2026-05-06 15:07:56 +02:00

229 lines
6.9 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UMA;
namespace UMA.Examples
{
public class UMACrowdRandomSet : ScriptableObject
{
public CrowdRaceData data;
[System.Serializable]
public class CrowdRaceData
{
public string raceID;
public CrowdSlotElement[] slotElements;
}
[System.Serializable]
public class CrowdSlotElement
{
public string Info;
public CrowdSlotData[] possibleSlots;
public string requirement;
public string condition;
}
[System.Serializable]
public class CrowdSlotData
{
public string slotID;
public bool useSharedOverlayList;
public int overlayListSource;
public CrowdOverlayElement[] overlayElements;
}
[System.Serializable]
public class CrowdOverlayElement
{
public CrowdOverlayData[] possibleOverlays;
}
public enum OverlayType
{
Unknown,
Random,
Texture,
Color,
Skin,
Hair,
}
public enum ChannelUse
{
None,
Color,
InverseColor
}
[System.Serializable]
public class CrowdOverlayData
{
public string overlayID;
public Color maxRGB;
public Color minRGB;
public bool useSkinColor;
public bool useHairColor;
public float hairColorMultiplier;
public ChannelUse colorChannelUse;
public int colorChannel;
public OverlayType overlayType;
public void UpdateVersion()
{
if (overlayType == UMACrowdRandomSet.OverlayType.Unknown)
{
if (useSkinColor)
{
overlayType = UMACrowdRandomSet.OverlayType.Skin;
}
else if (useHairColor)
{
overlayType = UMACrowdRandomSet.OverlayType.Hair;
}
else
{
if (minRGB == maxRGB)
{
if (minRGB == Color.white)
{
overlayType = UMACrowdRandomSet.OverlayType.Texture;
}
else
{
overlayType = UMACrowdRandomSet.OverlayType.Color;
}
}
else
{
overlayType = UMACrowdRandomSet.OverlayType.Random;
}
}
}
}
}
public static void Apply(UMA.UMAData umaData, CrowdRaceData race, Color skinColor, Color HairColor, Color Shine, HashSet<string> Keywords, UMAContext context)
{
Apply(umaData, race, skinColor, HairColor, Shine, Keywords, context.slotLibrary, context.overlayLibrary);
}
public static void Apply(UMA.UMAData umaData, CrowdRaceData race, Color skinColor, Color HairColor, Color Shine, HashSet<string> Keywords, SlotLibraryBase slotLibrary, OverlayLibraryBase overlayLibrary)
{
var slotParts = new HashSet<string>();
umaData.umaRecipe.slotDataList = new SlotData[race.slotElements.Length];
for (int i = 0; i < race.slotElements.Length; i++)
{
var currentElement = race.slotElements[i];
if (!string.IsNullOrEmpty(currentElement.requirement) && !slotParts.Contains(currentElement.requirement)) continue;
if (!string.IsNullOrEmpty(currentElement.condition))
{
if (currentElement.condition.StartsWith("!"))
{
if (Keywords.Contains(currentElement.condition.Substring(1))) continue;
}
else
{
if (!Keywords.Contains(currentElement.condition)) continue;
}
}
if (currentElement.possibleSlots.Length == 0) continue;
int randomResult = Random.Range(0, currentElement.possibleSlots.Length);
var slot = currentElement.possibleSlots[randomResult];
if (string.IsNullOrEmpty(slot.slotID)) continue;
slotParts.Add(slot.slotID);
SlotData slotData;
if (slot.useSharedOverlayList && slot.overlayListSource >= 0 && slot.overlayListSource < i)
{
slotData = slotLibrary.InstantiateSlot(slot.slotID, umaData.umaRecipe.slotDataList[slot.overlayListSource].GetOverlayList());
}
else
{
if (slot.useSharedOverlayList)
{
Debug.LogError("UMA Crowd: Invalid overlayListSource for " + slot.slotID);
}
slotData = slotLibrary.InstantiateSlot(slot.slotID);
}
umaData.umaRecipe.slotDataList[i] = slotData;
for (int overlayIdx = 0; overlayIdx < slot.overlayElements.Length; overlayIdx++)
{
var currentOverlayElement = slot.overlayElements[overlayIdx];
randomResult = Random.Range(0, currentOverlayElement.possibleOverlays.Length);
var overlay = currentOverlayElement.possibleOverlays[randomResult];
if (string.IsNullOrEmpty(overlay.overlayID)) continue;
overlay.UpdateVersion();
slotParts.Add(overlay.overlayID);
Color overlayColor = Color.black;
var overlayData = overlayLibrary.InstantiateOverlay(overlay.overlayID, overlayColor);
switch (overlay.overlayType)
{
case UMACrowdRandomSet.OverlayType.Color:
overlayColor = overlay.minRGB;
overlayData.colorData.color = overlayColor;
break;
case UMACrowdRandomSet.OverlayType.Texture:
overlayColor = Color.white;
overlayData.colorData.color = overlayColor;
break;
case UMACrowdRandomSet.OverlayType.Hair:
overlayColor = HairColor * overlay.hairColorMultiplier;
overlayColor.a = 1.0f;
overlayData.colorData.color = overlayColor;
break;
case UMACrowdRandomSet.OverlayType.Skin:
overlayColor = skinColor;// + new Color(Random.Range(overlay.minRGB.r, overlay.maxRGB.r), Random.Range(overlay.minRGB.g, overlay.maxRGB.g), Random.Range(overlay.minRGB.b, overlay.maxRGB.b), 1);
overlayData.colorData.color = overlayColor;
if (overlayData.colorData.channelAdditiveMask.Length > 2)
{
overlayData.colorData.channelAdditiveMask[2] = Shine;
}
else
{
break;
}
break;
case UMACrowdRandomSet.OverlayType.Random:
{
float randomShine = Random.Range(0.05f, 0.25f);
float randomMetal = Random.Range(0.1f, 0.3f);
overlayColor = new Color(Random.Range(overlay.minRGB.r, overlay.maxRGB.r), Random.Range(overlay.minRGB.g, overlay.maxRGB.g), Random.Range(overlay.minRGB.b, overlay.maxRGB.b), Random.Range(overlay.minRGB.a, overlay.maxRGB.a));
overlayData.colorData.color = overlayColor;
if (overlayData.colorData.channelAdditiveMask.Length > 2)
{
overlayData.colorData.channelAdditiveMask[2] = new Color(randomMetal, randomMetal, randomMetal, randomShine);
}
}
break;
default:
Debug.LogError("Unknown RandomSet overlayType: "+((int)overlay.overlayType));
overlayColor = overlay.minRGB;
overlayData.colorData.color = overlayColor;
break;
}
slotData.AddOverlay(overlayData);
if (overlay.colorChannelUse != ChannelUse.None)
{
overlayColor.a *= overlay.minRGB.a;
if (overlay.colorChannelUse == ChannelUse.InverseColor)
{
Vector3 color = new Vector3(overlayColor.r, overlayColor.g, overlayColor.b);
var len = color.magnitude;
if (len < 1f) len = 1f;
color = new Vector3(1.001f, 1.001f, 1.001f) - color;
color = color.normalized* len;
overlayColor = new Color(color.x, color.y, color.z, overlayColor.a);
}
overlayData.SetColor(overlay.colorChannel, overlayColor);
}
}
}
}
}
}