Change MeshDB to PrefabDB, add gun to inventory
This commit is contained in:
parent
3dcea18a33
commit
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@ -73,6 +73,6 @@ Material:
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@ -100,14 +100,14 @@ MonoBehaviour:
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intensity: 0.1
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m_Settings:
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m_Settings:
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111
Assets/Prefabs/Cube.prefab
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111
Assets/Prefabs/Cube.prefab
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@ -0,0 +1,111 @@
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--- !u!23 &23149232739000136
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--- !u!33 &33329614007622854
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9
Assets/Prefabs/Cube.prefab.meta
Normal file
9
Assets/Prefabs/Cube.prefab.meta
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@ -0,0 +1,9 @@
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timeCreated: 1495362496
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111
Assets/Prefabs/Cylinder.prefab
Normal file
111
Assets/Prefabs/Cylinder.prefab
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@ -0,0 +1,111 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1001 &100100000
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9
Assets/Prefabs/Cylinder.prefab.meta
Normal file
9
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Normal file
@ -0,0 +1,9 @@
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@ -55,8 +55,6 @@ GameObject:
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@ -104,8 +102,6 @@ GameObject:
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@ -121,8 +117,6 @@ GameObject:
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m_CustomResolution: -1
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m_Strength: 1
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m_Bias: 0.05
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m_Lightmapping: 4
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m_AreaSize: {x: 1, y: 1}
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m_BounceIntensity: 1
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m_ColorTemperature: 6570
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m_UseColorTemperature: 0
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m_ShadowRadius: 0
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m_ShadowAngle: 0
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Transform:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 458076499}
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m_LocalRotation: {x: 0.40821788, y: -0.23456968, z: 0.10938163, w: 0.8754261}
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m_LocalPosition: {x: 0, y: 2, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 19192150}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0}
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--- !u!1 &483169919
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--- !u!1 &483169919
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -3621,7 +3689,7 @@ Transform:
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m_Children:
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m_Children:
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- {fileID: 1854896671}
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- {fileID: 1854896671}
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m_Father: {fileID: 19192150}
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m_Father: {fileID: 19192150}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!23 &824127004
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--- !u!23 &824127004
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MeshRenderer:
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MeshRenderer:
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@ -4483,7 +4551,7 @@ Transform:
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- {fileID: 1596443182}
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- {fileID: 1596443182}
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- {fileID: 2132855673}
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m_Father: {fileID: 19192150}
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m_Father: {fileID: 19192150}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &961663886
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--- !u!1 &961663886
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GameObject:
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GameObject:
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@ -5837,7 +5905,7 @@ Transform:
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m_GameObject: {fileID: 1444061381}
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m_GameObject: {fileID: 1444061381}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: -0.001, z: 0}
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m_LocalPosition: {x: 0, y: -0.001, z: 0}
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m_LocalScale: {x: 4, y: 1, z: 3.08}
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m_LocalScale: {x: 20, y: 1, z: 20}
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m_Children: []
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m_Father: {fileID: 949094013}
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m_Father: {fileID: 949094013}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -8520,6 +8588,71 @@ MeshFilter:
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m_PrefabInternal: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2032081181}
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m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
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m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!1 &2039610601
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m_PrefabInternal: {fileID: 0}
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serializedVersion: 5
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- component: {fileID: 2039610603}
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- component: {fileID: 2039610602}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!108 &2039610602
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Light:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 2039610601}
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m_Enabled: 1
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Intensity: 0.3
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m_Range: 10
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m_SpotAngle: 30
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m_CookieSize: 10
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m_Shadows:
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m_Type: 0
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m_Resolution: -1
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m_CustomResolution: -1
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m_Strength: 1
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m_Bias: 0.05
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m_AreaSize: {x: 1, y: 1}
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m_ColorTemperature: 6570
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m_UseColorTemperature: 0
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m_ShadowRadius: 0
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m_ShadowAngle: 0
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--- !u!4 &2039610603
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Transform:
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m_PrefabParentObject: {fileID: 0}
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m_LocalPosition: {x: 0, y: 2, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 19192150}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: -145, y: -30, z: 0}
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--- !u!1 &2098021898
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--- !u!1 &2098021898
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
|
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|
@ -26,7 +26,7 @@ namespace Cyber.Controls {
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// The in-world slot of the item.
