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began work on renaming and styling

/main
CGerrits SF 4 年前
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5f9ca725
共有 3 个文件被更改,包括 49 次插入1470 次删除
  1. 606
      Assets/BossRoom/Prefabs/Character/CharacterSet.prefab
  2. 854
      Assets/BossRoom/Scenes/DungeonTest.unity
  3. 59
      Assets/BossRoom/Scripts/Client/Game/Character/CharacterSwap.cs

606
Assets/BossRoom/Prefabs/Character/CharacterSet.prefab
文件差异内容过多而无法显示
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854
Assets/BossRoom/Scenes/DungeonTest.unity
文件差异内容过多而无法显示
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59
Assets/BossRoom/Scripts/Client/Game/Character/CharacterSwap.cs


using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine.Assertions;
//Debug: logic to allow designers to easily swap models in editor
/// <summary>
/// Debug: logic to allow designers to easily swap models in editor
/// </summary>
[System.SerializableAttribute]
[System.Serializable]
public class CharacterModelSet
{
public GameObject ears;

public GameObject eyes;
public GameObject torso;
public GameObject gear_right_hand;
public GameObject gear_left_hand;
public GameObject hand_right;
public GameObject hand_left;
public GameObject shoulder_right;
public GameObject shoulder_left;
public GameObject gearRightHand;
public GameObject gearLeftHand;
public GameObject handRight;
public GameObject handLeft;
public GameObject shoulderRight;
public GameObject shoulderLeft;
public void setFullActive(bool isActive)
public void SetFullActive(bool isActive)
{
ears.SetActive(isActive);
head.SetActive(isActive);

torso.SetActive(isActive);
gear_left_hand.SetActive(isActive);
hand_right.SetActive(isActive);
hand_left.SetActive(isActive);
shoulder_right.SetActive(isActive);
shoulder_left.SetActive(isActive);
gear_left_hand.SetActive(isActive);
gear_right_hand.SetActive(isActive);
gearLeftHand.SetActive(isActive);
gearRightHand.SetActive(isActive);
handRight.SetActive(isActive);
handLeft.SetActive(isActive);
shoulderRight.SetActive(isActive);
shoulderLeft.SetActive(isActive);
int m_ModelIndex;
int m_LastModelIndex;
private int m_ModelIndex;
private int m_LastModelIndex;
CharacterModelSet[] m_CharacterModels;
private CharacterModelSet[] m_CharacterModels;
void Awake()
{
if (m_ModelIndex >= m_CharacterModels.Length)

}
public void SwapToModel(int idx)
public void SwapToModel(int modelIndex)
if (idx >= m_CharacterModels.Length)
{
print("Index out of bounds");
return;
}
Assert.IsTrue(modelIndex < m_CharacterModels.Length);
for (int x = 0; x < m_CharacterModels.Length; x++)
for (int i = 0; i < m_CharacterModels.Length; i++)
m_CharacterModels[x].setFullActive(x == idx);
m_CharacterModels[i].SetFullActive(i == modelIndex);
// Update is called once per frame
void Update()
private void Update()
{
if (m_LastModelIndex != m_ModelIndex)
{

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