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CameraController instance; + + private void Awake() + { + if (instance == null) + { + instance = this; + } + else + { + Destroy(gameObject); + } + } + + public float ZoomMin = -0.6f; + public float ZoomMax = -3.1f; + public float ZoomPanScale = 0.5f; + public float zoomTarget = 0.5f; + + private Camera _camera; + private Transform cameraRoot; + + private Vector3 mouseOldPos; + private Vector3 mouseDelta; + + private Vector3 cameraRotationTarget = new Vector3(10, -5, 0); + private Vector3 cameraRotationDefault; + public float rotateSpeed = 5; + private bool dragging = false; + + private Vector3 cameraOffset; + private Vector3 panOffset; + public Vector3 cameraOffsetMin = new Vector3(-0.15f, 0.5f, 0); + public Vector3 cameraOffsetMax = new Vector3(-0.3f, -0.1f, 0); + + public float panSpeed = 3; + + public float defaultHeadLevel = 1.8f; + private float headAdjust = 0f; + public GameObject headLevelObject; + + private bool panning = false; + + private void Start() + { + _camera = GetComponentInChildren(true); + + cameraRoot = gameObject.transform; + + cameraRotationDefault = cameraRoot.localRotation.eulerAngles; + cameraRotationTarget = cameraRotationDefault; + } + + public void resetCamera() + { + cameraRotationTarget = cameraRotationDefault; + panOffset = Vector3.zero; + } + + private void setHeadLevel() + { + if (headLevelObject == null || !headLevelObject.activeInHierarchy) + { + headLevelObject = GameObject.FindGameObjectWithTag("HeadLevel"); + } + if (headLevelObject == null) + { + headAdjust = 0f; + return; + } + headAdjust = defaultHeadLevel - (headLevelObject.transform.position.y - transform.parent.position.y); + } + + private void LateUpdate() + { + setHeadLevel(); + } + + private void Update() + { + if (!_camera.gameObject.activeSelf) return; + + //Set dragging/panning when we're not hovering over anything + if ((!EventSystem.current.IsPointerOverGameObject())) + { + //Set zoom target + var scrollDelta = Input.mouseScrollDelta.y; + + if (scrollDelta 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floatValue: 0 + colorValue: {r: 0, g: 0, b: 0, a: 0} + materialIndex: -1 + meshTag: + HairNames: + - Afro_Curl_01 + - Eyebrows_02 + ApparelNames: + - Bra_01 + - Underwear_01 + - Footwear_Default + - Headwear_Default + ApparelMaterials: 00000000000000000000000000000000 + FloatProperties: + - propertyName: _Skin_Smoothness + stringValue: + floatValue: 0.5 + colorValue: {r: 0, g: 0, b: 0, a: 0} + materialIndex: 0 + meshTag: + - propertyName: _Freckles_Strength + stringValue: + floatValue: 0.33 + colorValue: {r: 0, g: 0, b: 0, a: 0} + materialIndex: 0 + meshTag: Head + - propertyName: _Make_Up_Opacity + stringValue: + floatValue: 0 + colorValue: {r: 0, g: 0, b: 0, a: 0} + materialIndex: 0 + meshTag: Head + - propertyName: _Wrinkles + stringValue: + floatValue: 0 + colorValue: {r: 0, g: 0, b: 0, a: 0} + materialIndex: 0 + meshTag: Head + TextureProperties: + - propertyName: _Color_Map + stringValue: T_Skin_Head_02 + floatValue: 0 + colorValue: {r: 0, g: 0, b: 0, a: 0} + materialIndex: 0 + 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100); + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/BlendshapeManager.cs.meta b/Assets/CharacterCustomizer/Scripts/BlendshapeManager.cs.meta new file mode 100644 index 000000000..185c41a63 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/BlendshapeManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d34f79883877e3146a6b0454888624a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Collection.cs b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Collection.cs new file mode 100644 index 000000000..2a6ef07ba --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Collection.cs @@ -0,0 +1,13 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + [System.Serializable] + public class CC_Apparel_Material_Collection + { + public string Label; + public List MaterialDefinitions = new List(); + public Sprite Icon; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Collection.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Collection.cs.meta new file mode 100644 index 000000000..5946da246 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Collection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bfbb68ba3b929243bf3ae1cacf71d72 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Definition.cs b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Definition.cs new file mode 100644 index 000000000..1196657db --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Definition.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace CC +{ + [System.Serializable] + public class CC_Apparel_Material_Definition + { + public Material MaterialOverride; + public Color MainTint; + public Color TintR; + public Color TintG; + public Color TintB; + public Texture2D Print; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Definition.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Definition.cs.meta new file mode 100644 index 000000000..1ce61b2d0 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Apparel_Material_Definition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e2478e4d3b7238f4b9792b8d7e0abf99 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_CharacterData.cs b/Assets/CharacterCustomizer/Scripts/CC_CharacterData.cs new file mode 100644 index 000000000..6a190afee --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_CharacterData.cs @@ -0,0 +1,18 @@ +using System.Collections.Generic; + +namespace CC +{ + [System.Serializable] + public class CC_CharacterData + { + public string CharacterName; + public string CharacterPrefab; + public List Blendshapes; + public List HairNames; + public List ApparelNames; + public List ApparelMaterials; + public List FloatProperties; + public List TextureProperties; + public List ColorProperties; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_CharacterData.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_CharacterData.cs.meta new file mode 100644 index 000000000..2e8256e17 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_CharacterData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4e445bac3d367b148aedf5ad3df75c92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_ModifyType.cs b/Assets/CharacterCustomizer/Scripts/CC_ModifyType.cs new file mode 100644 index 000000000..ba6837fc3 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_ModifyType.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace CC +{ + public enum CC_ModifyType + { + None, ShoulderWidth, HeadSize, LowerWaistSize, MidWaistSize, UpperWaistSize, UpperTorsoSize, TorsoHeight, NeckLength, BreastSize, ButtSize, ThighScale, CalfScale, UpperArmScale, LowerArmScale, NeckScale, HipWidth, LegsWidth, HeightOffset, FootRotation, BallRotation, Height + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_ModifyType.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_ModifyType.cs.meta new file mode 100644 index 000000000..106dd4e79 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_ModifyType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a44d0e96f0c5b04f80f360af8e8971d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_Property.cs b/Assets/CharacterCustomizer/Scripts/CC_Property.cs new file mode 100644 index 000000000..21964911c --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Property.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace CC +{ + [System.Serializable] + public class CC_Property + { + public string propertyName = ""; + public string stringValue = ""; + public float floatValue = 0; + public Color colorValue = Color.black; + public int materialIndex = -1; + public string meshTag = ""; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_Property.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_Property.cs.meta new file mode 100644 index 000000000..e3799e97c --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Property.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ad5e766852c12443a3718356e676fc8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_SaveData.cs b/Assets/CharacterCustomizer/Scripts/CC_SaveData.cs new file mode 100644 index 000000000..caa3156b9 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_SaveData.cs @@ -0,0 +1,10 @@ +using System.Collections.Generic; + +namespace CC +{ + [System.Serializable] + public class CC_SaveData + { + public List SavedCharacters = new List(); + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_SaveData.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_SaveData.cs.meta new file mode 100644 index 000000000..644d1583f --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_SaveData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c2d7bbfdca23f34384d8d425486c5de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CC_Stencil.cs b/Assets/CharacterCustomizer/Scripts/CC_Stencil.cs new file mode 100644 index 000000000..de29dd829 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Stencil.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +namespace CC +{ + [System.Serializable] + public class CC_Stencil + { + public string basePropertyName = ""; + public Texture2D texture; + public float offsetX; + public float offsetY; + public float scaleX; + public float scaleY; + public float rotation = 0; + public bool tintable; + public int materialIndex = -1; + public string meshTag = ""; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CC_Stencil.cs.meta b/Assets/CharacterCustomizer/Scripts/CC_Stencil.cs.meta new file mode 100644 index 000000000..44d660bb9 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CC_Stencil.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a0c4305ee487fd4b8243771efb23b0b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/CharacterCustomization.cs b/Assets/CharacterCustomizer/Scripts/CharacterCustomization.cs new file mode 100644 index 000000000..d238b844d --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CharacterCustomization.cs @@ -0,0 +1,1059 @@ +using System.Linq; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Collections; + +namespace CC +{ + public class CharacterCustomization : MonoBehaviour + { + public string CharacterName; + + public SkinnedMeshRenderer MainMesh; + public GameObject UI; + private GameObject UI_Instance; + public bool Autoload = false; + public bool LoadAsync = false; + + public List HairTables = new List(); //Available hair prefabs + + private List HairObjects = new List(); //Active hair prefabs + + public List ApparelTables = new List(); //Available apparel prefabs + + private List ApparelObjects = new List(); //Active apparel prefabs + + public List DefaultApparel = new List(); //Default apparel, same order as ApparelTables + + public scrObj_Outfits Outfits; + public scrObj_Randomizer Randomizer; + + public scrObj_Presets Presets; //Available presets + public CC_CharacterData StoredCharacterData; //Current character data + + private string SavePath; + + //Event you can bind to notify when character has finished loading + public delegate void OnCharacterLoaded(CharacterCustomization script); + + public event OnCharacterLoaded onCharacterLoaded; + + //Hover customization + private int lastHoverIndex = 0; + + //Async loading + private Coroutine activeCoroutine; + + //Store character LOD size for hair/apparel bounds + private float mainLODSize; + + #region Initialize script + + private void Start() + { + foreach (var item in GetComponentsInChildren(true)) + { + item.gameObject.SetActive(true); + } + + SavePath = Application.persistentDataPath + "/CharacterCustomizer.json"; +#if UNITY_EDITOR + SavePath = Application.dataPath + "/CharacterCustomizer.json"; +#endif + + if (CC_UI_Manager.instance != null) + { + CC_UI_Manager.instance.onHover += OnPartHovered; + CC_UI_Manager.instance.onDrag += OnPartDragged; + } + + mainLODSize = GetComponent() == null ? 