add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -155,6 +155,12 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
public UnityEvent eventOnOpenMenu;
public UnityEvent eventOnCloseMenu;
[Space]
[Space]
public UnityEvent eventToSetNextCharacterModel;
public UnityEvent eventToSetPreviousCharacterModel;
[Space]
[Header ("Components")]
[Space]
@@ -189,6 +195,7 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
public health mainHealth;
Coroutine menuCoroutine;
Transform originalCameraParent;
@@ -201,6 +208,7 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
bool previousKeepAllCharacterMeshesDisabledActiveValue;
void Start ()
{
if (!characterCustomizationEnabled) {
@@ -222,14 +230,21 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
}
if (setInitialArmorClothPieceList) {
StartCoroutine (setInitialArmorClothListCoroutine ());
checkSetInitialArmorClothList ();
}
if (keepAllCharacterMeshesDisabledActive && mainInventoryManager.isFirstPersonActive ()) {
if (keepAllCharacterMeshesDisabledActive && useInventoryManager && mainInventoryManager.isFirstPersonActive ()) {
StartCoroutine (setInitialVisibleMeshesOnCharacter (true));
}
}
public void checkSetInitialArmorClothList ()
{
if (setInitialArmorClothPieceList) {
StartCoroutine (setInitialArmorClothListCoroutine ());
}
}
IEnumerator setInitialArmorClothListCoroutine ()
{
yield return new WaitForSeconds (0.01f);
@@ -297,6 +312,8 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
mainCharacterAspectCustomizationUISystem = currentIngameMenuPanel.GetComponent<characterAspectCustomizationUISystem> ();
mainCharacterAspectCustomizationUISystemAssigned = true;
mainCharacterAspectCustomizationUISystem.setMainInventoryCharacterCustomizationSystem (this);
}
if (mainCharacterCustomizationManager == null) {
@@ -330,6 +347,13 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
}
}
public void setMultipleCharacterCustomizationTypeButtonInfoByName (string characterName)
{
if (mainCharacterAspectCustomizationUISystemAssigned) {
mainCharacterAspectCustomizationUISystem.setMultipleCharacterCustomizationTypeButtonInfoByName (characterName);
}
}
public void openOrCloseCustomizationMenu (bool state)
{
if (menuOpened == state) {
@@ -468,9 +492,15 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
checkAssignCharacterAspectCustomizationUISystem ();
}
bool initializingInventory = false;
if (useInventoryManager) {
initializingInventory = mainInventoryManager.isInitializingInventory ();
}
if (showDebugPrint) {
if (useInventoryManager) {
print ("initializingInventory ------------------------------------------ " + mainInventoryManager.initializingInventory);
print ("initializingInventory ------------------------------------------ " + initializingInventory);
}
}
@@ -570,6 +600,52 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
}
}
public void unequipAllCurrentArmorCloth ()
{
if (!characterCustomizationEnabled) {
return;
}
if (!mainCharacterCustomizationManagerAssigned) {
return;
}
if (showDebugPrint) {
print ("unequipAllCurrentArmorCloth");
}
List<string> temporalCurrentPiecesList = new List<string> (currentPiecesList);
int currentPiecesListCount = currentPiecesList.Count;
if (currentPiecesListCount == 0) {
return;
}
for (int i = 0; i < currentPiecesListCount; i++) {
string categoryName = "";
if (useInventoryManager) {
categoryName = mainCharacterAspectCustomizationUISystem.getArmorClothCategoryByName (temporalCurrentPiecesList [i]);
} else {
if (mainCharacterCustomizationManagerAssigned) {
categoryName = mainCharacterCustomizationManager.getArmorClothCategoryByName (temporalCurrentPiecesList [i]);
}
}
if (showDebugPrint) {
print ("removing armor cloth part" + temporalCurrentPiecesList [i] + " " + categoryName);
}
if (categoryName != "") {
if (useInventoryManager) {
