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

@@ -133,6 +133,81 @@ public class buildPlayer : MonoBehaviour
bool checkUnpackCharacterPrefabActive;
bool replacingCharacterModelInRuntimeActive;
bool applicationisPlaying;
bool setNewChestUpVectorValueActive;
Vector3 newChestUpVectorValue;
public void setNewCharacterModelToReplaceInRuntime (GameObject newObject)
{
if (newObject == null) {
return;
}
newCharacterModel = newObject;
//assign the new character model and the bones for the mount points manually from its character info
}
public void buildCharacterInRuntime ()
{
updateApplicationisPlayingValue ();
replacingCharacterModelInRuntimeActive = true;
ignoreApplyCharacterSettings = true;
if (!applicationisPlaying) {
checkUnpackCharacterPrefab ();
}
buildCharacter ();
ignoreApplyCharacterSettings = false;
replacingCharacterModelInRuntimeActive = false;
//disable the destroy current character model and the usage of character settings
//it will need that each component that access to the character model gets the info updated
//the ragdoll creator should be avoided, as each model would have its ragdoll created, the system will check for the
//ragdoll elements inside and assign if already exists
//check for other objects that check for bone references on start, like head collision
}
public void checkElementsBeforeReplacingCharacterModelInRuntime ()
{
updateApplicationisPlayingValue ();
if (applicationisPlaying) {
GKC_Utils.checkPlayerStates (player);
}
}
public void checkElementsAfterReplacingCharacterModelInRuntime ()
{
updateApplicationisPlayingValue ();
if (applicationisPlaying) {
weaponsManager.resetWeaponsTransformInThirdPersonToPlayerPosition ();
weaponsManager.resetWeaponsParentToPlayerPosition ();
weaponsManager.updateWeaponsParentAndLocalPosition ();
}
Transform temporalChestBone = upperBodyRotationManager.getChestTransform ();
upperBodyRotationManager.calculateCharacterRotationValues ();
weaponsManager.updateWeaponsParentsInRuntime (temporalChestBone, newModelAnimator);
}
public void buildCharacterByButton ()
{
@@ -155,23 +230,61 @@ public class buildPlayer : MonoBehaviour
void checkUnpackCharacterPrefab ()
{
#if UNITY_EDITOR
currentPlayerComponentsManager = player.GetComponent<playerComponentsManager> ();
playerControllerManager = currentPlayerComponentsManager.getPlayerController ();
bool characterIsAI = playerControllerManager.isCharacterUsedByAI ();
bool checkPrefabResult = false;
GameObject mainParentGameObject = null;
if (transform.parent != null) {
if (transform.root != null) {
GameObject mainParentGameObject = transform.root.gameObject;
print ("checking unpack character " + transform.parent.name);
if (PrefabUtility.GetCorrespondingObjectFromSource (mainParentGameObject)) {
//GKC_Utils.setActiveGameObjectInEditorWithoutCheckNull (null);
Transform currentTransformRoot = transform.root;
print ("Character parent is currently a prefab, unpacking before creating new character\n");
if (currentTransformRoot != null) {
if (characterIsAI) {
currentTransformRoot = transform;
print (PrefabUtility.GetCorrespondingObjectFromSource (mainParentGameObject).name);
PrefabUtility.UnpackPrefabInstance (mainParentGameObject, PrefabUnpackMode.Completely, InteractionMode.UserAction);
} else {
print ("Character parent prefab not found, continuing creating new character process\n");
print ("character is AI, the root is this object " + currentTransformRoot.name);
}
}
print ("checking unpack character " + currentTransformRoot.name);
mainParentGameObject = currentTransformRoot.gameObject;
checkPrefabResult = true;
}
} else {
Transform currentTransformRoot = transform.root;
if (currentTransformRoot != null) {
print ("checking unpack character " + currentTransformRoot.name);
mainParentGameObject = currentTransformRoot.gameObject;
checkPrefabResult = true;
}
}
if (checkPrefabResult && mainParentGameObject != null) {
print ("unpack check condition found, checking result");
if (PrefabUtility.GetCorrespondingObjectFromSource (mainParentGameObject)) {
//GKC_Utils.setActiveGameObjectInEditorWithoutCheckNull (null);
print ("Character parent is currently a prefab, unpacking before creating new character\n");
print (PrefabUtility.GetCorrespondingObjectFromSource (mainParentGameObject).name);