1.5f : GetComponentInChildren().size; + + Initialize(); + } + + private void OnPartDragged(string partX, string partY, float deltaX, float deltaY, bool first, bool last) + { + if (first) OnPartHovered(""); + } + + private void OnPartHovered(string hoveredPart) + { + int hoverIndex = 0; + + if (hoveredPart == "") hoverIndex = 0; + else if (hoveredPart.Contains("spine_05")) hoverIndex = 1; + else if (hoveredPart.Contains("spine")) hoverIndex = 2; + else if (hoveredPart.Contains("pelvis")) hoverIndex = 3; + else if (hoveredPart.Contains("lowerarm")) hoverIndex = 4; + else if (hoveredPart.Contains("upperarm")) hoverIndex = 5; + else if (hoveredPart.Contains("thigh")) hoverIndex = 6; + else if (hoveredPart.Contains("calf")) hoverIndex = 7; + else if (hoveredPart.Contains("head")) hoverIndex = 8; + else if (hoveredPart.Contains("neck")) hoverIndex = 18; + else if (hoveredPart.Contains("collider_nose")) hoverIndex = 12; + else if (hoveredPart.Contains("collider_mouth")) hoverIndex = 13; + else if (hoveredPart.Contains("collider_cheeks")) hoverIndex = 14; + else if (hoveredPart.Contains("collider_cheekbones")) hoverIndex = 15; + else if (hoveredPart.Contains("collider_jaw")) hoverIndex = 16; + else if (hoveredPart.Contains("collider_chin")) hoverIndex = 17; + else if (hoveredPart.Contains("collider_eye")) hoverIndex = 19; + else if (hoveredPart.Contains("collider_brow")) hoverIndex = 20; + + if (hoverIndex != lastHoverIndex) + { + setFloatProperty(new CC_Property { propertyName = "_HoverSamplePoint", floatValue = hoverIndex }); + + //Upper torso intersects head and body + if (hoverIndex == 1) setFloatProperty(new CC_Property { propertyName = "_HoverSamplePoint", floatValue = 11, meshTag = "Head" }); + lastHoverIndex = hoverIndex; + } + } + + //Initializes this script - run on Start by default but you can run it whenever, see InstantiateCharacter for example + public void Initialize() + { + foreach (var toDelete in GetComponentsInChildren()) + { + Destroy(toDelete.gameObject); + } + + foreach (var mesh in GetComponentsInChildren()) + { + //Add a blendshape manager script to every mesh + if (mesh.gameObject.GetComponent() == null) mesh.gameObject.AddComponent().parseBlendshapes(); + + //If UI prefab is valid + if (UI != null) + { + //Set Customization bool in material for hover effects etc + foreach (var material in mesh.materials) + { + if (material.shader.keywordSpace.keywordNames.Contains("_CUSTOMIZATION")) material.SetKeyword(new UnityEngine.Rendering.LocalKeyword(material.shader, "_CUSTOMIZATION"), true); + } + } + } + + //Initialize hair/apparel objects + HairObjects = new List(new GameObject[HairTables.Count]); + ApparelObjects = new List(new GameObject[ApparelTables.Count]); + + //Resize DefaultApparel + while (DefaultApparel.Count < ApparelObjects.Count) DefaultApparel.Add(""); + + //Load character + if (Autoload) TryLoadCharacter(); + + //UI prefab should be valid in the scene where you're customizing the character and blank elsewhere + if (UI != null) + { + //Setup customization colliders for hover effects + var physicsManager = GetComponentInChildren(); + if (physicsManager != null) + { + physicsManager.customizationSetup(); + } + + //Create UI + UI_Instance = Instantiate(UI, CC_UI_Manager.instance.transform); + if (UI_Instance.GetComponent() == null) { Debug.LogError("UI is missing CC_UI_Util script"); return; } + UI_Instance.GetComponent().Initialize(this); + } + } + + private void OnEnable() + { + if (UI_Instance != null) UI_Instance.SetActive(true); + } + + private void OnDisable() + { + if (UI_Instance != null) UI_Instance.SetActive(false); + } + + #endregion Initialize script + + #region Save & Load + + public void SaveToJSON(string name) + { + //Create save file + if (!File.Exists(SavePath)) createSaveFile(); + + if (name != "") + { + //Load CC_SaveData from JSON file + string jsonLoad = File.ReadAllText(SavePath); + CC_SaveData CC_SaveData = JsonUtility.FromJson(jsonLoad); + + //Clone character data + string characterDataJSON = JsonUtility.ToJson(StoredCharacterData, true); + var characterDataCopy = JsonUtility.FromJson(characterDataJSON); + characterDataCopy.CharacterName = name; + characterDataCopy.CharacterPrefab = gameObject.name; + + //Find character index by CharacterName + int index = CC_SaveData.SavedCharacters.FindIndex(t => t.CharacterName == name); + + //If found, overwrite save data + if (index != -1) + { + CC_SaveData.SavedCharacters[index] = characterDataCopy; + } + //Otherwise add new character + else + { + CC_SaveData.SavedCharacters.Add(characterDataCopy); + } + + //Save to JSON + string jsonSave = JsonUtility.ToJson(CC_SaveData, true); + File.WriteAllText(SavePath, jsonSave); + } + } + + //Instantiate a character from name, not used anywhere but this is how you could do it + public void InstantiateCharacter(string name, Transform _transform) + { + if (!File.Exists(SavePath)) createSaveFile(); + + //Load CC_SaveData from JSON file + string jsonLoad = File.ReadAllText(SavePath); + var CC_SaveData = JsonUtility.FromJson(jsonLoad); + + //Find character by name and load character data + var characterData = CC_SaveData.SavedCharacters.Find(t => t.CharacterName == name); + if (characterData != null) + { + //Instantiate character from resources folder, set name and initialize the script + var newCharacter = (GameObject)Instantiate(Resources.Load(characterData.CharacterPrefab), _transform); + newCharacter.GetComponent().Initialize(); + newCharacter.GetComponent().TryLoadCharacter(true, name); + } + } + + public void SaveToPrefab() + { +#if UNITY_EDITOR + + //Clone character data + string characterDataJSON = JsonUtility.ToJson(StoredCharacterData, true); + var characterDataCopy = JsonUtility.FromJson(characterDataJSON); + + //Load original prefab to duplicate + var ogPrefab = Resources.Load(StoredCharacterData.CharacterPrefab); + if (ogPrefab == null) throw new System.Exception("Prefab not assigned in character data"); + var newPrefab = (GameObject)PrefabUtility.InstantiatePrefab(ogPrefab); + + //Delete character in JSON file + if (File.Exists(SavePath)) + { + //Load CC_SaveData from JSON file + string jsonLoad = File.ReadAllText(SavePath); + var CC_SaveData = JsonUtility.FromJson(jsonLoad); + int index = CC_SaveData.SavedCharacters.FindIndex(t => t.CharacterName == StoredCharacterData.CharacterName); + if (index != -1) + { + CC_SaveData.SavedCharacters.RemoveAt(index); + string jsonSave = JsonUtility.ToJson(CC_SaveData, true); + File.WriteAllText(SavePath, jsonSave); + } + } + + //Update name and prefab + string prefabSuffix = "_" + CharacterName; + characterDataCopy.CharacterName = CharacterName; + + //Create new prefab + string prefabPath = AssetDatabase.GetAssetPath(ogPrefab); + string newPath = prefabPath.Replace(".prefab", prefabSuffix + ".prefab"); + newPrefab.GetComponent().CharacterName = CharacterName; + newPrefab.GetComponent().Autoload = true; + PrefabUtility.SaveAsPrefabAsset(newPrefab, newPath); + + //Overwrite or add new preset + int presetIndex = Presets.Presets.FindIndex(t => t.CharacterName == characterDataCopy.CharacterName); + if (presetIndex != -1) + { + Presets.Presets[presetIndex] = characterDataCopy; + } + else Presets.Presets.Add(characterDataCopy); + + DestroyImmediate(newPrefab); +#endif + } + + public void SaveToPreset(string presetName) + { +#if UNITY_EDITOR + + //Clone character data + string characterDataJSON = JsonUtility.ToJson(StoredCharacterData, true); + var characterDataCopy = JsonUtility.FromJson(characterDataJSON); + characterDataCopy.CharacterName = presetName; + + //Overwrite or add new preset + int presetIndex = Presets.Presets.FindIndex(t => t.CharacterName == presetName); + if (presetIndex != -1) + { + Presets.Presets[presetIndex] = characterDataCopy; + } + else Presets.Presets.Add(characterDataCopy); + + EditorUtility.SetDirty(Presets); +#endif + } + + [System.Obsolete("Use TryLoadCharacter() instead")] + public void LoadFromJSON() + { + TryLoadCharacter(); + } + + public bool TryLoadCharacter(bool loadDefaultCharacter = true, string characterName = null) + { + //Create save file if it doesn't exist + if (!File.Exists(SavePath)) createSaveFile(); + + //Set character name (will overwrite if not null) + if (!string.IsNullOrEmpty(characterName)) setCharacterName(characterName); + + if (string.IsNullOrEmpty(CharacterName)) + { + Debug.LogError("Character name cannot be null"); + return false; + } + + //Load CC_SaveData from JSON file + string jsonLoad = File.ReadAllText(SavePath); + CC_SaveData CC_SaveData = JsonUtility.FromJson(jsonLoad); + + //Find character in JSON data + StoredCharacterData = CC_SaveData.SavedCharacters.Find(t => t.CharacterName == CharacterName); + + //If character was not found in JSON, load preset character + if (StoredCharacterData == null) + { + if (LoadFromPreset(CharacterName)) return true; + + //If preset was not found, load default character + if (loadDefaultCharacter && Presets.Presets.Count > 0) + { + return LoadFromPreset(Presets.Presets[0].CharacterName); + } + else + { + Debug.LogError("Failed to load character: No save data or presets found"); + return false; + } + } + + //Apply stored data to character + ApplyCharacterVars(StoredCharacterData); + return true; + } + + public bool LoadFromPreset(string presetName) + { + if (GetPresetData(presetName, out var preset)) + { + StoredCharacterData = JsonUtility.FromJson(JsonUtility.ToJson(preset)); + StoredCharacterData.CharacterName = CharacterName; + ApplyCharacterVars(StoredCharacterData); + return true; + } + + //No presets available + return false; + } + + public bool GetPresetData(string presetName, out CC_CharacterData preset) + { + //Try to find a preset matching the character name + preset = Presets.Presets.Find(t => t.CharacterName == presetName); + return preset != null; + } + + public void ApplyCharacterVars(CC_CharacterData characterData) + { + //Start coroutine if async + if (LoadAsync) + { + if (activeCoroutine != null) StopCoroutine(activeCoroutine); + activeCoroutine = StartCoroutine(ApplyCharacterVarsAsync(characterData)); + return; + } + + //Resize lists + while (StoredCharacterData.HairNames.Count < HairObjects.Count) + { + StoredCharacterData.HairNames.Add(""); + } + while (StoredCharacterData.ApparelNames.Count < ApparelObjects.Count) + { + StoredCharacterData.ApparelNames.Add(""); + } + while (StoredCharacterData.ApparelMaterials.Count < ApparelObjects.Count) + { + StoredCharacterData.ApparelMaterials.Add(0); + } + + //Set blendshapes + for (int i = 0; i < characterData.Blendshapes.Count; i++) + { + setBlendshapeByName(characterData.Blendshapes[i].propertyName, characterData.Blendshapes[i].floatValue, false); + } + + //Set hair + for (int i = 0; i < characterData.HairNames.Count; i++) + { + setHairByName(characterData.HairNames[i], i); + } + + //Set apparel + for (int i = 0; i < characterData.ApparelNames.Count; i++) + { + setApparelByName(characterData.ApparelNames[i], i, characterData.ApparelMaterials[i]); + } + + //Set texture properties + foreach (var textureData in characterData.TextureProperties) + { + setTextureProperty(textureData, false); + } + + //Set float properties + foreach (var floatData in characterData.FloatProperties) + { + setFloatProperty(floatData, false); + } + + //Set color properties + foreach (var colorData in characterData.ColorProperties) + { + setColorProperty(colorData, false); + } + + if (UI_Instance != null) UI_Instance.GetComponent().refreshUI(); + onCharacterLoaded?.Invoke(this); + } + + public IEnumerator ApplyCharacterVarsAsync(CC_CharacterData characterData) + { + //Create material instances + var meshes = GetComponentsInChildren(); + var materials = new List(); + foreach (var mesh in meshes) + { + if (mesh == null) continue; + foreach (var material in mesh.sharedMaterials) + { + materials.Add(new Material(material)); + yield return null; + } + } + + //Resize lists + while (StoredCharacterData.HairNames.Count < HairObjects.Count) + { + StoredCharacterData.HairNames.Add(""); + } + while (StoredCharacterData.ApparelNames.Count < ApparelObjects.Count) + { + StoredCharacterData.ApparelNames.Add(""); + } + while (StoredCharacterData.ApparelMaterials.Count < ApparelObjects.Count) + { + StoredCharacterData.ApparelMaterials.Add(0); + } + + //Set blendshapes + for (int i = 0; i < characterData.Blendshapes.Count; i++) + { + setBlendshapeByName(characterData.Blendshapes[i].propertyName, characterData.Blendshapes[i].floatValue, false); + if (i % 5 == 0) yield return null; + } + + //Set hair + for (int i = 0; i < characterData.HairNames.Count; i++) + { + setHairByName(characterData.HairNames[i], i); + yield return null; + } + + //Set apparel + for (int i = 0; i < characterData.ApparelNames.Count; i++) + { + setApparelByName(characterData.ApparelNames[i], i, characterData.ApparelMaterials[i]); + yield return null; + } + + //Set texture properties + foreach (var textureData in characterData.TextureProperties) + { + setTextureProperty(textureData, false); + yield return null; + } + + //Set float properties + foreach (var floatData in characterData.FloatProperties) + { + setFloatProperty(floatData, false); + yield return null; + } + + //Set color properties + foreach (var colorData in characterData.ColorProperties) + { + setColorProperty(colorData, false); + yield return null; + } + + if (UI_Instance != null) UI_Instance.GetComponent().refreshUI(); + onCharacterLoaded?.Invoke(this); + } + + public void createSaveFile() + { + string json = JsonUtility.ToJson(new CC_SaveData(), true); + File.WriteAllText(SavePath, json); + } + + public void setCharacterName(string newName) + { + CharacterName = newName; + StoredCharacterData.CharacterName = newName; + } + + #endregion Save & Load + + #region Customization + + public void setHair(int selection, int slot) + { + if (slot >= HairTables.Count) Debug.LogError("Tried to set hair from non-existing hair table"); + + if (HairTables[slot].Hairstyles.Count > selection) + { + scrObj_Hair.Hairstyle HairData = HairTables[slot].Hairstyles[selection]; + + //Destroy active GameObject + if (HairObjects[slot] != null) Destroy(HairObjects[slot]); + + //Set mesh if valid + if (HairTables[slot].Hairstyles[selection].Mesh != null) + { + HairObjects[slot] = Instantiate(HairData.Mesh, gameObject.transform); + + var HairObject = HairObjects[slot]; + + //Add blendshape managers and update shapes + foreach (var mesh in HairObject.GetComponentsInChildren()) + { + var manager = mesh.gameObject.AddComponent(); + manager.parseBlendshapes(); + foreach (var shapeData in StoredCharacterData.Blendshapes) + { + manager.setBlendshape(shapeData.propertyName, shapeData.floatValue); + } + } + + //Add CopyPose script + if (HairData.AddCopyPoseScript) + { + HairObject.AddComponent(); + } + //Otherwise assume hierarchy is the same + else + { + foreach (var mesh in HairObject.GetComponentsInChildren()) + { + var mainMeshTransforms = MainMesh.rootBone.GetComponentsInChildren(); + var mainMeshBoneMap = mainMeshTransforms.ToDictionary(t => t.name, t => t); + + var mainMeshBones = new Transform[mesh.bones.Length]; + var oldMeshRoot = mesh.rootBone; + + //Map old bones to new bones + for (var i = 0; i < mesh.bones.Length; i++) + { + if (mesh.bones[i] == null) continue; + mainMeshBoneMap.TryGetValue(mesh.bones[i].name, out mainMeshBones[i]); + } + + //Clean up old root and reassign properties + Destroy(oldMeshRoot.gameObject); + mesh.bones = mainMeshBones; + mesh.rootBone = MainMesh.rootBone; + mesh.localBounds = MainMesh.localBounds; + } + + //Recalculate bounds + var lodGroup = HairObject.GetComponentInChildren(); + if (lodGroup != null) { lodGroup.RecalculateBounds(); lodGroup.size = mainLODSize; } + } + } + + //Set shadow map + var shadowMapProperty = HairTables[slot].SkinShadowMapProperty; + if (shadowMapProperty.propertyName != "" && HairData.ShadowMap != null) setTextureProperty(shadowMapProperty, false, HairData.ShadowMap); + + //Update hair color + if (findProperty(StoredCharacterData.ColorProperties, HairTables[slot].HairTintProperty, out var hairProperty, out int index)) + { + setColorProperty(hairProperty, false); + } + + //Check hair compress values from apparel + var equippedApparelData = getEquippedApparelData(); + foreach (var apparelData in equippedApparelData) + { + if (apparelData == null) continue; + + if (apparelData.CompressHair >= 0) + { + foreach (var hairObj in HairObjects) + { + if (hairObj == null) continue; + foreach (var blendshapeManager in hairObj.GetComponentsInChildren()) + { + blendshapeManager.setBlendshape("compress", apparelData.CompressHair); + } + } + } + } + + //Update hair name in StoredCharacterData + StoredCharacterData.HairNames[slot] = HairData.Name; + } + } + + public void setHairByName(string name, int slot) + { + int index = HairTables[slot].Hairstyles.FindIndex(t => t.Name == name); + if (index != -1) setHair(index, slot); + } + + public void setApparel(int selection, int slot, int materialSelection) + { + if (slot >= ApparelTables.Count) + { + Debug.LogError("Tried to set apparel from non-existing apparel table"); + return; + } + + if (selection >= ApparelTables[slot].Items.Count) + { + Debug.LogError("Apparel selection out of bounds for apparel table " + slot); + return; + } + + var ApparelData = ApparelTables[slot].Items[selection]; + + #region Handle conflicting slots + + var slotsToReset = new HashSet(); //Hash set to hold slots that will be reset to default + var occupiedSlots = new HashSet(ApparelData.HidesTheseSlots) { slot }; //Get this item's occupied slots + var equippedApparelData = getEquippedApparelData(); //Get apparel data of all the currently equipped apparel + + //Check equipped apparel's slots against this item's occupied slots + for (int i = 0; i < equippedApparelData.Count; i++) + { + if (equippedApparelData[i] == null) continue; + var checkSlots = new HashSet(equippedApparelData[i].HidesTheseSlots) { i }; + + if (checkSlots.Overlaps(occupiedSlots)) //If there is any overlap, add all checked slots to the reset hash set + { + slotsToReset.UnionWith(checkSlots); + } + } + + //Remove this item's slots (we don't want to reset the item we're currently equipping) + slotsToReset.ExceptWith(occupiedSlots); + + //Temporarily set this slot's apparel name to empty to avoid being checked by slots that are to be reset + StoredCharacterData.ApparelNames[slot] = ""; + + //Reset slots to default apparel + foreach (var slotToReset in slotsToReset) + { + StoredCharacterData.ApparelNames[slotToReset] = DefaultApparel[slotToReset]; //Store name ahead of time to avoid infinite loop + setApparelByName(DefaultApparel[slotToReset], slotToReset, 0); + } + + //Finally, delete hidden apparel + foreach (var slotToHide in ApparelData.HidesTheseSlots) + { + //Delete name from stored data + StoredCharacterData.ApparelNames[slotToHide] = ""; + //Destroy game object + if (slotToHide < ApparelObjects.Count && ApparelObjects[slotToHide] != null) + { + Destroy(ApparelObjects[slotToHide]); + } + //Reset mask + setTextureProperty(ApparelTables[slotToHide].SkinMaskProperty, false, (Texture2D)Resources.Load("T_Flat_Black")); + //Reset neck shrink + if (equippedApparelData[slotToHide] != null && equippedApparelData[slotToHide].NeckShrink >= 0) + { + setFloatProperty(new CC_Property() { propertyName = "_Neck_Shrink", materialIndex = 0, meshTag = "Head", floatValue = 0 }); + } + //Reset foot transform + if (equippedApparelData[slotToHide] != null && equippedApparelData[slotToHide].FootOffset.HeightOffset >= 0) + { + setBodyCustomization("BodyCustomization_FootRotation", 0); + setBodyCustomization("BodyCustomization_BallRotation", 0); + setBodyCustomization("BodyCustomization_HeightOffset", 0); + } + } + + #endregion Handle conflicting slots + + //Destroy active GameObject + if (ApparelObjects[slot] != null) Destroy(ApparelObjects[slot]); + + //Set mesh if valid + if (ApparelTables[slot].Items[selection].Mesh != null) + { + ApparelObjects[slot] = Instantiate(ApparelData.Mesh, gameObject.transform); + + var ApparelObject = ApparelObjects[slot]; + + //Add blendshape managers and update shapes + foreach (var mesh in ApparelObject.GetComponentsInChildren()) + { + var manager = mesh.gameObject.AddComponent(); + manager.parseBlendshapes(); + foreach (var shapeData in StoredCharacterData.Blendshapes) + { + manager.setBlendshape(shapeData.propertyName, shapeData.floatValue); + } + } + + //Set tints + foreach (var mesh in ApparelObject.GetComponentsInChildren()) + { + if (materialSelection >= ApparelData.Materials.Count) break; + + var matDefinitions = ApparelData.Materials[materialSelection].MaterialDefinitions; + + var baseMaterials = mesh.materials; + + for (int i = 0; i < matDefinitions.Count; i++) + { + if (i >= baseMaterials.Length) break; + + if (matDefinitions[i].MaterialOverride != null) baseMaterials[i] = new