Firstborn/Assets/InfinityPBR/Demo Scripts/SFB_HumanDemoControl.cs
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
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.
2023-05-05 22:02:18 -05:00

173 lines
3.6 KiB
C#

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