PrefabUtility.UnpackPrefabInstance (mainParentGameObject, PrefabUnpackMode.Completely, InteractionMode.UserAction);
} else {
print ("Character parent prefab not found, continuing creating new character process\n");
}
}
#endif
}
@@ -318,12 +431,19 @@ public class buildPlayer : MonoBehaviour
(leftToes != null);
}
void updateApplicationisPlayingValue ()
{
applicationisPlaying = Application.isPlaying;
}
//set all the objects inside the character's body
public void buildCharacter ()
{
updateApplicationisPlayingValue ();
//it only works in the editor mode, checking the game is not running
if (!Application.isPlaying) {
if (!assignNewModelManually) {
if (!applicationisPlaying || replacingCharacterModelInRuntimeActive) {
if (!assignNewModelManually && !replacingCharacterModelInRuntimeActive) {
getCharacterBones ();
}
@@ -337,11 +457,13 @@ public class buildPlayer : MonoBehaviour
return;
}
print ("\n\n");
print ("CREATING NEW CHARACTER");
print ("\n\n");
if (!applicationisPlaying) {
print ("\n\n");
print ("CREATING NEW CHARACTER");
print ("\n\n");
}
if (assignNewModelManually) {
if (assignNewModelManually || replacingCharacterModelInRuntimeActive) {
newModelAnimator = newCharacterModel.GetComponent<Animator> ();
newCharacterModel.transform.position = currentCharacterModel.transform.position;
@@ -383,7 +505,11 @@ public class buildPlayer : MonoBehaviour
playerCOM = IKManager.getIKBodyCOM ();
currentCharacterModel.transform.SetParent (null);
if (replacingCharacterModelInRuntimeActive) {
currentCharacterModel.transform.SetParent (transform);
} else {
currentCharacterModel.transform.SetParent (null);
}
newCharacterModel.transform.SetParent (playerCOM);
@@ -404,7 +530,9 @@ public class buildPlayer : MonoBehaviour
setIKUpperBodyComponents ();
setMapSystemComponents ();
if (!replacingCharacterModelInRuntimeActive) {
setMapSystemComponents ();
}
setHealthWeakSpots ();
@@ -418,18 +546,22 @@ public class buildPlayer : MonoBehaviour
setCharacterCustomizationManager ();
if (buildPlayerType) {
print ("\n\n");
if (buildPlayerType && !replacingCharacterModelInRuntimeActive) {
if (!applicationisPlaying) {
print ("\n\n");
print ("Creating new player, adding all main managers into scene");
print ("Creating new player, adding all main managers into scene");
print ("\n\n");
print ("\n\n");
}
GKC_Utils.addAllMainManagersToScene ();
}
if (ignoreApplyCharacterSettings) {
print ("Character settings not applied due to use the manual build with the ignore option active");
if (!applicationisPlaying) {
print ("Character settings not applied due to use the manual build with the ignore option active");
}
} else {
adjustSettings ();
@@ -443,7 +575,15 @@ public class buildPlayer : MonoBehaviour
checkUnpackCharacterPrefabActive = false;
}
DestroyImmediate (currentCharacterModel);
if (replacingCharacterModelInRuntimeActive) {
currentCharacterModel.SetActive (false);
if (applicationisPlaying) {
playerControllerManager.resetAnimatorEvenIfFullBodyAwarenessActive ();
}
} else {
DestroyImmediate (currentCharacterModel);
}
currentCharacterModel = newCharacterModel;
@@ -451,9 +591,7 @@ public class buildPlayer : MonoBehaviour
newModelAnimator.enabled = false;
// DestroyImmediate (newModelAnimator);
if (isInstantiated) {
if (isInstantiated && !replacingCharacterModelInRuntimeActive) {
placeCharacterInCameraPosition ();
}
@@ -477,16 +615,20 @@ public class buildPlayer : MonoBehaviour
newCharacterModel = null;
eventOnCreatePlayer.Invoke ();
if (!replacingCharacterModelInRuntimeActive) {
eventOnCreatePlayer.Invoke ();
}
if (currentCharacterModel != null) {
eventToSendNewPlayerModel.Invoke (currentCharacterModel);
}
updateComponent ();
if (!replacingCharacterModelInRuntimeActive || !applicationisPlaying) {
updateComponent ();
print ("IMPORTANT: Character created successfully. Remember to check the component Upper Body Rotation System, in Player Controller gameObject. In that inspector, check the value " +
"Chest Up Vector and adjust it if the player spine behaves strange when aiming a weapon in third person. You can find a better explanation in the documentation");
print ("IMPORTANT: Character created successfully. Remember to check the component Upper Body Rotation System, in Player Controller gameObject. In that inspector, check the value " +