mainInventoryManager.setCurrentInventoryObjectAndUnequipByName (temporalCurrentPiecesList [i]);
} else {
unequipObject (temporalCurrentPiecesList [i], categoryName);
}
}
}
}
void checkArmorClothPieceToUse (string objectName, bool state)
{
@@ -682,6 +758,31 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
mainFullArmorClothTemplateData = newFullArmorClothTemplateData;
}
public void setInitialArmorClothPieceListState (bool state)
{
setInitialArmorClothPieceList = state;
}
public void setUseCharacterAspectCustomizationTemplateState (bool state)
{
useCharacterAspectCustomizationTemplate = state;
}
public void setUseRandomCharacterAspectCustomizationTemplateState (bool state)
{
useRandomCharacterAspectCustomizationTemplate = state;
}
public void setCharacterAspectCustomizationTemplateList (List<characterAspectCustomizationTemplate> newList)
{
characterAspectCustomizationTemplateList = newList;
}
public void setInitialCharacterAspectCustomizationTemplate (characterAspectCustomizationTemplate newCharacterAspectCustomizationTemplate)
{
initialCharacterAspectCustomizationTemplate = newCharacterAspectCustomizationTemplate;
}
void configureStats (bool state, List<armorClothStatsInfo> armorClothStatsInfoList, string objectName, bool isFullSetActive)
{
if (showDebugPrint) {
@@ -692,6 +793,23 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
bool isLoadingGame = mainPlayerStatsSystem.isLoadingGameState ();
bool initializingInventory = false;
if (useInventoryManager) {
initializingInventory = mainInventoryManager.isInitializingInventory ();
}
if (!initializingInventory) {
if (showDebugPrint) {
print ("the inventory was already initialized, so updating the loading state on the player stats system");
}
mainPlayerStatsSystem.setIsLoadingGameState (false);
isLoadingGame = false;
}
for (int k = 0; k < armorClothStatsInfoListCount; k++) {
armorClothStatsInfo currentArmorClothStatsInfo = armorClothStatsInfoList [k];
@@ -744,7 +862,7 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
}
if (showDebugPrint) {
print (currentArmorClothStatsInfo.Name + " " + extraValue + " " + objectName + " " + isFullSetActive);
print (currentArmorClothStatsInfo.Name + " " + extraValue + " " + objectName + " " + isFullSetActive + " " + isLoadingGame);
}
if (!isLoadingGame) {
@@ -1248,6 +1366,43 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
return null;
}
public characterCustomizationManager getCharacterCustomizationManager ()
{
return mainCharacterCustomizationManager;
}
public void updateCharacterTransform ()
{
if (mainCharacterCustomizationManager != null) {
mainCharacterCustomizationManager.setCharacterTransform (playerTransform);
}
}
public void setNewCharacterModel (GameObject newObject)
{
if (mainCharacterAspectCustomizationUISystemAssigned) {
mainCharacterAspectCustomizationUISystem.setNewCharacterModel (newObject);
}
}
public void updateCheckAssignCharacterAspectCustomizationUISystem ()
{
if (characterCustomizationEnabled) {
if (!mainCharacterAspectCustomizationUISystemAssigned) {
checkAssignCharacterAspectCustomizationUISystem ();
}
}
}
public void setNextOrPreviousCharacterModel (bool state)
{
if (state) {
eventToSetNextCharacterModel.Invoke ();
} else {
eventToSetPreviousCharacterModel.Invoke ();
}
}
public void renameArmorClothObjectByName (string currentObjectName, string newObjectName)
{
bool objectsFound = false;
@@ -1310,6 +1465,13 @@ public class inventoryCharacterCustomizationSystem : MonoBehaviour
}
//EDITOR FUNCTIONS
public void setNewCharacterCustomizationManager (characterCustomizationManager newCharacterCustomizationManager)
{
mainCharacterCustomizationManager = newCharacterCustomizationManager;
updateComponent ();
}
public void setKeepAllCharacterMeshesDisabledActiveStateOnEditor (bool state)
{
keepAllCharacterMeshesDisabledActive = state;