|
/// The in-world slot of the item.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public MeshFilter Mesh;
|
public Transform Transform;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -34,35 +34,34 @@ namespace Cyber.Controls {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public Inventory Inventory;
|
public Inventory Inventory;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How many times per second the visual equipment should be updated.
|
|
||||||
/// </summary>
|
|
||||||
public float UpdateFrequency = 1f;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The slots where the equipped items go.
|
/// The slots where the equipped items go.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public EquipmentMesh[] Slots;
|
public EquipmentMesh[] Slots;
|
||||||
|
|
||||||
private float LastUpdateTime = 0;
|
private Dictionary<EquipSlot, Item> LastEquips = new Dictionary<EquipSlot, Item>();
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
if (Time.time - LastUpdateTime >= 1f / UpdateFrequency) {
|
Dictionary<EquipSlot, Item> Equips = Inventory.Drive.GetEquippedItems();
|
||||||
Dictionary<EquipSlot, Item> Equips = Inventory.Drive.GetEquippedItems();
|
for (int i = 0; i < Slots.Length; i++) {
|
||||||
// Empty all slots
|
bool Equipped = Equips.ContainsKey(Slots[i].Slot);
|
||||||
for (int i = 0; i < Slots.Length; i++) {
|
bool LastEquipped = LastEquips.ContainsKey(Slots[i].Slot);
|
||||||
Slots[i].Mesh.mesh = null;
|
// Check if this slot needs to be changed
|
||||||
}
|
if (Equipped != LastEquipped || (Equipped && Equips[Slots[i].Slot] != LastEquips[Slots[i].Slot])) {
|
||||||
// Equip all slots
|
// Clear slot
|
||||||
foreach (EquipSlot Slot in Equips.Keys) {
|
for (int j = 0; j < Slots[i].Transform.childCount; j++) {
|
||||||
for (int i = 0; i < Slots.Length; i++) {
|
Destroy(Slots[i].Transform.GetChild(j).gameObject);
|
||||||
if (Slots[i].Slot == Slot) {
|
}
|
||||||
Slots[i].Mesh.mesh = MeshDB.GetMesh(Equips[Slots[i].Slot].ModelID);
|
if (!Equipped) {
|
||||||
break;
|
// Nothing is equipped
|
||||||
}
|
LastEquips.Remove(Slots[i].Slot);
|
||||||
|
} else {
|
||||||
|
// Something is equipped
|
||||||
|
Item Item = Equips[Slots[i].Slot];
|
||||||
|
PrefabDB.Create(Item.ModelID, Slots[i].Transform);
|
||||||
|
LastEquips[Slots[i].Slot] = Item;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
LastUpdateTime = Time.time;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -42,9 +42,9 @@ namespace Cyber.Controls {
|
|||||||
public TextTextureApplier ItemDescriptionText;
|
public TextTextureApplier ItemDescriptionText;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The item preview mesh.
|
/// The item preview parent.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public MeshFilter ItemPreviewMesh;
|
public Transform ItemPreview;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The item preview spinner.
|
/// The item preview spinner.
|
||||||
@ -92,11 +92,22 @@ namespace Cyber.Controls {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public Vector2 ItemGridDimensions;
|
public Vector2 ItemGridDimensions;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The material of the items in the item grid.
|
||||||
|
/// </summary>
|
||||||
|
public Material ItemGridHologramMaterial;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The material of the item in the item preview.
