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.
122 lines
7.4 KiB
C#
122 lines
7.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using UnityEngine;
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using UnityEditorInternal;
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using UnityEditor;
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public class SFB_CharacterEquip : MonoBehaviour {
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static GameObject target; // The target to match
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private static string rootBoneName = "BoneRoot"; // Name of the root bone structure [IMPORTANT AND MAY BE DIFFERENT FOR YOUR MODEL!]
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private static SkinnedMeshRenderer targetRenderer; // Renderer we are targetting
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private static string subRootBoneName; // Bone name
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private static GameObject thisBoneRoot; // Current bone root
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[MenuItem("Window/Infinity PBR/Character Equip %#c")] // Provides a menu item & shortcut
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static void EquipCharacter()
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{
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if (Selection.activeGameObject) // If there is an activeObject selected
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{
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Debug.Log("Starting Character Equip Workflow.");
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Dictionary<string, Transform> boneMap; // Holds all the bones
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boneMap = new Dictionary<string, Transform>(); // Create the new dictionary
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target = Selection.activeGameObject; // Set the target to the selected object
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// Make sure there is a proper root bone structure
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bool isValidObject = false; // Assume false
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foreach (Transform childCheck in target.transform) // For each child transform
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{
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if (childCheck.name == rootBoneName) // if this child name is the rootBoneName
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{
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isValidObject = true; // Make this a valid object
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}
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if (childCheck.GetComponent<SkinnedMeshRenderer>()) // If this has a skinnedMeshRenderer
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{
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targetRenderer = childCheck.GetComponent<SkinnedMeshRenderer>(); // Set targetRenderer
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Debug.Log("Set Target Renderer: " + targetRenderer.name);
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foreach (Transform bone in targetRenderer.bones) // For each bone...
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{
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boneMap[bone.name] = bone; // Add the bone to the dictionary
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}
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}
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}
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if (isValidObject) // If the object is proper, we will find and equip the valid attached equipment.
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{
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foreach (Transform child in target.transform) // For each child of the target
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{
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bool isEquipmentObject = false; // Assume it is not equipment
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SkinnedMeshRenderer subChildRenderer = null; // Renderer of the subChild
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foreach (Transform subChild in child.transform) // For each child of the child
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{
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if (subChild.name == rootBoneName) // If the subChild name is the rootBoneName
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{
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thisBoneRoot = subChild.gameObject; // This is the root
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isEquipmentObject = true; // This is valid equipment
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}
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if (subChild.GetComponent<SkinnedMeshRenderer>()) // If the subChild has a skinnedMeshRenderer
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{
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// If the subChild has a SkinnedMeshRenderer, assign the renderer, bone name, and target;
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Debug.Log("Name: " + subChild.gameObject.name);
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subChildRenderer = subChild.gameObject.GetComponent<SkinnedMeshRenderer>();
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Debug.Log("2: " + subChildRenderer.name);
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subRootBoneName = subChildRenderer.rootBone.name;
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Debug.Log("3: " + subRootBoneName);
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targetRenderer = subChildRenderer;
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}
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}
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if (isEquipmentObject && subChildRenderer) // If this is valid equipment and we have a subChildRenderer...
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{
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Debug.Log(child.name + " is valid equipment!");
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Transform[] boneArray = subChildRenderer.bones; // Set the boneArray to be all the bones from the subChildRenderer
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for (int i = 0; i < boneArray.Length; i++) // For each bone...
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{
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string boneName = boneArray[i].name; // Get the bone name
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if (boneMap.ContainsKey(boneName)) // if the dictionary for the target bones contains this bone name...
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{
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boneArray[i] = boneMap[boneName]; // Set the array to match the bone from the Dictionary
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}
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}
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subChildRenderer.bones = boneArray; // Assing the boneArray to the bones
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foreach (Transform bone in targetRenderer.bones) // For each bone...
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{
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if (bone.name == subRootBoneName) // Is the bone name the same as subRootBoneName?
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{
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subChildRenderer.rootBone = bone; // Assign the root bone to this
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}
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}
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PrefabUtility.UnpackPrefabInstance(child.gameObject,PrefabUnpackMode.Completely,InteractionMode.AutomatedAction);
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DestroyImmediate(thisBoneRoot, true); // Destroy the bones of the subChildRenderer
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}
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}
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/* NOTE: In a previous version I had a prefab created automatically. I'm removing this as (1) it's not really
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* hard at all to create a prefab by draggin, (2) I think there's little point to making lots of prefabs with
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* different versions, and (3) one less thing to support...coding isn't my strong suit! :D
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*/
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// Finally, we will remove "Dummy001" from the objects.
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Transform[] allChildren = target.GetComponentsInChildren<Transform>(); // Get all children of the target
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foreach (Transform child in allChildren) // And for each one...
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{
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if (child.gameObject.name == "Dummy001") // If the name is Dummy001
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{
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PrefabUtility.UnpackPrefabInstance(child.gameObject,PrefabUnpackMode.Completely,InteractionMode.AutomatedAction);
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DestroyImmediate(child.gameObject); // Destroy it
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}
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}
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}
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Debug.Log("Character Equip Complete!!");
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}
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else
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{
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Debug.Log("No Object Selected!");
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}
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}
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} |