Material(matDefinitions[i].MaterialOverride); + + baseMaterials[i].SetColor("_Tint", matDefinitions[i].MainTint); + baseMaterials[i].SetColor("_Tint_R", matDefinitions[i].TintR); + baseMaterials[i].SetColor("_Tint_G", matDefinitions[i].TintG); + baseMaterials[i].SetColor("_Tint_B", matDefinitions[i].TintB); + baseMaterials[i].SetTexture("_Print", matDefinitions[i].Print != null ? matDefinitions[i].Print : Resources.Load("T_Transparent")); + } + + mesh.materials = baseMaterials; + } + + //Add CopyPose script + if (ApparelData.AddCopyPoseScript) + { + ApparelObject.AddComponent(); + } + //Otherwise assume hierarchy is the same + else + { + foreach (var mesh in ApparelObject.GetComponentsInChildren()) + { + var mainMeshTransforms = MainMesh.rootBone.GetComponentsInChildren(); + var mainMeshBoneMap = mainMeshTransforms.ToDictionary(t => t.name, t => t); + + var mainMeshBones = new Transform[mesh.bones.Length]; + var oldMeshRoot = mesh.rootBone; + + //Map old bones to new bones + for (var i = 0; i < mesh.bones.Length; i++) + { + if (mesh.bones[i] == null) continue; + mainMeshBoneMap.TryGetValue(mesh.bones[i].name, out mainMeshBones[i]); + } + + //Clean up old root and reassign properties + Destroy(oldMeshRoot.gameObject); + mesh.bones = mainMeshBones; + mesh.rootBone = MainMesh.rootBone; + mesh.localBounds = MainMesh.localBounds; + } + + //Recalculate bounds + var lodGroup = ApparelObject.GetComponentInChildren(); + if (lodGroup != null) { lodGroup.RecalculateBounds(); lodGroup.size = mainLODSize; } + } + } + + //Set foot offset + if (ApparelData.FootOffset.HeightOffset >= 0) + { + setBodyCustomization("BodyCustomization_FootRotation", ApparelData.FootOffset.FootRotation); + setBodyCustomization("BodyCustomization_BallRotation", ApparelData.FootOffset.BallRotation); + setBodyCustomization("BodyCustomization_HeightOffset", ApparelData.FootOffset.HeightOffset); + } + + //Set neck shrink + if (ApparelData.NeckShrink >= 0) setFloatProperty(new CC_Property() { propertyName = "_Neck_Shrink", materialIndex = 0, meshTag = "Head", floatValue = ApparelData.NeckShrink / 100 }); + + //Set hair compress + if (ApparelData.CompressHair >= 0) + { + foreach (var hairObj in HairObjects) + { + if (hairObj == null) continue; + foreach (var blendshapeManager in hairObj.GetComponentsInChildren()) + { + blendshapeManager.setBlendshape("compress", ApparelData.CompressHair); + } + } + } + + //Set mask + setTextureProperty(ApparelTables[slot].SkinMaskProperty, false, ApparelData.Mask); + + //Update apparel name in StoredCharacterData + StoredCharacterData.ApparelNames[slot] = ApparelData.Name; + StoredCharacterData.ApparelMaterials[slot] = materialSelection; + } + + public void setApparelByName(string name, int slot, int materialSelection) + { + if (ApparelTables.Count <= slot) return; + int index = ApparelTables[slot].Items.FindIndex(t => t.Name == name); + if (index != -1) setApparel(index, slot, materialSelection); + } + + public List getEquippedApparelData() + { + return ApparelTables.Zip(StoredCharacterData.ApparelNames, (table, name) => table.Items.FirstOrDefault(item => item.Name == name)).ToList(); + } + + public void setRandomOutfit() + { + if (Outfits.GetRandomOutfit(this, out var apparelOptions, out var apparelMaterials)) + { + if (activeCoroutine != null) StopCoroutine(activeCoroutine); + activeCoroutine = StartCoroutine(setRandomOutfitAsync()); + + IEnumerator setRandomOutfitAsync() + { + for (int i = 0; i < apparelOptions.Count; i++) + { + setApparelByName(apparelOptions[i], i, apparelMaterials[i]); + if (LoadAsync) yield return null; + } + } + } + } + + public void randomizeAll() + { + if (Randomizer == null) return; + + if (activeCoroutine != null) StopCoroutine(activeCoroutine); + activeCoroutine = StartCoroutine(Randomizer.randomizeAll(this)); + + if (UI_Instance != null) UI_Instance.GetComponent().refreshUI(); + } + + public void randomizeCharacterAndOutfit() + { + if (Randomizer == null || Outfits == null) return; + + if (activeCoroutine != null) StopCoroutine(activeCoroutine); + activeCoroutine = StartCoroutine(doRandomize()); + + IEnumerator doRandomize() + { + yield return Randomizer.randomizeAll(this); + setRandomOutfit(); + } + } + + public void setBlendshapeByName(string name, float value, bool save = true) + { + if (name != "") + { + //Save property + if (save) saveProperty(ref StoredCharacterData.Blendshapes, new CC_Property() { propertyName = name, floatValue = value }); + + //Set body customization + if (name.Contains("BodyCustomization")) { setBodyCustomization(name, value); return; } + + //Set blendshape on every mesh with a blendshape manager + + foreach (var manager in gameObject.GetComponentsInChildren()) + { + manager.setBlendshape(name, value); + } + } + } + + public void setBodyCustomization(string name, float value) + { + var modifyBoneManager = GetComponentInChildren(); + if (modifyBoneManager != null) modifyBoneManager.setModifyValue(name, value); + } + + public List getRelevantMaterials(int materialIndex, string meshTag) + { + IEnumerable meshes = string.IsNullOrEmpty(meshTag) + ? gameObject.GetComponentsInChildren() + : getMeshByTag(meshTag); + + //Convert to list of materials + var materials = new List(); + foreach (var mesh in meshes) + { + if (materialIndex != -1) + { + //Add single material at index if it exists + if (mesh.materials.Length > materialIndex) + { + materials.Add(mesh.materials[materialIndex]); + } + } + else + { + //Add all materials + materials.AddRange(mesh.materials); + } + } + + return materials; + } + + public List getMeshByTag(string tag) + { + return gameObject.GetComponentsInChildren().Where(m => m.gameObject.tag == tag).ToList(); + } + + //Set texture property + public void setTextureProperty(CC_Property p, bool save = false, Texture2D t = null) + { + if (t != null) p.stringValue = t.name; + //Get relevant materials and set texture + foreach (var material in getRelevantMaterials(p.materialIndex, p.meshTag)) + { + if (material.HasProperty(p.propertyName)) material.SetTexture(p.propertyName, (t != null) ? t : Resources.Load(p.stringValue)); + } + + if (save) saveProperty(ref StoredCharacterData.TextureProperties, p); + } + + //Set float property + public void setFloatProperty(CC_Property p, bool save = false) + { + //Get relevant materials and set float + foreach (var material in getRelevantMaterials(p.materialIndex, p.meshTag)) + { + if (material.HasProperty(p.propertyName)) material.SetFloat(p.propertyName, p.floatValue); + } + + if (save) saveProperty(ref StoredCharacterData.FloatProperties, p); + } + + //Set color property + public void setColorProperty(CC_Property p, bool save = false) + { + //Get relevant materials and set color + foreach (var material in getRelevantMaterials(p.materialIndex, p.meshTag)) + { + if (material.HasProperty(p.propertyName)) material.SetColor(p.propertyName, p.colorValue); + } + + if (save) saveProperty(ref StoredCharacterData.ColorProperties, p); + } + + public bool findProperty(List properties, CC_Property p, out CC_Property pOut, out int index) + { + int i = properties.FindIndex(t => t.propertyName == p.propertyName && t.materialIndex == p.materialIndex && t.meshTag == p.meshTag); + if (i >= 0) + { + pOut = properties[i]; + index = i; + return true; + } + else + { + pOut = p; + index = -1; + return false; + } + } + + //Save property to list, overwrite if already exists + public void saveProperty(ref List properties, CC_Property p) + { + var propertyIndex = properties.FindIndex(t => t.materialIndex == p.materialIndex && t.propertyName == p.propertyName && t.meshTag == p.meshTag); + + if (propertyIndex == -1) + { + properties.Add(p); + } + else + { + properties[propertyIndex] = p; + } + } + + #endregion Customization + +#if UNITY_EDITOR + + [CustomEditor(typeof(CharacterCustomization))] + public class CharacterSelectorEditor : Editor + { + private SerializedProperty characterNameProp; + + private void OnEnable() + { + //Cache the serialized property for CharacterName + characterNameProp = serializedObject.FindProperty("CharacterName"); + } + + public override void OnInspectorGUI() + { + CharacterCustomization characterSelector = (CharacterCustomization)target; + + serializedObject.Update(); + + //Check if scrObj_Presets is assigned + if (characterSelector.Presets != null && characterSelector.Presets.Presets.Count > 0) + { + //Get the current selected index + string[] characterNames = characterSelector.Presets.Presets.Select(p => p.CharacterName).ToArray(); + int oldIndex = ArrayUtility.IndexOf(characterNames, characterNameProp.stringValue); + int newIndex = EditorGUILayout.Popup(oldIndex, characterNames); + + //Update the CharacterName when selection changes + if (newIndex != oldIndex && newIndex >= 0 && newIndex < characterNames.Length) + { + characterNameProp.stringValue = characterSelector.Presets.Presets[newIndex].CharacterName; + } + } + else + { + EditorGUILayout.HelpBox("Please assign a Presets ScriptableObject.", MessageType.Warning); + } + + //Apply any changes made to the serialized object + serializedObject.ApplyModifiedProperties(); + + //Optionally, draw the default inspector for other variables + DrawDefaultInspector(); + } + } + +#endif + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/CharacterCustomization.cs.meta b/Assets/CharacterCustomizer/Scripts/CharacterCustomization.cs.meta new file mode 100644 index 000000000..0287d46a3 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/CharacterCustomization.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 44abb7c9bc2052d4a99b93e20bd7724c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility.meta b/Assets/CharacterCustomizer/Scripts/Utility.meta new file mode 100644 index 000000000..905764b19 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 59e413052b010144f8f15156342afc81 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/CopyPose.cs b/Assets/CharacterCustomizer/Scripts/Utility/CopyPose.cs new file mode 100644 index 000000000..d69fb2292 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/CopyPose.cs @@ -0,0 +1,66 @@ +using System.Collections.Generic; +using UnityEngine; +using System.Linq; + +namespace CC +{ + public class CopyPose : MonoBehaviour + { + private Transform[] SourceHierarchy; + private Transform[] TargetHierarchy; + public List SourceBones = new List(); + public List TargetBones = new List(); + + private void Start() + { + //Get meshes + var mainScript = GetComponentInParent(); + var sourceMesh = mainScript.MainMesh; + var targetMeshes = gameObject.GetComponentsInChildren(); + + //Copy bounds from character + var LODGroup = GetComponentInChildren(); + var mainLODGroup = mainScript.GetComponent(); + if (LODGroup != null) { LODGroup.RecalculateBounds(); LODGroup.size = (mainLODGroup == null) ? 