|
||||||
|
/// </summary>
|
||||||
|
public Material ItemPreviewHologramMaterial;
|
||||||
|
|
||||||
private bool InventoryOpen = false;
|
private bool InventoryOpen = false;
|
||||||
private float PreviewVisibility = 0f;
|
private float PreviewVisibility = 0f;
|
||||||
|
private int PreviewModelID = -1;
|
||||||
|
|
||||||
private List<Transform> ItemGridCells;
|
private List<Transform> ItemGridCells;
|
||||||
private List<MeshFilter> ItemGridCellMeshes;
|
private Dictionary<int, Item> ItemGridContainedItems = new Dictionary<int, Item>();
|
||||||
private int ItemGridSelectedIndex;
|
private int ItemGridSelectedIndex;
|
||||||
private Transform GrabbedItem;
|
private Transform GrabbedItem;
|
||||||
private int GrabbedItemIndex = -1;
|
private int GrabbedItemIndex = -1;
|
||||||
@ -117,11 +128,9 @@ namespace Cyber.Controls {
|
|||||||
private void Start() {
|
private void Start() {
|
||||||
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
|
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
|
||||||
ItemGridCells = new List<Transform>(ItemGridSize);
|
ItemGridCells = new List<Transform>(ItemGridSize);
|
||||||
ItemGridCellMeshes = new List<MeshFilter>(ItemGridSize);
|
|
||||||
for (int i = 0; i < ItemGridSize; i++) {
|
for (int i = 0; i < ItemGridSize; i++) {
|
||||||
Transform Cell = ItemGridParent.GetChild(i).transform;
|
Transform Cell = ItemGridParent.GetChild(i).transform;
|
||||||
ItemGridCells.Add(Cell);
|
ItemGridCells.Add(Cell);
|
||||||
ItemGridCellMeshes.Add(Cell.GetComponentInChildren<MeshFilter>());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
IconInventoryColor = IconInventory.material.GetColor("_EmissionColor");
|
IconInventoryColor = IconInventory.material.GetColor("_EmissionColor");
|
||||||
@ -178,23 +187,32 @@ namespace Cyber.Controls {
|
|||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
// Something is grabbed, make things react to this
|
// Something is grabbed, make things react to this
|
||||||
|
ItemGridSelectedIndex = CurrentIndex;
|
||||||
if (Input.GetButtonUp("Activate")) {
|
if (Input.GetButtonUp("Activate")) {
|
||||||
// Grab was released, drop item here
|
// Grab was released, drop item here
|
||||||
// Lerp things
|
if (GrabbedItemIndex == CurrentIndex) {
|
||||||
ItemGridCellMeshes[GrabbedItemIndex].transform.position = ItemGridCells[CurrentIndex].position;
|
// The item was dropped in place, reset the position
|
||||||
Lerper.LerpTransformPosition(ItemGridCellMeshes[GrabbedItemIndex].transform, new Vector3(), 10f);
|
if (ItemGridCells[GrabbedItemIndex].childCount > 0) {
|
||||||
Lerper.LerpTransformPosition(ItemGridCellMeshes[CurrentIndex].transform, new Vector3(), 10f);
|
ItemGridCells[GrabbedItemIndex].GetChild(0).localPosition = new Vector3();
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Lerp things (if the models are set)
|
||||||
|
Vector3 ReturnToPos = ItemGridCells[GrabbedItemIndex].position;
|
||||||
|
ItemGridCells[GrabbedItemIndex].position = ItemGridCells[CurrentIndex].position;
|
||||||
|
Lerper.LerpTransformPosition(ItemGridCells[GrabbedItemIndex], ReturnToPos, 20f);
|
||||||
|
|
||||||
// Switch items
|
// Switch items
|
||||||
Inventory.Drive.SwitchSlots(GrabbedItemIndex, CurrentIndex);
|
Inventory.Drive.SwitchSlots(GrabbedItemIndex, CurrentIndex);
|
