsColor = BD.LipsColor;
|
||||
SkinColor = BD.SkinColor;
|
||||
HairColor = BD.HairColor;
|
||||
OnChangeHairColor(HairColor);
|
||||
SkinColor = BD.SkinColor;
|
||||
OnChangeSkinColor(SkinColor);
|
||||
LipsColor = BD.LipsColor;
|
||||
OnChangeLipsColor(LipsColor);
|
||||
|
||||
}
|
||||
|
||||
private void GenerateNewGFX()
|
||||
{
|
||||
|
||||
NewGenerated = true;
|
||||
if (RckAIPrefab.transform.Find("GFX") != null) {
|
||||
DestroyImmediate(RckAIPrefab.transform.Find("GFX").gameObject);
|
||||
}
|
||||
|
@ -1462,7 +1533,19 @@ namespace RPGCreationKit.AI
|
|||
// 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);
|
||||
|
||||
}
|
||||
|
||||
private void UnloadPrefab()
|
||||
|
@ -1530,70 +1613,136 @@ namespace RPGCreationKit.AI
|
|||
return a;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
private void OnDisable() {
|
||||
UnloadPrefab();
|
||||
DestroyImmediate(windowEditor);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
private void OnDestroy() {
|
||||
UnloadPrefab();
|
||||
DestroyImmediate(windowEditor);
|
||||
}
|
||||
|
||||
private void OnChangeHairColor(Color co) {
|
||||
SkinnedMeshRenderer Hair = (RckAIGfx).GetComponent<BodyData>().hair;
|
||||
Material[] MyMats = Hair.materials;
|
||||
for (int i = 0; i < MyMats.Length; i++)
|
||||
MyMats[i].SetColor("_Diffuse", co);
|
||||
OrigHair.Clear(); // Lets save originals first
|
||||
GameObject OrigGFX = RckAIAsset.transform.Find("GFX").gameObject;
|
||||
SkinnedMeshRenderer OrigMHair = (OrigGFX).GetComponent<BodyData>().hair;
|
||||
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) {
|
||||
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;
|
||||
Material[] MyMats = Lips.materials;
|
||||
for (int i = 0; i < MyMats.Length; i++)
|
||||
MyMats[i].SetColor("_Diffuse", co);
|
||||
for (int i = 0; i < Lips.materials.Length; i++)
|
||||
Lips.materials[i].SetColor("_Diffuse", co);
|
||||
}
|
||||
|
||||
private void OnChangeSkinColor(Color co) {
|
||||
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
||||
SkinnedMeshRenderer Torso = BD.upperbody;
|
||||
SkinnedMeshRenderer Legs = BD.lowerbody;
|
||||
SkinnedMeshRenderer Head = BD.head;
|
||||
SkinnedMeshRenderer Arms = BD.arms;
|
||||
SkinnedMeshRenderer Hands = BD.hands;
|
||||
SkinnedMeshRenderer Feet = BD.feet;
|
||||
SkinnedMeshRenderer Lips = BD.Lips;
|
||||
OrigSkin.Clear(); // Lets save originals first
|
||||
GameObject OrigGFX = RckAIAsset.transform.Find("GFX").gameObject;
|
||||
|
||||
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;
|
||||
BodyData MBD = (OrigGFX).GetComponent<BodyData>();
|
||||
|
||||
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);
|
||||
for (int i = 0; i < MBD.upperbody.sharedMaterials.Length; i++)
|
||||
OrigSkin.Add(MBD.upperbody.sharedMaterials[i]);
|
||||
for (int i = 0; i < MBD.lowerbody.sharedMaterials.Length; i++)
|
||||
OrigSkin.Add(MBD.lowerbody.sharedMaterials[i]);
|
||||
for (int i = 0; i < MBD.head.sharedMaterials.Length; i++)
|
||||
OrigSkin.Add(MBD.head.sharedMaterials[i]);
|
||||
for (int i = 0; i < MBD.arms.sharedMaterials.Length; i++)
|
||||
OrigSkin.Add(MBD.arms.sharedMaterials[i]);
|
||||
for (int i = 0; i < MBD.hands.sharedMaterials.Length; i++)
|
||||
OrigSkin.Add(MBD.hands.sharedMaterials[i]);
|
||||
for (int i = 0; i < MBD.feet.sharedMaterials.Length; i++)
|
||||
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() {
|
||||
this.Repaint();
|
||||
windowEditor.Repaint();
|
||||
windowEditor.ReloadPreviewInstances();
|
||||
windowEditor.Repaint();
|
||||
this.Repaint();
|
||||
private void ResetHairColor() {
|
||||
BodyData BD = (RckAIGfx).GetComponent<BodyData>();
|
||||
Material[] TempMe = new Material[BD.hair.materials.Length];
|
||||
for (int i = 0; i < BD.hair.materials.Length; i++)
|
||||
TempMe[i] = OrigHair[i];
|
||||
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;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -10,7 +10,7 @@ namespace RPGCreationKit
|
|||
// The entity who's holding the weapon
|
||||
public AudioSource audioSource;
|
||||
public Entity thisEntity;
|
||||
[SerializeField] private BodyData GFX;
|
||||
[SerializeField] public BodyData GFX;
|
||||
[SerializeField] private GameObject Prefab;
|
||||
public IMeleeAttacker thisAttacker;
|
||||
|
||||
|
@ -37,7 +37,7 @@ namespace RPGCreationKit
|
|||
|
||||
Vector3 lastPos;
|
||||
|
||||
public float tickness = .1f;
|
||||
public float tickness = .2f;
|
||||
|
||||
List<IHittable> hitInThisSwing = new List<IHittable>();
|
||||
List<IDamageable> damageableHitInThisSwing = new List<IDamageable>();
|
||||
|
@ -265,7 +265,7 @@ namespace RPGCreationKit
|
|||
{
|
||||
GameObject hand;
|
||||
|
||||
tickness = 0.4f;
|
||||
tickness = 0.3f;
|
||||
|
||||
Transform[] objs = Resources.FindObjectsOfTypeAll<Transform>() as Transform[];
|
||||
for (int i = 0; i < objs.Length; i++){
|
||||
|
|
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user