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AvatarScript.cs
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237 lines (200 loc) · 7.4 KB
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using System.Linq;
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using AvatarScriptPack;
namespace CustomAvatar
{
public class AvatarScript : MonoBehaviour
{
private AssetBundle _customAvatar;
private GameObject _avatarInstance;
private GameObject _fpsAvatarInstance;
private AvatarBodyManager _bodyManager;
private bool _manualControl;
private AssetBundleCreateRequest _bundleRequest;
public delegate void AvatarLoadAction();
public event AvatarLoadAction OnAvatarLoaded;
public static AvatarScript SpawnAvatar(string path, bool manual)
{
var avatarObject = new GameObject("Avatar Root");
var script = avatarObject.AddComponent<AvatarScript>();
script.LoadAvatar(path, manual);
return script;
}
public void LoadAvatar(string path, bool manual)
{
_manualControl = manual;
_bundleRequest = AssetBundle.LoadFromFileAsync(path);
_bundleRequest.completed += AvatarLoaded;
}
public void LoadAvatar(byte[] file, bool manual, bool multiPrefab)
{
_manualControl = manual;
if (multiPrefab)
{
LoadMultiPrefab();
}
else
{
_bundleRequest = AssetBundle.LoadFromMemoryAsync(file);
_bundleRequest.completed += AvatarLoaded;
}
}
private void AvatarLoaded(AsyncOperation op)
{
_customAvatar = _bundleRequest.assetBundle;
if (_customAvatar == null)
{
Plugin.Log("The bundle file is wrong");
UnloadAvatar();
Destroy(gameObject);
return;
}
GameObject avatarObject = _customAvatar.LoadAsset<GameObject>("_customavatar");
if (avatarObject == null)
{
Plugin.Log("The bundle gameobject was not found");
UnloadAvatar();
Destroy(gameObject);
return;
}
_avatarInstance = Instantiate(avatarObject, gameObject.transform);
if (Plugin.fpsAvatar) _fpsAvatarInstance = Instantiate(avatarObject, gameObject.transform);
SetupAvatar();
UnloadAvatar();
_bundleRequest = null;
if (OnAvatarLoaded != null) OnAvatarLoaded.Invoke();
}
public void UnloadAvatar()
{
if (_customAvatar != null)
{
_customAvatar.Unload(false);
}
}
private void SetupAvatar()
{
var curScene = SceneManager.GetActiveScene();
if (curScene.buildIndex != 1)
{
_avatarInstance.AddComponent<AvatarEventsPlayer>();
if (_fpsAvatarInstance!=null) _fpsAvatarInstance.AddComponent<AvatarEventsPlayer>();
}
_bodyManager = _avatarInstance.AddComponent<AvatarBodyManager>();
_bodyManager.manual = _manualControl;
if (_fpsAvatarInstance != null)
{
var tempBody = _fpsAvatarInstance.AddComponent<AvatarBodyManager>();
tempBody.manual = _manualControl;
SetLayerToChilds(_fpsAvatarInstance.transform, 27);
var comp = _fpsAvatarInstance.GetComponentInChildren<VRIK>();
if (comp != null)
{
comp.AutoDetectReferences();
Transform neckTf = comp.references.GetTransforms()[4];
if (neckTf != null)
{
neckTf.localScale = Vector3.zero;
}
}
var renderers = tempBody.GetHeadTransform().gameObject.GetComponentsInChildren<Renderer>();
foreach(Renderer renderer in renderers)
{
renderer.enabled = false;
}
}
SetupCams();
}
public GameObject getInstance()
{
return _avatarInstance;
}
public AvatarBodyManager GetBodyManager()
{
return _bodyManager;
}
public AssetBundleCreateRequest GetBundleRequest()
{
return _bundleRequest;
}
public void HideFromView(bool hide)
{
if (_avatarInstance != null)
{
SetLayerToChilds(_avatarInstance.transform, hide ? 24 : 0);
if (_fpsAvatarInstance != null) SetLayerToChilds(_fpsAvatarInstance.transform, 27);
}
}
private static void SetLayerToChilds(Transform origin, int layer)
{
foreach (Transform child in origin)
{
child.gameObject.layer = layer;
SetLayerToChilds(child, layer);
}
}
private static void SetupCams()
{
var cameras = FindObjectsOfType<Camera>();
foreach(var cam in cameras)
{
cam.cullingMask &= ~(1 << 27);
// layer 26 for culling the exclusions
cam.cullingMask &= ~(1 << 26);
}
var mainCamera = FindObjectsOfType<Camera>().FirstOrDefault(x => x.CompareTag("MainCamera"));
mainCamera.cullingMask &= ~(1 << 24);
// layer 26 for culling the exclusions
mainCamera.cullingMask &= ~(1 << 26);
mainCamera.cullingMask |= 1 << 27;
}
private void OnDestroy()
{
UnloadAvatar();
}
#region Multiplayer
public void LoadDefaultMultiPrefab(byte[] file)
{
StartCoroutine(InitializeMultiPrefab(file));
}
IEnumerator InitializeMultiPrefab(byte[] file)
{
if (Plugin.MultiGameObject == null)
{
var bundleLoadRequest = AssetBundle.LoadFromMemoryAsync(file);
yield return bundleLoadRequest;
var bundle = bundleLoadRequest.assetBundle;
if (bundleLoadRequest.isDone && bundle != null)
{
var assetLoadRequest = bundle.LoadAssetAsync<GameObject>("_customavatar");
yield return assetLoadRequest;
Plugin.MultiGameObject = assetLoadRequest.asset as GameObject;
if (Plugin.MultiGameObject != null)
{
Plugin.Log("Finished loading multi game object, it isn't null");
}
}
if (bundleLoadRequest.isDone && bundle == null)
{
Plugin.Log("Asset bundle null");
}
}
}
private void LoadMultiPrefab()
{
if (Plugin.MultiGameObject == null)
{
Plugin.Log("Multi Game object is null");
return;
}
_avatarInstance = Instantiate(Plugin.MultiGameObject, gameObject.transform);
if (Plugin.fpsAvatar) _fpsAvatarInstance = Instantiate(Plugin.MultiGameObject, gameObject.transform);
SetupAvatar();
UnloadAvatar();
_bundleRequest = null;
if (OnAvatarLoaded != null) OnAvatarLoaded.Invoke();
}
#endregion
}
}