||||||
Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildSlotSwitch(GrabbedItemIndex, CurrentIndex));
|
Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildSlotSwitch(GrabbedItemIndex, CurrentIndex));
|
||||||
|
}
|
||||||
|
|
||||||
// Reset grabbing
|
// Reset grabbing
|
||||||
GrabbedItem = null;
|
GrabbedItem = null;
|
||||||
GrabbedItemIndex = -1;
|
GrabbedItemIndex = -1;
|
||||||
ItemGridSelectedIndex = CurrentIndex;
|
|
||||||
} else {
|
} else {
|
||||||
ItemGridCellMeshes[GrabbedItemIndex].transform.position = LookedAt.point;
|
if (ItemGridCells[GrabbedItemIndex].childCount > 0) {
|
||||||
|
ItemGridCells[GrabbedItemIndex].GetChild(0).position = LookedAt.point;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else if (Mesh != null) {
|
} else if (Mesh != null) {
|
||||||
@ -248,25 +266,38 @@ namespace Cyber.Controls {
|
|||||||
// Find the item and mesh
|
// Find the item and mesh
|
||||||
int i = x + y * (int) ItemGridDimensions.x;
|
int i = x + y * (int) ItemGridDimensions.x;
|
||||||
Item Item = Inventory.Drive.GetItemAt(x + y * (int) ItemGridDimensions.x);
|
Item Item = Inventory.Drive.GetItemAt(x + y * (int) ItemGridDimensions.x);
|
||||||
Mesh Mesh = null;
|
if (Item != null && (!ItemGridContainedItems.ContainsKey(i) || ItemGridContainedItems[i] != Item)) {
|
||||||
if (Item != null) {
|
// Clear cell
|
||||||
Mesh = MeshDB.GetMesh(Item.ModelID);
|
for (int j = 0; j < ItemGridCells[i].childCount; j++) {
|
||||||
|
DestroyImmediate(ItemGridCells[i].GetChild(j).gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add new item
|
||||||
|
GameObject ItemObject = PrefabDB.Create(Item.ModelID, ItemGridCells[i]);
|
||||||
|
MeshUtil.SetMaterial(ItemObject, ItemGridHologramMaterial);
|
||||||
|
ItemGridContainedItems[i] = Item;
|
||||||
|
} else if (Item == null && ItemGridContainedItems.ContainsKey(i)) {
|
||||||
|
for (int j = 0; j < ItemGridCells[i].childCount; j++) {
|
||||||
|
Destroy(ItemGridCells[i].GetChild(j).gameObject);
|
||||||
|
}
|
||||||
|
ItemGridContainedItems.Remove(i);
|
||||||
}
|
}
|
||||||
ItemGridCellMeshes[i].mesh = Mesh;
|
|
||||||
|
|
||||||
// Set the base scale and spin status
|
// Set the base scale and spin status
|
||||||
float Scale = 0.08f;
|
float Scale = 0.13f;
|
||||||
bool Spinning = false;
|
bool Spinning = false;
|
||||||
|
|
||||||
if (focused == i || ItemGridSelectedIndex == i) {
|
if (focused == i || ItemGridSelectedIndex == i) {
|
||||||
// Item is selected or hovered, animate
|
// Item is selected or hovered, animate
|
||||||
Scale = 0.1f;
|
Scale = 0.16f;
|
||||||
Spinning = true;
|
Spinning = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (ItemGridSelectedIndex == i) {
|
if (ItemGridSelectedIndex == i) {
|
||||||
// Set preview information
|
// Set preview information
|
||||||
SetPreviewMesh(Mesh);
|
if (ItemGridCells[i].childCount > 0) {
|
||||||
|
SetPreviewItem(Item);
|
||||||
|
}
|
||||||
TextTextureProperties NameProps = ItemNameText.TextProperties;
|
TextTextureProperties NameProps = ItemNameText.TextProperties;
|
||||||
TextTextureProperties DescriptionProps = ItemDescriptionText.TextProperties;
|
TextTextureProperties DescriptionProps = ItemDescriptionText.TextProperties;
|
||||||
if (Item != null) {
|
if (Item != null) {
|
||||||
