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

@@ -41,6 +41,39 @@ public class bodyMountPointsSystem : MonoBehaviour
public GameObject mountPointObjectReferencePrefab;
public void removeCharacterBodyMountPointsToTemporalParent (Transform newParent)
{
for (int i = 0; i < bodyMountPointInfoList.Count; i++) {
bodyMountPointInfo currentBodyMountPointInfo = bodyMountPointInfoList [i];
for (int j = 0; j < currentBodyMountPointInfo.objectPointInfoList.Count; j++) {
objectPointInfo currentObjectPointInfo = currentBodyMountPointInfo.objectPointInfoList [j];
if (currentObjectPointInfo.objectTransform != null) {
currentObjectPointInfo.objectTransform.SetParent (newParent);
}
}
}
}
public void resetCharacterBodyMountPointsLocalPositions ()
{
for (int i = 0; i < bodyMountPointInfoList.Count; i++) {
bodyMountPointInfo currentBodyMountPointInfo = bodyMountPointInfoList [i];
for (int j = 0; j < currentBodyMountPointInfo.objectPointInfoList.Count; j++) {
objectPointInfo currentObjectPointInfo = currentBodyMountPointInfo.objectPointInfoList [j];
if (currentObjectPointInfo.objectTransform != null) {
currentObjectPointInfo.objectTransform.localPosition = Vector3.zero;
currentObjectPointInfo.objectTransform.localRotation = Quaternion.identity;
}
}
}
}
public void setCharacterBodyMountPointsInfoList ()
{
for (int i = 0; i < bodyMountPointInfoList.Count; i++) {
@@ -63,24 +96,34 @@ public class bodyMountPointsSystem : MonoBehaviour
if (currentBodyMountPointInfo.useCustomBoneTransform) {
currentBone = currentBodyMountPointInfo.customBoneTransform;
if (currentBone != null) {
if (!currentBone.IsChildOf (mainAnimator.transform)) {
print ("transform assigned is not part of the current animator, recalculating " + currentBone.name);
currentBone = null;
}
}
}
if (currentBone == null) {
currentBone = mainAnimator.GetBoneTransform (currentBodyMountPointInfo.boneToAttach);
}
if (currentBone == null) {
currentBone = mainAnimator.GetBoneTransform (currentBodyMountPointInfo.alternativeBoneToAttach);
}
if (currentBone == null) {
currentBone = mainAnimator.GetBoneTransform (HumanBodyBones.Hips);
if (mainAnimator.isHuman) {
if (currentBone == null) {
currentBone = mainAnimator.GetBoneTransform (currentBodyMountPointInfo.boneToAttach);
}
if (currentBone == null) {
currentBone = mainAnimator.transform;
currentBone = mainAnimator.GetBoneTransform (currentBodyMountPointInfo.alternativeBoneToAttach);
}
print ("WARNING: No bone found on character body elements list for " + currentBodyMountPointInfo.Name + "" +
" setting that character element inside the character model " + currentBone.name);
if (currentBone == null) {
currentBone = mainAnimator.GetBoneTransform (HumanBodyBones.Hips);
if (currentBone == null) {
currentBone = mainAnimator.transform;
print ("WARNING: No bone found on character body elements list for " + currentBodyMountPointInfo.Name + "" +
" setting that character element inside the character model " + currentBone.name);
}
}
}