1.5f : mainLODGroup.size; } + + foreach (var mesh in targetMeshes) + { + mesh.localBounds = sourceMesh.localBounds; + } + + //Get bone hierarchies + SourceHierarchy = sourceMesh.rootBone.GetComponentsInChildren(); + TargetHierarchy = GetRootBone(targetMeshes[0].rootBone).GetComponentsInChildren(); + + var targetBonesDict = TargetHierarchy.ToDictionary(t => t.name, t => t); + + //Only copy bones that are found in both hierarchies, also ensures order is the same + foreach (Transform child in SourceHierarchy) + { + //Check if a bone with the same name exists in the target hierarchy using the dictionary + if (targetBonesDict.TryGetValue(child.name, out var targetBone)) + { + SourceBones.Add(child); + TargetBones.Add(targetBone); + } + } + } + + private Transform GetRootBone(Transform bone) + { + if (bone.parent == transform) return bone; + return GetRootBone(bone.parent); + } + + private void LateUpdate() + { + //Copy bone transform + for (int i = 0; i < SourceBones.Count; i++) + { + TargetBones[i].localPosition = SourceBones[i].localPosition; + TargetBones[i].localRotation = SourceBones[i].localRotation; + TargetBones[i].localScale = SourceBones[i].localScale; + } + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/CopyPose.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/CopyPose.cs.meta new file mode 100644 index 000000000..d1987b9bc --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/CopyPose.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fabfd4e2d3e7c9542a036f3b6920e4df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 80 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/DeleteOnStart.cs b/Assets/CharacterCustomizer/Scripts/Utility/DeleteOnStart.cs new file mode 100644 index 000000000..ee67b7576 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/DeleteOnStart.cs @@ -0,0 +1,8 @@ +using UnityEngine; + +namespace CC +{ + public class DeleteOnStart : MonoBehaviour + { + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/DeleteOnStart.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/DeleteOnStart.cs.meta new file mode 100644 index 000000000..32e14a3d9 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/DeleteOnStart.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad4993125e3d2714da38b8ed5cfdc510 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/FootOffset.cs b/Assets/CharacterCustomizer/Scripts/Utility/FootOffset.cs new file mode 100644 index 000000000..84b516cc4 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/FootOffset.cs @@ -0,0 +1,10 @@ +namespace CC +{ + [System.Serializable] + public class FootOffset + { + public float HeightOffset = -1; + public float FootRotation = 0; + public float BallRotation = 0; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/FootOffset.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/FootOffset.cs.meta new file mode 100644 index 000000000..4c5f415f3 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/FootOffset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 026ed6214527c1043a83c8d79a3313ba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/HeadColliders.cs b/Assets/CharacterCustomizer/Scripts/Utility/HeadColliders.cs new file mode 100644 index 000000000..386b875ac --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/HeadColliders.cs @@ -0,0 +1,48 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + public class HeadColliders : MonoBehaviour + { + public List colliders = new List(); + + public void createColliders() + { + foreach (var colliderSetup in colliders) + { + if (colliderSetup.mirror) + { + CreateColliderObject(colliderSetup.position, colliderSetup.label + "_l"); + Vector3 mirroredPosition = new Vector3(colliderSetup.position.x, colliderSetup.position.y, -colliderSetup.position.z); + CreateColliderObject(mirroredPosition, colliderSetup.label + "_r"); + } + else CreateColliderObject(colliderSetup.position, colliderSetup.label); + } + } + + private void CreateColliderObject(Vector3 localPosition, string label) + { + GameObject colliderObject = new GameObject(label); + //colliderObject.layer = LayerMask.NameToLayer("UI"); + + colliderObject.transform.SetParent(transform); + + colliderObject.transform.localPosition = localPosition; + + SphereCollider sphereCollider = colliderObject.AddComponent(); + sphereCollider.radius = 0.03f; + + var thisCollider = GetComponent(); + if (thisCollider != null) Physics.IgnoreCollision(thisCollider, sphereCollider, true); + } + } + + [System.Serializable] + public class ColliderSetup + { + public string label; + public Vector3 position; + public bool mirror; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/HeadColliders.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/HeadColliders.cs.meta new file mode 100644 index 000000000..5c036d2e6 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/HeadColliders.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e8e92735c506004c9d0918c8e501625 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone.cs b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone.cs new file mode 100644 index 000000000..1f181871c --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone.cs @@ -0,0 +1,178 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +using UnityEngine.Animations; + +namespace CC +{ + [DefaultExecutionOrder(50)] + public class ModifyBone : MonoBehaviour + { + public CC_ModifyType Type; + + public bool Inverted = false; + + public float currentValue = 1f; + + [Range(0f, 1f)] + public float alpha = 1; + + public bool updates; + + private Animator animator; + public bool ragdolling; + + private Vector3 positionOffset; + private Vector3 rotationOffset; + + public Transform constraintRoot; + private Transform constraintObj; + private PositionConstraint posConstraint; + private RotationConstraint rotConstraint; + + public bool xAxis; + public bool yAxis; + public bool zAxis; + + private void Awake() + { + animator = GetComponentInParent(true); + } + + public void Modify() + { + switch (Type) + { + case CC_ModifyType.ButtSize: + case CC_ModifyType.HeadSize: + case CC_ModifyType.Height: + transform.localScale = new Vector3(currentValue, currentValue, currentValue); + break; + + case CC_ModifyType.TorsoHeight: + case CC_ModifyType.NeckLength: + case CC_ModifyType.LegsWidth: + case CC_ModifyType.ShoulderWidth: + case CC_ModifyType.HeightOffset: + float val = currentValue / 100 * (Inverted ? 1 : -1); + getPosConstraint(); + togglePosConstraint(); + constraintObj.localPosition = new Vector3(val * (xAxis ? 1 : 0), val * (yAxis ? 1 : 0), val * (zAxis ? 1 : 0)); + break; + + case CC_ModifyType.BreastSize: + transform.localScale = new Vector3(currentValue, currentValue, currentValue); + positionOffset = new Vector3(0.02f * currentValue, 0, 0); + break; + + case CC_ModifyType.LowerWaistSize: + case CC_ModifyType.MidWaistSize: + case CC_ModifyType.UpperWaistSize: + case CC_ModifyType.UpperTorsoSize: + case CC_ModifyType.ThighScale: + case CC_ModifyType.CalfScale: + case CC_ModifyType.UpperArmScale: + case CC_ModifyType.LowerArmScale: + case CC_ModifyType.NeckScale: + case CC_ModifyType.HipWidth: + transform.localScale = new Vector3(1, currentValue, currentValue); + break; + + case CC_ModifyType.FootRotation: + case CC_ModifyType.BallRotation: + float rot = currentValue * (Inverted ? -1 : 1); + getRotConstraint(); + toggleRotConstraint(); + rotationOffset = new Vector3(rot * (xAxis ? 1 : 0), rot * (yAxis ? 1 : 0), rot * (zAxis ? 1 : 0)); + constraintObj.localEulerAngles = rotationOffset; + break; + } + } + + private void setUpPosConstraint() + { + if (constraintRoot == null) return; + + createConstraintObj(); + + //Constraint + posConstraint = GetComponent(); + if (posConstraint == null) posConstraint = gameObject.AddComponent(); + + posConstraint.translationOffset = constraintObj.InverseTransformVector(transform.position - constraintObj.position); + + posConstraint.weight = alpha; + ConstraintSource constraintSource = new() { sourceTransform = constraintObj, weight = 1.0f }; + if (posConstraint.sourceCount == 0) posConstraint.AddSource(constraintSource); + else posConstraint.SetSource(0, constraintSource); + posConstraint.locked = true; + posConstraint.constraintActive = true; + } + + private PositionConstraint getPosConstraint() + { + if (posConstraint == null) setUpPosConstraint(); + return posConstraint; + } + + private void setUpRotConstraint() + { + if (constraintRoot == null) return; + + createConstraintObj(); + + //Constraint + rotConstraint = GetComponent(); + if (rotConstraint == null) rotConstraint = gameObject.AddComponent(); + + rotConstraint.rotationOffset = transform.localEulerAngles; + + rotConstraint.weight = alpha; + ConstraintSource constraintSource = new() { sourceTransform = constraintObj, weight = 1.0f }; + if (rotConstraint.sourceCount == 0) rotConstraint.AddSource(constraintSource); + else rotConstraint.SetSource(0, constraintSource); + rotConstraint.locked = true; + rotConstraint.constraintActive = true; + } + + private RotationConstraint getRotConstraint() + { + if (rotConstraint == null) setUpRotConstraint(); + return rotConstraint; + } + + private void createConstraintObj() + { + //Constraint object + if (constraintObj == null) + { + constraintObj = constraintRoot.Find(transform.name + "Constraint"); + if (constraintObj == null) + { + constraintObj = new GameObject(transform.name + "Constraint").transform; + constraintObj.SetParent(constraintRoot); + constraintObj.localPosition = Vector3.zero; + constraintObj.localRotation = Quaternion.identity; + constraintObj.localScale = Vector3.one; + } + } + } + + private void toggleRotConstraint() + { + if (constraintObj == null) return; + getRotConstraint().enabled = (currentValue != 0 && updates); + } + + private void togglePosConstraint() + { + if (constraintObj == null) return; + getPosConstraint().enabled = (currentValue != 0 && updates); + } + + public void onSimulate(bool value) + { + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone.cs.meta new file mode 100644 index 000000000..563d73ffa --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab7b3ace9909c8b4d94c787194c790ed +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 50 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone_Manager.cs b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone_Manager.cs new file mode 100644 index 000000000..9c869c859 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone_Manager.cs @@ -0,0 +1,156 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; + +namespace CC +{ + [DefaultExecutionOrder(50)] + public class ModifyBone_Manager : MonoBehaviour + { + public float maxUpdateDistance = 10; + public bool enableUpdate = true; + + private CharacterCustomization customizer; + private ModifyBone[] modifyBones; + + private float hipScale; + private float waistScale; + private float shoulderWidth; + private float height = 1; + private float headScale = 1; + + private void Awake() + { + customizer = GetComponentInParent(); + modifyBones = GetComponentsInChildren(); + } + + public void setModifyValue(string modifyType, float value) + { + switch (modifyType) + { + case "BodyCustomization_WaistSize": + waistScale = value; + float waistLerped = lerp2(1, 1.4f, waistScale); + foreach (var item in getModifyScripts(CC_ModifyType.MidWaistSize)) { item.currentValue = waistLerped; item.Modify(); } + //Lower waist is blend between waist size and hip width + foreach (var item in getModifyScripts(CC_ModifyType.LowerWaistSize)) { item.currentValue = Mathf.Lerp(lerp2(1, 1.4f, hipScale), Mathf.Clamp(waistLerped, 1, 1.4f), 0.5f); item.Modify(); } + //Upper waist is blend between waist size and shoulder width + foreach (var item in getModifyScripts(CC_ModifyType.UpperWaistSize)) { item.currentValue = Mathf.Lerp(lerp2(1, 1.4f, shoulderWidth), Mathf.Clamp(waistLerped, 1, 1.4f), 0.5f); item.Modify(); } + break; + + case "BodyCustomization_HipWidth": + hipScale = value; + float hipLerped = lerp2(1, 1.2f, hipScale); + foreach (var item in getModifyScripts(CC_ModifyType.HipWidth)) { item.currentValue = hipLerped; item.Modify(); } + //Lower waist is blend between waist size and hip width + foreach (var item in getModifyScripts(CC_ModifyType.LowerWaistSize)) { item.currentValue = Mathf.Lerp(hipLerped, Mathf.Lerp(1, 1.4f, waistScale), 0.5f); item.Modify(); } + //Leg width + foreach (var item in getModifyScripts(CC_ModifyType.LegsWidth)) { item.currentValue = Mathf.Clamp(lerp2(0, 2.5f, hipScale), -2.5f, 1f); item.Modify(); } + break; + + case "BodyCustomization_NeckScale": + customizer.setBlendshapeByName("mod_neck_fat", Mathf.Clamp01(value)); + foreach (var item in getModifyScripts(CC_ModifyType.NeckScale)) { item.currentValue = lerp2(1, 1.2f, value); item.Modify(); } + break; + + case "BodyCustomization_ThighScale": + foreach (var item in getModifyScripts(CC_ModifyType.ThighScale)) { item.currentValue = lerp2(1, 1.2f, value); item.Modify(); } + break; + + case "BodyCustomization_CalfScale": + foreach (var item in getModifyScripts(CC_ModifyType.CalfScale)) { item.currentValue = lerp2(1, 1.2f, value); item.Modify(); } + break; + + case "BodyCustomization_UpperArmScale": + foreach (var item in getModifyScripts(CC_ModifyType.UpperArmScale)) { item.currentValue = lerp2(1, 1.2f, value); item.Modify(); } + break; + + case "BodyCustomization_LowerArmScale": + foreach (var item in getModifyScripts(CC_ModifyType.LowerArmScale)) { item.currentValue = lerp2(1, 1.2f, value); item.Modify(); } + break; + + case "BodyCustomization_ButtSize": + foreach (var item in getModifyScripts(CC_ModifyType.ButtSize)) { item.currentValue = Mathf.Lerp(1, 1.4f, value); item.Modify(); } + break; + + case "BodyCustomization_BreastSize": + foreach (var item in getModifyScripts(CC_ModifyType.BreastSize)) { item.currentValue = Mathf.Lerp(1, 1.5f, value); item.Modify(); } + break; + + case "BodyCustomization_ShoulderWidth": + shoulderWidth = value; + foreach (var item in getModifyScripts(CC_ModifyType.ShoulderWidth)) { item.currentValue = lerp2(0, 1.5f, value); item.Modify(); } + foreach (var item in getModifyScripts(CC_ModifyType.UpperTorsoSize)) { item.currentValue = lerp2(1, 1.1f, value); item.Modify(); } + //Upper waist is blend between waist size and shoulder width + foreach (var item in getModifyScripts(CC_ModifyType.UpperWaistSize)) { item.currentValue = Mathf.Lerp(lerp2(1, 1.4f, shoulderWidth), Mathf.Lerp(1, 1.4f, waistScale), 0.5f); item.Modify(); } + break; + + case "BodyCustomization_TorsoHeight": + foreach (var item in getModifyScripts(CC_ModifyType.TorsoHeight)) { item.currentValue = Mathf.Lerp(0, 2, value); item.Modify(); } + break; + + case "BodyCustomization_FootRotation": + foreach (var item in getModifyScripts(CC_ModifyType.FootRotation)) { item.currentValue = value; item.Modify(); } + break; + + case "BodyCustomization_BallRotation": + foreach (var item in getModifyScripts(CC_ModifyType.BallRotation)) { item.currentValue = value; item.Modify(); } + break; + + case "BodyCustomization_HeightOffset": + foreach (var item in getModifyScripts(CC_ModifyType.HeightOffset)) { item.currentValue = value; item.Modify(); } + break; + + case "BodyCustomization_NeckLength": + foreach (var item in getModifyScripts(CC_ModifyType.NeckLength)) { item.currentValue = lerp2(0, 1, value); item.Modify(); } + break; + + case "BodyCustomization_HeadScale": + case "BodyCustomization_Height": + //Height (root scale) + if (modifyType.Contains("Height")) + { + height = lerp2(1, 1.05f, value); + } + //Scale head by head size and also by inverse height + else + { + headScale = lerp2(1, 1.1f, value); + } + float headscaleSet = 1 / height * headScale; + foreach (var item in getModifyScripts(CC_ModifyType.HeadSize)) { item.currentValue = headscaleSet; item.Modify(); } + foreach (var item in getModifyScripts(CC_ModifyType.Height)) { item.currentValue = height; item.Modify(); } + break; + + case "BodyCustomization_Weight": + customizer.setBlendshapeByName("BodyCustomization_WaistSize", Mathf.Clamp(lerp2(0, 1, value), -0.6f, 1), true); + customizer.setBlendshapeByName("BodyCustomization_ShoulderWidth", Mathf.Clamp(lerp2(0, 1, value), -0.6f, 0.15f), true); + customizer.setBlendshapeByName("BodyCustomization_HipWidth", Mathf.Clamp(lerp2(0, 1, value), -0.2f, 0.4f), true); + customizer.setBlendshapeByName("BodyCustomization_ThighScale", Mathf.Clamp(lerp2(0, 1, value), -0.5f, 0.75f), true); + customizer.setBlendshapeByName("BodyCustomization_CalfScale", Mathf.Clamp(lerp2(0, 1, value), -0.5f, 0.75f), true); + customizer.setBlendshapeByName("BodyCustomization_UpperArmScale", Mathf.Clamp(lerp2(0, 1, value), -0.5f, 0.75f), true); + customizer.setBlendshapeByName("BodyCustomization_LowerArmScale", Mathf.Clamp(lerp2(0, 1, value), -0.5f, 0.75f), true); + customizer.setBlendshapeByName("BodyCustomization_NeckScale", Mathf.Clamp(lerp2(0, 1, value), -0.25f, 0.75f), true); + customizer.setBlendshapeByName("BodyCustomization_TorsoHeight", 0, true); + customizer.setBlendshapeByName("BodyCustomization_BreastSize", 0, true); + customizer.setBlendshapeByName("BodyCustomization_ButtSize", 0, true); + break; + + default: + break; + } + } + + private float lerp2(float a, float b, float t) + { + return a + (b - a) * t; + } + + private IEnumerable getModifyScripts(CC_ModifyType type) + { + return modifyBones.Where(m => m.Type == type); + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone_Manager.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone_Manager.cs.meta new file mode 100644 index 000000000..a5668d706 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/ModifyBone_Manager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 809ba6e8da7306649bb856682a915b13 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/Utility/PhysicsManager.cs b/Assets/CharacterCustomizer/Scripts/Utility/PhysicsManager.cs new file mode 100644 index 000000000..44ccc2899 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/PhysicsManager.cs @@ -0,0 +1,104 @@ +using System.Collections; +using UnityEngine; + +namespace CC +{ + [DefaultExecutionOrder(100)] + public class PhysicsManager : MonoBehaviour + { + public Animator animator; + public CapsuleCollider capsule; + private Rigidbody[] rigidBodies; + private Collider[] colliders; + private ModifyBone[] modifyBones; + + public bool useGravity = true; + + public bool ragdolling; + public bool customizing; //If customizing, colliders should be activated for hover detection + + private void Awake() + { + if (animator == null) animator = gameObject.GetComponent(); + if (capsule == null) capsule = gameObject.GetComponent(); + rigidBodies = gameObject.GetComponentsInChildren(); + colliders = gameObject.GetComponentsInChildren(); + modifyBones = gameObject.GetComponentsInChildren(); + + //Set rigid bodies to kinematic at start + foreach (var item in rigidBodies) + { + if (item.gameObject == gameObject) continue; //Skip main rigid body + item.useGravity = useGravity; + item.isKinematic = true; + } + + //Disable colliders if not in customization mode + foreach (var item in colliders) + { + if (item == capsule) continue; //Ignore capsule + item.enabled = customizing; + } + } + + private void Start() + { + if (ragdolling) StartCoroutine(ragdoll(true)); + } + + public void customizationSetup() + { + //Create head rig + var headRig = GetComponentInChildren(); + if (headRig != null) + { + headRig.createColliders(); + } + + //Enable colliders for hover detection + foreach (var item in colliders) + { + item.enabled = true; + } + + //Disable capsule when customizing + if (capsule != null) capsule.enabled = false; + + customizing = true; + } + + public IEnumerator ragdoll(bool shouldRagdoll) + { + ragdolling = shouldRagdoll; + + //Enable colliders if ragdolling + foreach (var item in colliders) + { + item.enabled = ragdolling; + } + + //Notify modifyBone scripts + foreach (var item in modifyBones) + { + item.onSimulate(ragdolling); + } + + if (ragdolling) yield return new WaitForFixedUpdate(); + + //Disable capsule when ragdolling or customizing + if (capsule != null) capsule.enabled = !ragdolling; + + //Enable physics + foreach (var item in rigidBodies) + { + item.isKinematic = !ragdolling; + item.angularVelocity = Vector3.zero; + } + + //Disable animator when ragdolling + if (animator != null) animator.enabled = !ragdolling; + + yield break; + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/Utility/PhysicsManager.cs.meta b/Assets/CharacterCustomizer/Scripts/Utility/PhysicsManager.cs.meta new file mode 100644 index 000000000..77898271f --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/Utility/PhysicsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 45ac6d9553a0d774c88a59058782b2d7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Apparel.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Apparel.cs new file mode 100644 index 000000000..47859e6df --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Apparel.cs @@ -0,0 +1,32 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + [CreateAssetMenu(fileName = "Apparel", menuName = "ScriptableObjects/Apparel")] + public class scrObj_Apparel : ScriptableObject + { + public enum MenuCategory + { Outfit, Upper_Body, Lower_Body, Footwear, Headwear, Hands, Jewelry, Rings, Backpacks, Misc, Glasses, Tops, Pants, Shorts, Accessories, Jackets, Underwear, Dresses, Swimwear, Skirts, Uniform }; + + [System.Serializable] + public class Apparel + { + public string Name; + public GameObject Mesh; + public string DisplayName; + public bool AddCopyPoseScript; + public Texture2D Mask; + public FootOffset FootOffset = new FootOffset() { HeightOffset = -1, FootRotation = 0, BallRotation = 0 }; + public List Materials; + public float NeckShrink = -1; + public float CompressHair = -1; + public List HidesTheseSlots; + public MenuCategory MenuCategory; + } + + public List Items = new List(); + public CC_Property SkinMaskProperty; + public string Label; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Apparel.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Apparel.cs.meta new file mode 100644 index 000000000..d568d83ac --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Apparel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b94ce67e1680d0e4db34aeb1f71e6c9a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Hair.