@ -286,7 +317,7 @@ namespace Cyber.Controls {
|
|||||||
} else {
|
} else {
|
||||||
ItemGridSelector.position =
|
ItemGridSelector.position =
|
||||||
Vector3.Lerp(ItemGridSelector.position,
|
Vector3.Lerp(ItemGridSelector.position,
|
||||||
ItemGridCells[i].position, 20f * Time.deltaTime);
|
ItemGridCells[i].position, 10f * Time.deltaTime);
|
||||||
}
|
}
|
||||||
Vector3 NewRot = ItemGridSelector.localEulerAngles;
|
Vector3 NewRot = ItemGridSelector.localEulerAngles;
|
||||||
NewRot.z = 0;
|
NewRot.z = 0;
|
||||||
@ -295,15 +326,21 @@ namespace Cyber.Controls {
|
|||||||
|
|
||||||
if (!Spinning) {
|
if (!Spinning) {
|
||||||
// Not selected, reset rotation
|
// Not selected, reset rotation
|
||||||
ItemGridCellMeshes[i].transform.LookAt(Camera.transform);
|
if (ItemGridCells[i].childCount > 0) {
|
||||||
Vector3 NewRot = ItemGridCellMeshes[i].transform.localEulerAngles;
|
Transform ItemTransform = ItemGridCells[i].GetChild(0);
|
||||||
NewRot.z = 0;
|
ItemTransform.LookAt(Camera.transform);
|
||||||
ItemGridCellMeshes[i].transform.localEulerAngles = NewRot;
|
Vector3 NewRot = ItemTransform.localEulerAngles;
|
||||||
|
NewRot.z = 0;
|
||||||
|
NewRot.y += 90;
|
||||||
|
ItemTransform.localEulerAngles = NewRot;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update spinning status and scaling
|
// Update spinning status and scaling
|
||||||
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
|
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
|
||||||
FixMeshScaling(ItemGridCellMeshes[i], Scale);
|
if (ItemGridCells[i].childCount > 0) {
|
||||||
|
FixMeshScaling(ItemGridCells[i].GetChild(0), Scale);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -312,7 +349,7 @@ namespace Cyber.Controls {
|
|||||||
|
|
||||||
// Clean up the preview screen if there was no item
|
// Clean up the preview screen if there was no item
|
||||||
if (!ItemFound) {
|
if (!ItemFound) {
|
||||||
SetPreviewMesh(null);
|
SetPreviewItem(null);
|
||||||
TextTextureProperties NameProps = ItemNameText.TextProperties;
|
TextTextureProperties NameProps = ItemNameText.TextProperties;
|
||||||
TextTextureProperties DescriptionProps = ItemDescriptionText.TextProperties;
|
TextTextureProperties DescriptionProps = ItemDescriptionText.TextProperties;
|
||||||
NameProps.Text = "";
|
NameProps.Text = "";
|
||||||
@ -325,38 +362,35 @@ namespace Cyber.Controls {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetPreviewMesh(Mesh mesh) {
|
private void SetPreviewItem(Item item) {
|
||||||
ItemPreviewSpinner.Spinning = mesh != null;
|
ItemPreviewSpinner.Spinning = item != null;
|
||||||
if (mesh != null) {
|
if (item != null && PreviewModelID != item.ModelID) {
|
||||||
ItemPreviewMesh.mesh = mesh;
|
for (int j = 0; j < ItemPreview.childCount; j++) {
|
||||||
|
DestroyImmediate(ItemPreview.GetChild(j).gameObject);
|
||||||
|
}
|
||||||
|
GameObject ItemObject = PrefabDB.Create(item.ModelID, ItemPreview);
|
||||||
|
MeshUtil.SetMaterial(ItemObject, ItemPreviewHologramMaterial);
|
||||||
|
PreviewModelID = item.ModelID;
|
||||||
}
|
}
|
||||||
FixMeshScaling(ItemPreviewMesh, 0.175f * PreviewVisibility);
|
FixMeshScaling(ItemPreview, 0.35f * PreviewVisibility);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixMeshScaling(MeshFilter toFix, float scale) {
|
