add some extra assets FX and SFX
This commit is contained in:
@@ -0,0 +1,170 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class characterModelElementInfo : MonoBehaviour
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{
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[Header ("Main Setting")]
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[Space]
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public bool setNewHeightOnCharacter;
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[Space]
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[Header ("Other Settings")]
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[Space]
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public bool setNewAnimator;
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public RuntimeAnimatorController newRuntimeAnimatorController;
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[Space]
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public bool setNewChestUpVectorValueOnRuntime;
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public Vector3 chestUpVector;
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[Space]
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[Header ("Armor Cloth Data Settings")]
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[Space]
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public bool setNewArmorClothData;
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public armorClothPieceTemplateData mainArmorClothPieceTemplateData;
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[Space]
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[Space]
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public fullArmorClothTemplateData mainFullArmorClothTemplateData;
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[Space]
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[Space]
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public characterAspectCustomizationTemplateData mainCharacterAspectCustomizationTemplateData;
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[Space]
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[Space]
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public bool setNewArmorClothSet;
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public characterAspectCustomizationTemplate initialCharacterAspectCustomizationTemplate;
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[Space]
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public bool setRandomArmorClothSet;
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public List<characterAspectCustomizationTemplate> characterAspectCustomizationTemplateList = new List<characterAspectCustomizationTemplate> ();
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[Space]
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[Header ("Character Elements")]
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[Space]
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public Transform head;
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public Transform neck;
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public Transform chest;
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public Transform spine;
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public Transform hips;
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public Transform rightLowerArm;
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public Transform leftLowerArm;
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public Transform rightHand;
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public Transform leftHand;
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public Transform rightLowerLeg;
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public Transform leftLowerLeg;
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public Transform rightFoot;
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public Transform leftFoot;
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public Transform rightToes;
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public Transform leftToes;
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[Space]
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[Header ("Ragdoll Elements")]
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[Space]
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public bool setRagdollBonesManually;
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public Transform rightUpperArm;
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public Transform leftUpperArm;
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public Transform rightUpperLeg;
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public Transform leftUpperLeg;
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public Transform middleSpine;
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public Transform pelvis;
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[Space]
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[Header ("Components")]
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[Space]
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public GameObject characterGameObject;
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public Animator mainAnimator;
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public void getCharacterElements ()
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{
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getCharacterBones ();
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updateComponent ();
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}
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public void getCharacterBones ()
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{
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if (mainAnimator == null) {
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mainAnimator = GetComponent<Animator> ();
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if (mainAnimator == null) {
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Debug.Log ("WARNING: There is not an animator component in this model, make sure to attach that component before create a new character");
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return;
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}
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}
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head = mainAnimator.GetBoneTransform (HumanBodyBones.Head);
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neck = mainAnimator.GetBoneTransform (HumanBodyBones.Neck);
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if (neck == null) {
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if (head != null) {
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neck = head.parent;
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} else {
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Debug.Log ("WARNING: no head found, assign it manually to make sure all of them are configured correctly");
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}
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}
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chest = mainAnimator.GetBoneTransform (HumanBodyBones.Chest);
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spine = mainAnimator.GetBoneTransform (HumanBodyBones.Spine);
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if (spine != null) {
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if (chest != null) {
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if (spine != chest.parent) {
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spine = chest.parent;
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}
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} else {
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Debug.Log ("WARNING: no chest found, assign it manually to make sure all of them are configured correctly");
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}
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} else {
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Debug.Log ("WARNING: no spine found, assign it manually to make sure all of them are configured correctly");
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}
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hips = mainAnimator.GetBoneTransform (HumanBodyBones.Hips);
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rightLowerArm = mainAnimator.GetBoneTransform (HumanBodyBones.RightLowerArm);
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leftLowerArm = mainAnimator.GetBoneTransform (HumanBodyBones.LeftLowerArm);
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rightHand = mainAnimator.GetBoneTransform (HumanBodyBones.RightHand);
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leftHand = mainAnimator.GetBoneTransform (HumanBodyBones.LeftHand);
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rightLowerLeg = mainAnimator.GetBoneTransform (HumanBodyBones.RightLowerLeg);
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leftLowerLeg = mainAnimator.GetBoneTransform (HumanBodyBones.LeftLowerLeg);
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rightFoot = mainAnimator.GetBoneTransform (HumanBodyBones.RightFoot);
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leftFoot = mainAnimator.GetBoneTransform (HumanBodyBones.LeftFoot);
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rightToes = mainAnimator.GetBoneTransform (HumanBodyBones.RightToes);
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leftToes = mainAnimator.GetBoneTransform (HumanBodyBones.LeftToes);
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}
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void updateComponent ()
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{
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GKC_Utils.updateComponent (this);
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GKC_Utils.updateDirtyScene ("Update Character Model Info", gameObject);
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}
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}
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