"Chest Up Vector and adjust it if the player spine behaves strange when aiming a weapon in third person. You can find a better explanation in the documentation");
}
}
}
@@ -539,6 +681,12 @@ public class buildPlayer : MonoBehaviour
if (ragdollActivatorManager != null) {
ragdollActivatorManager.setCharacterBody (newCharacterModel, newModelAnimator);
}
if (replacingCharacterModelInRuntimeActive) {
ragdollBuilderManager.setRagdollCollidersState (false);
ragdollActivatorManager.enableOrDisableRagdollPhysics (false);
}
}
void setIKFootElements ()
@@ -556,6 +704,8 @@ public class buildPlayer : MonoBehaviour
return;
}
updateApplicationisPlayingValue ();
checkUnpackCharacterPrefab ();
currentPlayerComponentsManager = player.GetComponent<playerComponentsManager> ();
@@ -577,6 +727,13 @@ public class buildPlayer : MonoBehaviour
updateComponent ();
}
public void setCustomChestUpVectorValue (Vector3 newValue)
{
newChestUpVectorValue = newValue;
setNewChestUpVectorValueActive = (newChestUpVectorValue != -Vector3.one);
}
void setIKUpperBodyComponents ()
{
upperBodyRotationManager.setSpineTransform (spine);
@@ -586,19 +743,33 @@ public class buildPlayer : MonoBehaviour
localDirection = new Vector3 (Mathf.RoundToInt (localDirection.x), Mathf.RoundToInt (localDirection.y), Mathf.RoundToInt (localDirection.z));
if (setNewChestUpVectorValueActive) {
localDirection = newChestUpVectorValue;
setNewChestUpVectorValueActive = false;
}
upperBodyRotationManager.setNewChestUpVectorValue (localDirection);
Transform currentMountPointChest = mainBodyMountPointsSystem.getHumanBoneMountPointTransformByName (mainChestMountPointName);
if (currentMountPointChest != null) {
print ("Chest bones names " + currentMountPointChest.name + " " + chest.name);
if (!applicationisPlaying) {
print ("Chest bones names " + currentMountPointChest.name + " " + chest.name);
}
if (currentMountPointChest != chest) {
mainBodyMountPointsSystem.setCustomBoneMountPointTransformByName (mainChestMountPointName, chest, true);
mainBodyMountPointsSystem.setIndividualCharacterBodyMountPointInfoByName (mainChestMountPointName);
print ("New Chest Bone assigned on mount point system\n\n");
if (!applicationisPlaying) {
print ("New Chest Bone assigned on mount point system\n\n");
}
} else {
if (!applicationisPlaying) {
print ("Chest bone hasn't changed on mount point, all is properly update");
}
}
}
}
@@ -609,6 +780,7 @@ public class buildPlayer : MonoBehaviour
mapSystemManager.searchBuildingList ();
}
}
void setHealthWeakSpots ()
{
if (!buildPlayerType) {
@@ -637,10 +809,12 @@ public class buildPlayer : MonoBehaviour
weaponsManager.setLeftHandTransform (leftHand);
}
weaponsManager.setWeaponList ();
if (!replacingCharacterModelInRuntimeActive) {
weaponsManager.setWeaponList ();
if (!hasWeaponsEnabled) {
weaponsManager.enableOrDisableWeaponsList (false);
if (!hasWeaponsEnabled) {
weaponsManager.enableOrDisableWeaponsList (false);
}
}
}
@@ -674,9 +848,7 @@ public class buildPlayer : MonoBehaviour
playerCullingSystem currentPlayerCullingSystem = playerCameraGameObject.GetComponent<playerCullingSystem> ();
if (currentPlayerCullingSystem != null && currentSkinnedMeshRenderer != null) {
currentPlayerCullingSystem.playerGameObjectList.Clear ();
currentPlayerCullingSystem.playerGameObjectList.Add (currentSkinnedMeshRenderer.gameObject);
currentPlayerCullingSystem.setNewPlayerGameObject (currentSkinnedMeshRenderer.gameObject);
currentPlayerCullingSystem.storePlayerRendererFromEditor ();
}
@@ -690,11 +862,16 @@ public class buildPlayer : MonoBehaviour
characterCustomizationManager currentCharacterCustomizationManager = GetComponentInChildren<characterCustomizationManager> ();
if (currentCharacterCustomizationManager != null) {
currentInventoryCharacterCustomizationSystem.mainCharacterCustomizationManager = currentCharacterCustomizationManager;
currentInventoryCharacterCustomizationSystem.setNewCharacterCustomizationManager (currentCharacterCustomizationManager);
}
}
}
public GameObject getPlayerGameObject ()
{
return player;
}
public void setCharacterValuesAndAdjustSettingsExternally (bool characterHasBeenPreInstantiatedOnEditorValue,
bool characterIsAI,
bool configuredAsEnemy,