private void FixMeshScaling(Transform toFix, float scale) {
|
||||||
if (toFix.mesh == null) {
|
Vector3 Extents = MeshUtil.GetMeshBounds(toFix.gameObject).extents;
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
float HighestExtent = 0.1f;
|
float HighestExtent = 0.1f;
|
||||||
float Height = toFix.mesh.bounds.extents.y * 2f;
|
|
||||||
float Width = Mathf.Sqrt(Mathf.Pow(toFix.mesh.bounds.extents.x * 2f, 2) +
|
|
||||||
Mathf.Pow(toFix.mesh.bounds.extents.y * 2f, 2));
|
|
||||||
float Depth = Mathf.Sqrt(Mathf.Pow(toFix.mesh.bounds.extents.z * 2f, 2) +
|
|
||||||
Mathf.Pow(toFix.mesh.bounds.extents.y * 2f, 2));
|
|
||||||
|
|
||||||
if (Height > HighestExtent) {
|
if (Extents.x > HighestExtent) {
|
||||||
HighestExtent = Height;
|
HighestExtent = Extents.x;
|
||||||
}
|
}
|
||||||
if (Width > HighestExtent) {
|
if (Extents.y > HighestExtent) {
|
||||||
HighestExtent = Width;
|
HighestExtent = Extents.y;
|
||||||
}
|
}
|
||||||
if (Depth > HighestExtent) {
|
if (Extents.z > HighestExtent) {
|
||||||
HighestExtent = Depth;
|
HighestExtent = Extents.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
float Scale = scale * 1f / HighestExtent;
|
float Scale = scale * 0.5f / HighestExtent;
|
||||||
toFix.transform.localScale = new Vector3(Scale, Scale, Scale);
|
toFix.localScale = new Vector3(Scale, Scale, Scale);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -38,6 +38,7 @@ namespace Cyber.Entities.SyncBases {
|
|||||||
Drive.AddItem(ItemDB.Singleton.Get(0));
|
Drive.AddItem(ItemDB.Singleton.Get(0));
|
||||||
Drive.AddItem(ItemDB.Singleton.Get(1));
|
Drive.AddItem(ItemDB.Singleton.Get(1));
|
||||||
Drive.AddItem(ItemDB.Singleton.Get(2));
|
Drive.AddItem(ItemDB.Singleton.Get(2));
|
||||||
|
Drive.AddItem(ItemDB.Singleton.Get(3));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -23,6 +23,7 @@ namespace Cyber.Items {
|
|||||||
AddItem(new Item(Counter++, 0, "Very Long Item Name", 1.5f, EquipSlot.Hat, "This item is a rare piece of the \"way too long of a name\" technology, invented by space goblins in ancient times."));
|
AddItem(new Item(Counter++, 0, "Very Long Item Name", 1.5f, EquipSlot.Hat, "This item is a rare piece of the \"way too long of a name\" technology, invented by space goblins in ancient times."));
|
||||||
AddItem(new Item(Counter++, 1, "Outworldly Spherical Tube", .5f, EquipSlot.RightHand, "It's so spherical and smooth that it seems like it's not even from this world!"));
|
AddItem(new Item(Counter++, 1, "Outworldly Spherical Tube", .5f, EquipSlot.RightHand, "It's so spherical and smooth that it seems like it's not even from this world!"));
|
||||||
AddItem(new Item(Counter++, 0, "Cube Of Debuggery", 1.5f, EquipSlot.LeftHand, "Does some debuggery when you poke it.", (host) => { Term.Println("*DEBUGGERY*"); }));
|
AddItem(new Item(Counter++, 0, "Cube Of Debuggery", 1.5f, EquipSlot.LeftHand, "Does some debuggery when you poke it.", (host) => { Term.Println("*DEBUGGERY*"); }));
|
||||||
|
AddItem(new Item(Counter++, 2, "Punk Revolver", 1f, EquipSlot.RightHand, "It only knows three chords. Shoots five times though.", (host) => { Term.Println("*BANG*"); }));
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -30,7 +30,7 @@ namespace Cyber.Util {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Lerps the transform local position.
