b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
173 lines
3.6 KiB
C#
173 lines
3.6 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class SFB_HumanDemoControl : MonoBehaviour {
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public Animator[] animators; // Human animators
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[SerializeField] private Transform cameraFollow;
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[SerializeField] private Transform male;
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[SerializeField] private Transform female;
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public Material[] maleBody;
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public Material[] maleHead;
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public Material[] femaleBody;
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public Material[] femaleHead;
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public SkinnedMeshRenderer maleRenderer;
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public SkinnedMeshRenderer femaleRenderer;
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public Color[] hairColors;
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public Material hairShader;
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public int hairColor = 0;
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public int wardrobeIndex = 0;
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public Button[] hairButtonsMale;
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public Button[] hairButtonsFemale;
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public List<DemoWardrobe> wardrobe = new List<DemoWardrobe>();
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public void Update()
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{
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if (Input.GetKeyDown(KeyCode.R))
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{
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SuperRandom();
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}
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}
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public void SetRightHandWeight(float newValue){
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for (int i = 0; i < animators.Length; i++) {
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animators [i].SetLayerWeight (3, newValue);
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}
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}
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public void SetLeftHandWeight(float newValue){
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for (int i = 0; i < animators.Length; i++) {
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animators [i].SetLayerWeight (2, newValue);
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}
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}
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public void SetLocomotion(float newValue){
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for (int i = 0; i < animators.Length; i++) {
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animators [i].SetFloat ("locomotion", newValue);
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}
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}
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public void TriggerAnimation(string newTrigger){
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for (int i = 0; i < animators.Length; i++) {
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animators [i].SetTrigger (newTrigger);
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}
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}
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public void FollowMale()
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{
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Follow(male);
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}
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public void FollowFemale()
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{
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Follow(female);
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}
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public void SuperRandom()
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{
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UpdateBodyTextures(Random.Range(0, 6));
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UpdateHairColor(Random.Range(0, hairColors.Length));
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UpdateWardrobe(Random.Range(0,wardrobe.Count));
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UpdateHairStyleMale(Random.Range(0, hairButtonsMale.Length));
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UpdateHairStyleFemale(Random.Range(0, hairButtonsFemale.Length));
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}
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public void UpdateHairStyleMale(int i)
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{
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hairButtonsMale[i].onClick.Invoke();
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}
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public void UpdateHairStyleFemale(int i)
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{
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hairButtonsFemale[i].onClick.Invoke();
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}
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public void Follow(Transform target)
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{
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cameraFollow.parent = target;
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cameraFollow.localPosition = Vector3.zero;
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cameraFollow.localRotation = target.rotation;
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}
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public void NextHair()
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{
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UpdateHairColor(hairColor + 1);
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}
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public void PrevHair()
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{
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UpdateHairColor(hairColor - 1);
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}
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public void NextWardrobe()
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{
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UpdateWardrobe(wardrobeIndex + 1);
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}
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public void PrevWardrobe()
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{
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UpdateWardrobe(wardrobeIndex - 1);
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}
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public void UpdateWardrobe(int i)
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{
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if (i >= wardrobe.Count)
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{
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i = 0;
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}
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if (i < 0)
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{
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i = wardrobe.Count - 1;
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}
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wardrobeIndex = i;
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for (int w = 0; w < wardrobe[wardrobeIndex].wardrobeObjects.Count; w++)
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{
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wardrobe[wardrobeIndex].wardrobeObjects[w].wardrobe
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.SetActive(wardrobe[wardrobeIndex].wardrobeObjects[w].active);
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}
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}
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public void UpdateHairColor(int i)
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{
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if (i >= hairColors.Length)
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{
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i = 0;
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}
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if (i < 0)
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{
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i = hairColors.Length - 1;
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}
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hairColor = i;
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hairShader.SetColor("_Color", hairColors[hairColor]);
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hairShader.SetColor("_HighlightColor", hairColors[hairColor]);
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hairShader.SetColor("_SecondaryHighlightColor", hairColors[hairColor]);
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hairShader.SetColor("_HairVariationColor", hairColors[hairColor]);
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}
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public void UpdateBodyTextures(int i = 0)
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{
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Material[] maleMaterials = maleRenderer.materials;
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Material[] femaleMaterials = femaleRenderer.materials;
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maleMaterials[0] = maleBody[i];
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maleMaterials[1] = maleHead[i];
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femaleMaterials[0] = femaleBody[i];
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femaleMaterials[1] = femaleHead[i];
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maleRenderer.materials = maleMaterials;
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femaleRenderer.materials = femaleMaterials;
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}
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}
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