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Hair.cs new file mode 100644 index 000000000..ee947b3e3 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Hair.cs @@ -0,0 +1,23 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + [CreateAssetMenu(fileName = "Hair", menuName = "ScriptableObjects/Hair")] + public class scrObj_Hair : ScriptableObject + { + [System.Serializable] + public class Hairstyle + { + public string Name; + public GameObject Mesh; + public Texture2D ShadowMap; + public bool AddCopyPoseScript; + public Sprite Icon; + } + + public List Hairstyles = new List(); + public CC_Property SkinShadowMapProperty; + public CC_Property HairTintProperty; + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Hair.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Hair.cs.meta new file mode 100644 index 000000000..b9fe365e1 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Hair.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08d2c2d7830608c47b7968c3e9e9a239 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Outfits.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits.cs new file mode 100644 index 000000000..c7ca20609 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Linq; +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + public class scrObj_Outfits : ScriptableObject + { + public virtual bool GetRandomOutfit(CharacterCustomization script, out List apparelOptions, out List apparelMaterials) + { + apparelOptions = null; + apparelMaterials = null; + return true; + } + + public void GetRandomApparel(scrObj_Apparel apparelObj, List choices, out string apparelOption, out int apparelMaterial, out HashSet hiddenSlots) + { + hiddenSlots = new HashSet(); + + //If apparel obj is null, return empty + if (apparelObj == null) + { + apparelOption = ""; + apparelMaterial = 0; + return; + } + + //Get apparel data of choices + var filteredApparel = apparelObj.Items.Where(item => choices.Contains(item.Name)).ToList(); + + //If choices is empty, return empty + if (filteredApparel.Count < 1) + { + apparelOption = ""; + apparelMaterial = 0; + return; + } + + //Pick random apparel + var randomChoice = filteredApparel[Random.Range(0, filteredApparel.Count)]; + + //Assign apparel name, random material option and hidden slots + apparelOption = randomChoice.Name; + apparelMaterial = Random.Range(0, randomChoice.Materials.Count); + hiddenSlots.UnionWith(randomChoice.HidesTheseSlots); + return; + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Outfits.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits.cs.meta new file mode 100644 index 000000000..3c1e7c72f --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cbaf2e68c40e3064189a56ec473c24bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Outfits_Standard.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits_Standard.cs new file mode 100644 index 000000000..151b8ad41 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits_Standard.cs @@ -0,0 +1,137 @@ +using UnityEditor; +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + [CreateAssetMenu(fileName = "Standard Outfit Collection", menuName = "ScriptableObjects/Outfits Standard")] + public class scrObj_Outfits_Standard : scrObj_Outfits + { + [System.Serializable] + public struct Outfit_Definition + { + public string OutfitName; + public List OutfitOptions; + } + + [System.Serializable] + public struct Outfit_Options + { + public List Options; + public float DefaultChance; + public bool MatchMaterials; + public int IndexToMatch; + } + + public List Outfits; + + public override bool GetRandomOutfit(CharacterCustomization script, out List apparelOptions, out List apparelMaterials) + { + if (Outfits.Count < 1) + { + Debug.LogError("Tried to set random outfit but no outfits have been defined"); + apparelOptions = null; + apparelMaterials = null; + return false; + } + + var outfit = Outfits[Random.Range(0, Outfits.Count)]; //Get random outfit definition (each outfit definition can have multiple options per slot) + + apparelOptions = new List(); + apparelMaterials = new List(); + + var slotsToHide = new HashSet(); + + //One Outfit_Options per apparel slot + for (int i = 0; i < script.ApparelTables.Count; i++) + { + if (outfit.OutfitOptions.Count <= i) + { + Debug.LogError("Outfit options not found"); + return false; + } + + //Get available options + var options = outfit.OutfitOptions[i].Options; + + //Get random chance + float rand = Random.Range(0f, 1f); + + //If no options available or if it rolls default, set default name + if (options.Count <= 0 || rand < outfit.OutfitOptions[i].DefaultChance) + { + apparelOptions.Add(script.DefaultApparel[i]); + apparelMaterials.Add(0); + continue; + } + + //Otherwise get random option + GetRandomApparel(script.ApparelTables[i], options, out string apparelOption, out int apparelMaterial, out HashSet hiddenSlots); + + slotsToHide.UnionWith(hiddenSlots); + apparelOptions.Add(apparelOption); + apparelMaterials.Add(apparelMaterial); + } + + //Remove hidden slots from apparel data + foreach (var index in slotsToHide) + { + apparelOptions[index] = ""; + } + + //Match materials + for (int i = 0; i < outfit.OutfitOptions.Count; i++) + { + if (outfit.OutfitOptions[i].MatchMaterials) + { + apparelMaterials[i] = apparelMaterials[outfit.OutfitOptions[i].IndexToMatch]; + } + } + + return true; + } + +#if UNITY_EDITOR + + [CustomPropertyDrawer(typeof(Outfit_Options))] + public class OutfitOptionsDrawer : PropertyDrawer + { + private readonly string[] labels = { + "Upper Body", + "Lower Body", + "Footwear", + "Headwear", + "Accessory" + }; + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + int index = GetElementIndex(property); + string customLabel = (index >= 0 && index < labels.Length) ? labels[index] : $"Option {index}"; + + EditorGUI.PropertyField(position, property, new GUIContent(customLabel), true); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + return EditorGUI.GetPropertyHeight(property, label, true); + } + + private int GetElementIndex(SerializedProperty property) + { + string path = property.propertyPath; + int start = path.LastIndexOf("[") + 1; + int end = path.LastIndexOf("]"); + if (start > 0 && end > start) + { + string indexStr = path.Substring(start, end - start); + if (int.TryParse(indexStr, out int index)) + return index; + } + return -1; + } + } + +#endif + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Outfits_Standard.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits_Standard.cs.meta new file mode 100644 index 000000000..f8aebf2c5 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Outfits_Standard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43b2beb0614b4924f92136bb360094a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Presets.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Presets.cs new file mode 100644 index 000000000..248f75df0 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Presets.cs @@ -0,0 +1,11 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + [CreateAssetMenu(fileName = "Presets", menuName = "ScriptableObjects/Presets")] + public class scrObj_Presets : ScriptableObject + { + public List Presets = new List(); + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Presets.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Presets.cs.meta new file mode 100644 index 000000000..cada2d2a4 --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Presets.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8eea920b340082c4f9f96ac3ddab028d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer.cs new file mode 100644 index 000000000..5a35c5ffa --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace CC +{ + public class scrObj_Randomizer : ScriptableObject + { + public virtual IEnumerator randomizeAll(CharacterCustomization script) + { + yield break; + } + + public static float GenerateNormalRandom(float stdDev, float scale = 1, float bias = 0) + { + float u1 = 1.0f - Random.Range(0.0f, 1.0f); + float u2 = 1.0f - Random.Range(0.0f, 1.0f); + float randStdNormal = Mathf.Sqrt(-2.0f * Mathf.Log(u1)) * Mathf.Sin(2.0f * Mathf.PI * u2); + float randNormal = Mathf.Clamp(stdDev * randStdNormal, -1, 1); + + return randNormal * scale + bias; + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer.cs.meta new file mode 100644 index 000000000..fffafc5ef --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72d974c4c3c54bb40b3f455fb790090d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer_Standard.cs b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer_Standard.cs new file mode 100644 index 000000000..0efc8b57a --- /dev/null +++ b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer_Standard.cs @@ -0,0 +1,338 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; + +namespace CC +{ + [CreateAssetMenu(fileName = "Standard Randomizer", menuName = "ScriptableObjects/Randomizer Standard")] + public class scrObj_Randomizer_Standard : scrObj_Randomizer + { + public List hairBlacklistCaucasian; + public List hairBlacklistAfrican; + public List hairBlacklistAsian; + + public override IEnumerator randomizeAll(CharacterCustomization script) + { + //Reset options + if (script.LoadAsync && script.GetPresetData(script.CharacterName, out var ogPreset)) + { + yield return script.ApplyCharacterVarsAsync(ogPreset); + } + else script.LoadFromPreset(script.CharacterName); + + if (script.LoadAsync) yield return null; + + var ethnicity = (Ethnicity)Random.Range(0, 3); + var ageGroup = AgeGroup.Adult; + + for (int i = 0; i < script.HairTables.Count; i++) + { + var hair = getRandomHair(script.HairTables[i].Hairstyles.Select(h => h.Name).ToList(), ethnicity); + script.setHairByName(hair, i); + if (script.LoadAsync) yield return null; + } + + var hairColor = getRandomHairColor(ethnicity, ageGroup); + script.setColorProperty(new CC_Property { propertyName = "_Hair_Tint", colorValue = hairColor }, true); + + var eyeColor = getRandomEyeColor(ethnicity); + script.setColorProperty(new CC_Property { propertyName = "_Eye_Color", colorValue = eyeColor, materialIndex = -1, meshTag = "Head" }, true); + + if (script.LoadAsync) yield return null; + + //Randomize mod shapes + var modShapes = new List { "mod_brow_height", "mod_brow_depth", "mod_jaw_height", "mod_jaw_width", "mod_cheeks_size", "mod_cheekbone_size", "mod_nose_height", "mod_nose_width", "mod_nose_out", "mod_nose_size", "mod_mouth_size", "mod_mouth_depth", "mod_mouth_height", "mod_eyes_depth", "mod_eyes_height", "mod_eyes_narrow", "mod_chin_size" }; + for (int i = 0; i < modShapes.Count; i++) + { + float val = GenerateNormalRandom(0.2f); + script.setBlendshapeByName(modShapes[i], val); + } + + //Random freckles + float frecklesRand = Mathf.Abs(GenerateNormalRandom(0.5f)); + script.setFloatProperty(new CC_Property { propertyName = "_Freckles_Strength", floatValue = frecklesRand, materialIndex = 0, meshTag = "Head" }, true); + + //Random skin tint + Color skinColor = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f)); + float skinRand = Mathf.Abs(GenerateNormalRandom(0.1f)); + skinColor.a = skinRand; + script.setColorProperty(new CC_Property { propertyName = "_Skin_Tint", colorValue = skinColor, materialIndex = 0 }, true); + + //Random lipstick + Color lipsColor = new Color(0.8f, 0.2f, 0.2f); + float lipsRand = Mathf.Abs(GenerateNormalRandom(0.1f)); + lipsColor.a = lipsRand; + script.setColorProperty(new CC_Property { propertyName = "_Lips_Color", colorValue = lipsColor, materialIndex = 0, meshTag = "Head" }, true); + + if (script.LoadAsync) yield return null; + + //Random face shape + var faceShapes = new List { "", "shp_head_01", "shp_head_02", "shp_head_03", "shp_head_04", "shp_head_05", "shp_head_06", "shp_head_07", "shp_head_08" }; + foreach (var shape in faceShapes) + { + script.setBlendshapeByName(shape, 0); + } + + string secondaryShape = faceShapes[Random.Range(0, faceShapes.Count)]; + faceShapes.Remove(secondaryShape); + switch (ethnicity) + { + case Ethnicity.Caucasian: + faceShapes.Remove("shp_head_01"); + faceShapes.Remove("shp_head_04"); + faceShapes.Remove("shp_head_06"); + faceShapes.Remove("shp_head_07"); + break; + + case Ethnicity.African: + faceShapes.RemoveAt(0); + faceShapes.Remove("shp_head_02"); + faceShapes.Remove("shp_head_03"); + faceShapes.Remove("shp_head_04"); + faceShapes.Remove("shp_head_05"); + faceShapes.Remove("shp_head_06"); + faceShapes.Remove("shp_head_08"); + break; + + case Ethnicity.Asian: + faceShapes.RemoveAt(0); + faceShapes.Remove("shp_head_01"); + faceShapes.Remove("shp_head_02"); + faceShapes.Remove("shp_head_03"); + faceShapes.Remove("shp_head_05"); + faceShapes.Remove("shp_head_07"); + faceShapes.Remove("shp_head_08"); + break; + + case Ethnicity.Other: + default: + break; + } + string mainShape = faceShapes[Random.Range(0, faceShapes.Count)]; + float secondaryRand = Mathf.Abs(GenerateNormalRandom(0.33f)); + script.setBlendshapeByName(secondaryShape, secondaryRand); + script.setBlendshapeByName(mainShape, 1 - secondaryRand); + + if (script.LoadAsync) yield return null; + + //Set random skin texture + var headTextures = new List { "T_Skin_Head_01", "T_Skin_Head_02", "T_Skin_Head_03" }; + var bodyTextures = new List { "T_Skin_Body_01", "T_Skin_Body_02", "T_Skin_Body_03" }; + + int selectedTexture = 0; + float rand = Random.Range(0f, 1f); + + switch (ethnicity) + { + case Ethnicity.Caucasian: + break; + + case Ethnicity.African: + selectedTexture = (rand > 0.5f) ? 1 : 2; + break; + + case Ethnicity.Other: + selectedTexture = (rand > 0.5f) ? 0 : 2; + break; + + case Ethnicity.Asian: + selectedTexture = (rand > 0.25f) ? 0 : 2; + break; + + default: + break; + } + + script.setTextureProperty(new CC_Property { propertyName = "_Color_Map", stringValue = headTextures[selectedTexture], meshTag = "Head", materialIndex = 0 }, true); + script.setTextureProperty(new CC_Property { propertyName = "_Color_Map", stringValue = bodyTextures[selectedTexture], meshTag = "Body", materialIndex = 0 }, true); + + //Set random height and weight + script.setBlendshapeByName("BodyCustomization_Height", GenerateNormalRandom(0.33f), true); + script.setBlendshapeByName("BodyCustomization_Weight", GenerateNormalRandom(0.33f)); + + if (script.LoadAsync) yield return null; + + //Set default outfit + script.setApparelByName("UpperBody_Default", 0, 0); + if (script.LoadAsync) yield return null; + script.setApparelByName("LowerBody_Default", 1, 0); + if (script.LoadAsync) yield return null; + script.setApparelByName("Footwear_Default", 2, 0); + if (script.LoadAsync) yield return null; + script.setApparelByName("Headwear_Default", 3, 0); + } + + private enum Ethnicity + { + Caucasian, African, Asian, Other + } + + private enum AgeGroup + { + Young, Adult, Elderly + } + + private enum EyeColor + { + LightBrown, MediumBrown, DarkBrown, Amber, Hazel, Green, LightBlue, DarkBlue + } + + private enum HairColor + { + LightBrown, MediumBrown, DarkBrown, Blonde, Black, LightGray, DarkGray + } + + private Color getRandomHairColor(Ethnicity ethnicity, AgeGroup ageGroup) + { + var availableColors = new List(); + var elderlyOnly = new List() { HairColor.LightGray, HairColor.DarkGray }; + var youngOnly = new List() { HairColor.LightBrown, HairColor.MediumBrown, HairColor.Blonde }; + + switch (ethnicity) + { + case Ethnicity.Caucasian: + availableColors = new List() { HairColor.LightBrown, HairColor.MediumBrown, HairColor.MediumBrown, HairColor.DarkBrown, HairColor.DarkBrown, HairColor.Black, HairColor.Blonde, HairColor.LightGray, HairColor.DarkGray }; + if (ageGroup == AgeGroup.Elderly) availableColors = availableColors.Except(youngOnly).ToList(); + else availableColors = availableColors.Except(elderlyOnly).ToList(); + return getHairColor(availableColors[Random.Range(0, availableColors.Count)]); + + case Ethnicity.Asian: + availableColors = new List() { HairColor.DarkBrown, HairColor.DarkBrown, HairColor.Black, HairColor.Black, HairColor.LightGray, HairColor.DarkGray }; + if (ageGroup == AgeGroup.Elderly) availableColors = availableColors.Except(youngOnly).ToList(); + else availableColors = availableColors.Except(elderlyOnly).ToList(); + return getHairColor(availableColors[Random.Range(0, availableColors.Count)]); + + case Ethnicity.African: + case Ethnicity.Other: + availableColors = new List() { HairColor.DarkBrown, HairColor.DarkBrown, HairColor.DarkBrown, HairColor.Black, HairColor.Black, HairColor.LightGray, HairColor.DarkGray }; + if (ageGroup == AgeGroup.Elderly) availableColors = availableColors.Except(youngOnly).ToList(); + else availableColors = availableColors.Except(elderlyOnly).ToList(); + return getHairColor(availableColors[Random.Range(0, availableColors.Count)]); + + default: + return getHairColor(HairColor.DarkBrown); + } + } + + private string getRandomHair(List options, Ethnicity ethnicity) + { + List sanitizedOptions = new List(); + if (ethnicity == Ethnicity.Caucasian) sanitizedOptions = options.Except(hairBlacklistCaucasian).ToList(); + if (ethnicity == Ethnicity.African) sanitizedOptions = options.Except(hairBlacklistAfrican).ToList(); + if (ethnicity == Ethnicity.Asian) sanitizedOptions = options.Except(hairBlacklistAsian).ToList(); + if (ethnicity == Ethnicity.Other) sanitizedOptions = options; + + if (options.Count <= 0) return ""; + + return sanitizedOptions[Random.Range(0, sanitizedOptions.Count)]; + } + + private Color getRandomEyeColor(Ethnicity ethnicity) + { + var availableColors = new List(); + + switch (ethnicity) + { + case Ethnicity.Caucasian: + availableColors = new List() { EyeColor.LightBrown, EyeColor.MediumBrown, EyeColor.Amber, EyeColor.Hazel, EyeColor.Green, EyeColor.LightBlue, EyeColor.DarkBlue }; + return getEyeColor(availableColors[Random.Range(0, availableColors.Count)]); + + case Ethnicity.Asian: + availableColors = new List() { EyeColor.DarkBrown, EyeColor.MediumBrown }; + return getEyeColor(availableColors[Random.Range(0, availableColors.Count)]); + + case Ethnicity.African: + case Ethnicity.Other: + availableColors = new List() { EyeColor.DarkBrown, EyeColor.MediumBrown, EyeColor.Amber, EyeColor.Hazel }; + return getEyeColor(availableColors[Random.Range(0, availableColors.Count)]); + + default: + return getEyeColor(EyeColor.MediumBrown); + } + } + + private static Color getEyeColor(EyeColor eyeColor) + { + Color color; + switch (eyeColor) + { + case EyeColor.LightBrown: + ColorUtility.TryParseHtmlString("#875E40", out color); + break; + + case EyeColor.MediumBrown: + ColorUtility.TryParseHtmlString("#604531", out color); + break; + + case EyeColor.DarkBrown: + ColorUtility.TryParseHtmlString("#3A2B1F", out color); + break; + + case EyeColor.Amber: + ColorUtility.TryParseHtmlString("#87763C", out color); + break; + + case EyeColor.Hazel: + ColorUtility.TryParseHtmlString("#9C9662", out color); + break; + + case EyeColor.Green: + ColorUtility.TryParseHtmlString("#677851", out color); + break; + + case EyeColor.LightBlue: + ColorUtility.TryParseHtmlString("#698AA3", out color); + break; + + case EyeColor.DarkBlue: + ColorUtility.TryParseHtmlString("#4E6373", out color); + break; + + default: + return Color.black; + } + + return color; + } + + private static Color getHairColor(HairColor hairColor) + { + Color color; + switch (hairColor) + { + case HairColor.LightBrown: + ColorUtility.TryParseHtmlString("#947259", out color); + break; + + case HairColor.MediumBrown: + ColorUtility.TryParseHtmlString("#604938", out color); + break; + + case HairColor.DarkBrown: + ColorUtility.TryParseHtmlString("#3A2D22", out color); + break; + + case HairColor.Blonde: + ColorUtility.TryParseHtmlString("#A18D64", out color); + break; + + case HairColor.LightGray: + ColorUtility.TryParseHtmlString("#A1A1A1", out color); + break; + + case HairColor.DarkGray: + ColorUtility.TryParseHtmlString("#4D4D4D", out color); + break; + + case HairColor.Black: + ColorUtility.TryParseHtmlString("#1A1A1A", out color); + break; + + default: + return Color.black; + } + return color; + } + } +} \ No newline at end of file diff --git a/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer_Standard.cs.meta b/Assets/CharacterCustomizer/Scripts/scrObj_Randomizer_Standard.cs.meta new file mode 100644 index 000000000..2cf2acbeb --- /dev/null +++ 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InitializeUIElement(CharacterCustomization customizerScript, CC_UI_Util parentUI) + { + customizer = customizerScript; + RefreshUIElement(); + } + + public void createApparelButtons(scrObj_Apparel.MenuCategory menuCategory) + { + foreach (Transform child in Container.transform) + { + Destroy(child.gameObject); + } + for (int i = 0; i < customizer.ApparelTables.Count; i++) + { + var items = customizer.ApparelTables[i].Items.Where(item => item.MenuCategory == menuCategory); + + foreach (var item in items) + { + for (int j = 0; j < item.Materials.Count; j++) + { + createButton(item.Name, i, j, item.Materials[j].Icon); + } + + if (item.Materials.Count == 0) + { + createButton(item.Name, i, 0, null); + } + } + } + } + + private void createCategoryButtons() + { + //Safely destroy existing category buttons + var children = new List(); + foreach (Transform child in CategoryContainer.transform) children.Add(child.gameObject); + foreach (var go in children) + { + go.transform.SetParent(null); + Destroy(go); + } + + //Try get tab manager + var tabManager = CategoryContainer.GetComponentInParent(); + + //Get menu categories in order + menuCategories = customizer.ApparelTables.SelectMany(table => table.Items).Select(item => item.MenuCategory).Distinct().ToList(); + + //Create category button per menu category + for (int i = 0; i < menuCategories.Count; i++) + { + scrObj_Apparel.MenuCategory cat = menuCategories[i]; + GameObject categoryButton = Instantiate(CategoryPrefab, CategoryContainer.transform).gameObject; + categoryButton.GetComponentInChildren().text = menuCategories[i].ToString(); + var button = categoryButton.GetComponentInChildren