|
/// Lerps the transform world position.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="transform">Transform.</param>
|
/// <param name="transform">Transform.</param>
|
||||||
/// <param name="to">To.</param>
|
/// <param name="to">To.</param>
|
||||||
@ -41,13 +41,17 @@ namespace Cyber.Util {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void LateUpdate() {
|
||||||
List<Transform> RemoveThese = new List<Transform>();
|
List<Transform> RemoveThese = new List<Transform>();
|
||||||
foreach (Transform Transform in PositionLerps.Keys) {
|
foreach (Transform Transform in PositionLerps.Keys) {
|
||||||
Transform.localPosition = Vector3.Lerp(Transform.localPosition,
|
if (Transform == null) {
|
||||||
|
PositionLerps.Remove(Transform);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
Transform.position = Vector3.Lerp(Transform.position,
|
||||||
PositionLerps[Transform].Target, PositionLerps[Transform].Speed * Time.deltaTime);
|
PositionLerps[Transform].Target, PositionLerps[Transform].Speed * Time.deltaTime);
|
||||||
if ((Transform.localPosition - PositionLerps[Transform].Target).magnitude < 0.001f) {
|
if ((Transform.position - PositionLerps[Transform].Target).magnitude < 0.001f) {
|
||||||
Transform.localPosition = PositionLerps[Transform].Target;
|
Transform.position = PositionLerps[Transform].Target;
|
||||||
RemoveThese.Add(Transform);
|
RemoveThese.Add(Transform);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,35 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Cyber.Util {
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Mesh database, contains all the meshes in the game. This should be
|
|
||||||
/// used if meshes are needed at runtime.
|
|
||||||
/// </summary>
|
|
||||||
public class MeshDB : MonoBehaviour {
|
|
||||||
private static MeshDB Singleton;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The meshes that can be used at runtime.
|
|
||||||
/// </summary>
|
|
||||||
public Mesh[] Meshes;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sets the Singleton.
|
|
||||||
/// </summary>
|
|
||||||
public MeshDB() {
|
|
||||||
Singleton = this;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the mesh at the defined index.
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>The mesh.</returns>
|
|
||||||
/// <param name="index">Index.</param>
|
|
||||||
public static Mesh GetMesh(int index) {
|
|
||||||
return Singleton.Meshes[index];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
95
Assets/Scripts/Util/MeshUtil.cs
Normal file
95
Assets/Scripts/Util/MeshUtil.cs
Normal file
@ -0,0 +1,95 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Cyber.Util {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Utility functions for mesh-related things.
|
||||||
|
/// </summary>
|
||||||
|
public class MeshUtil : MonoBehaviour {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the bounds of a gameobject or its children with a mesh.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The bounds of the object.</returns>
|
||||||
|
/// <param name="obj">Object.</param>
|
||||||
|
public static Bounds GetMeshBounds(GameObject obj) {
|
||||||
|
MeshFilter Mesh = GetMeshFilter(obj);
|
||||||
|
if (Mesh != null) {
|
||||||
|
return Mesh.mesh.bounds;
|
||||||
|
}
|
||||||
|
SkinnedMeshRenderer SkinnedMesh = GetSkinnedMeshRenderer(obj);
|
||||||
|
if (SkinnedMesh != null) {
|
||||||
|
return SkinnedMesh.sharedMesh.bounds;
|
||||||
|
}
|
||||||
|
return new Bounds();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the material in the objects or its children.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="obj">Object.</param>
|
||||||
|
/// <param name="mat">Mat.</param>
|
||||||
|
public static void SetMaterial(GameObject obj, Material mat) {
|
||||||
|
MeshRenderer MeshRenderer = MeshUtil.GetMeshRenderer(obj);
|
||||||
|
if (MeshRenderer != null) {
|
||||||
|
Material[] NewMats = new Material[MeshRenderer.materials.Length];
|
||||||
|
for (int j = 0; j < MeshRenderer.materials.Length; j++) {
|
||||||
|
NewMats[j] = mat;
|
||||||
|
}
|
||||||
|
MeshRenderer.materials = NewMats;
|
||||||
|
}
|
||||||
|
SkinnedMeshRenderer SkinnedMeshRenderer = MeshUtil.GetSkinnedMeshRenderer(obj);
|
||||||
|
if (SkinnedMeshRenderer != null) {
|
||||||
|
Material[] NewMats = new Material[SkinnedMeshRenderer.materials.Length];
|
||||||
|
for (int j = 0; j < SkinnedMeshRenderer.materials.Length; j++) {
|
||||||
|
NewMats[j] = mat;
|
||||||
|
}
|
||||||
|
SkinnedMeshRenderer.materials = NewMats;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a MeshFilter in a gameobject or its children.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The MeshFilter in object.</returns>
|
||||||
|
/// <param name="obj">Object.</param>
|
||||||
|
public static MeshFilter GetMeshFilter(GameObject obj) {
|
||||||
|
MeshFilter Mesh = obj.GetComponent<MeshFilter>();
|
||||||
|
if (Mesh == null) {
|
||||||
|
// No mesh found, search children
|
||||||
|
Mesh = obj.GetComponentInChildren<MeshFilter>();
|
||||||
|
}
|
||||||
|
return Mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a MeshRenderer in a gameobject or its children.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The MeshRenderer in object.</returns>
|
||||||
|
/// <param name="obj">Object.</param>
|
||||||
|
public static MeshRenderer GetMeshRenderer(GameObject obj) {
|
||||||
|
MeshRenderer Mesh = obj.GetComponent<MeshRenderer>();
|
||||||
|
if (Mesh == null) {
|
||||||
|
// No mesh found, search children
|
||||||
|
Mesh = obj.GetComponentInChildren<MeshRenderer>();
|
||||||
|
}
|
||||||
|
return Mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets a SkinnedMeshRenderer in a gameobject or its children.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The SkinnedMeshRenderer in object.</returns>
|
||||||
|
/// <param name="obj">Object.</param>
|
||||||
|
public static SkinnedMeshRenderer GetSkinnedMeshRenderer(GameObject obj) {
|
||||||
|
SkinnedMeshRenderer Mesh = obj.GetComponent<SkinnedMeshRenderer>();
|
||||||
|
if (Mesh == null) {
|
||||||
|
// No mesh found, search children
|
||||||
|
Mesh = obj.GetComponentInChildren<SkinnedMeshRenderer>();
|
||||||
|
}
|
||||||
|
return Mesh;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Scripts/Util/MeshUtil.cs.meta
Normal file
12
Assets/Scripts/Util/MeshUtil.cs.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eca7ccdc67deb4f24a06764028c17dd5
|
||||||
|
timeCreated: 1495362148
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
44
Assets/Scripts/Util/PrefabDB.cs
Normal file
44
Assets/Scripts/Util/PrefabDB.cs
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Cyber.Util {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Prefab database, contains all the prefabs that might be needed at
|
||||||
|
/// runtime. Intended to be called through the static functions.
|
||||||
|
/// </summary>
|
||||||
|
public class PrefabDB : MonoBehaviour {
|
||||||
|
private static PrefabDB Singleton;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The prefabs that can be used at runtime.
|
||||||
|
/// </summary>
|
||||||
|
public GameObject[] Prefabs;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the Singleton.
|
||||||
|
/// </summary>
|
||||||
|
public PrefabDB() {
|
||||||
|
Singleton = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a new prefab with the given position, rotation and parent.
|
||||||
|
/// </summary>
|
||||||
|
/// <returns>The prefab.</returns>
|
||||||
|
/// <param name="index">Index.</param>
|
||||||
|
/// <param name="pos">The position (local, if parent is not null).</param>
|
||||||
|
/// <param name="rot">The rotation (local, if parent is not null).</param>
|
||||||
|
/// <param name="parent">The parent transform.</param>
|
||||||
|
public static GameObject Create(int index, Transform parent,
|
||||||
|
Vector3 pos = new Vector3(), Quaternion rot = new Quaternion()) {
|
||||||
|
GameObject Result = Instantiate(Singleton.Prefabs[index], pos, rot, parent);
|
||||||
|
if (parent != null) {
|
||||||
|
Result.transform.localPosition = pos;
|
||||||
|
Result.transform.localRotation = rot;
|
||||||
|
}
|
||||||
|
return Result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user