1325 lines
54 KiB
C#
1325 lines
54 KiB
C#
using CriWare;
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using CriWareFormats;
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using Gallop;
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using NAudio.Wave;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Data;
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using System.IO;
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using System.Linq;
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using UmaMusumeAudio;
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using UnityEngine;
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public class UmaViewerBuilder : MonoBehaviour
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{
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public static UmaViewerBuilder Instance;
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UmaViewerMain Main => UmaViewerMain.Instance;
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UmaViewerUI UI => UmaViewerUI.Instance;
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public List<AssetBundle> Loaded;
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public List<Shader> ShaderList = new List<Shader>();
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public Material TransMaterialCharas;
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public Material TransMaterialProps;
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public UmaContainer CurrentUMAContainer;
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public UmaContainer CurrentLiveContainer;
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public UmaContainer CurrentOtherContainer;
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public UmaHeadData CurrentHead;
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public Shader hairShader;
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public Shader faceShader;
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public Shader eyeShader;
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public Shader cheekShader;
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public Shader eyebrowShader;
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public Shader alphaShader;
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public Shader bodyAlphaShader;
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public Shader bodyBehindAlphaShader;
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public List<AudioSource> CurrentAudioSources = new List<AudioSource>();
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public List<UmaLyricsData> CurrentLyrics = new List<UmaLyricsData>();
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public AnimatorOverrideController OverrideController;
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public AnimatorOverrideController FaceOverrideController;
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public AnimatorOverrideController CameraOverrideController;
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public Animator AnimationCameraAnimator;
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public Camera AnimationCamera;
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private void Awake()
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{
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Instance = this;
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}
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public IEnumerator LoadUma(int id, string costumeId, bool mini)
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{
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UnloadUma();
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CurrentUMAContainer = new GameObject($"Chara_{id}_{costumeId}").AddComponent<UmaContainer>();
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UnloadAllBundle();
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CurrentUMAContainer.CharaData = UmaDatabaseController.ReadCharaData(id);
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if (mini)
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{
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LoadMiniUma(id, costumeId);
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}
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else
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{
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LoadNormalUma(id, costumeId);
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}
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yield break;
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}
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private void LoadNormalUma(int id, string costumeId)
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{
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DataRow charaData = CurrentUMAContainer.CharaData;
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bool genericCostume = CurrentUMAContainer.IsGeneric = costumeId.Length >= 4;
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string skin = charaData["skin"].ToString(),
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height = charaData["height"].ToString(),
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socks = charaData["socks"].ToString(),
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bust = charaData["bust"].ToString(),
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sex = charaData["sex"].ToString(),
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shape = charaData["shape"].ToString(),
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costumeIdShort = "";
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UmaDatabaseEntry asset = null;
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if (genericCostume)
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{
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costumeIdShort = costumeId.Remove(costumeId.LastIndexOf('_'));
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CurrentUMAContainer.VarCostumeIdShort = costumeIdShort;
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CurrentUMAContainer.VarCostumeIdLong = costumeId;
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CurrentUMAContainer.VarBust = bust;
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CurrentUMAContainer.VarSkin = skin;
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CurrentUMAContainer.VarSocks = socks;
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CurrentUMAContainer.VarHeight = height;
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// Pattern for generic body type is as follows:
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//
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// (costume id)_(body_type_sub)_(body_setting)_(height)_(shape)_(bust)
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//
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// body_type_sub is used for variants like the summer/winter uniform or the swimsuit/towel
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// body_setting is used for subvariants of each variant like the big belly version of the uniform, and the genders for the tracksuits
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//
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// Some models will naturally be missing due to how this system is designed.
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string body = "";
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body = UmaDatabaseController.BodyPath + $"bdy{costumeIdShort}/pfb_bdy{costumeId}_{height}_{shape}_{bust}";
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Debug.Log("Looking for " + body);
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == body);
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}
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else asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == UmaDatabaseController.BodyPath + $"bdy{id}_{costumeId}/pfb_bdy{id}_{costumeId}");
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if (asset == null)
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{
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Debug.LogError("No body, can't load!");
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return;
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}
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else if (genericCostume)
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{
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string texPattern1 = "", texPattern2 = "", texPattern3 = "", texPattern4 = "", texPattern5 = "";
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switch (costumeId.Split('_')[0])
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{
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case "0001":
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texPattern1 = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_0{socks}";
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texPattern2 = $"tex_bdy{costumeIdShort}_00_0_{bust}";
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texPattern3 = $"tex_bdy{costumeIdShort}_zekken";
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texPattern4 = $"tex_bdy{costumeIdShort}_00_waku";
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texPattern5 = $"tex_bdy{costumeIdShort}_num";
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break;
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case "0003":
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texPattern1 = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}";
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texPattern2 = $"tex_bdy{costumeIdShort}_00_0_{bust}";
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break;
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case "0006": //last var is color?
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texPattern1 = $"tex_bdy{costumeId}_{skin}_{bust}_0{0}";
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texPattern2 = $"tex_bdy{costumeId}_0_{bust}_00_";
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break;
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default:
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texPattern1 = $"tex_bdy{costumeId}_{skin}_{bust}";
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texPattern2 = $"tex_bdy{costumeId}_0_{bust}";
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break;
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}
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Debug.Log(texPattern1 + " " + texPattern2);
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//Load Body Textures
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith(UmaDatabaseController.BodyPath)
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&& (a.Name.Contains(texPattern1)
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|| a.Name.Contains(texPattern2)
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|| (string.IsNullOrEmpty(texPattern3) ? false : a.Name.Contains(texPattern3))
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|| (string.IsNullOrEmpty(texPattern4) ? false : a.Name.Contains(texPattern4))
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|| (string.IsNullOrEmpty(texPattern5) ? false : a.Name.Contains(texPattern5)))))
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{
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RecursiveLoadAsset(asset1);
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}
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//Load Body
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RecursiveLoadAsset(asset);
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//Load Physics
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith(UmaDatabaseController.BodyPath + $"bdy{costumeIdShort}/clothes")))
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{
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if (asset1.Name.Contains("cloth00") && asset1.Name.Contains("bust" + bust))
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RecursiveLoadAsset(asset1);
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}
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}
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else
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{
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RecursiveLoadAsset(asset);
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//Load Physics
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith(UmaDatabaseController.BodyPath + $"bdy{id}_{costumeId}/clothes")))
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{
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if (asset1.Name.Contains("cloth00"))
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RecursiveLoadAsset(asset1);
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}
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}
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// Record Head Data
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int head_id;
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string head_costumeId;
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int tailId = Convert.ToInt32(charaData["tail_model_id"]);
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//The tailId of 9006 is 1, but the character has no tail
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if (id == 9006) tailId = -1;
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if (UI.isHeadFix && CurrentHead != null)
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{
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head_id = CurrentHead.id;
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head_costumeId = CurrentHead.costumeId;
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tailId = CurrentHead.tailId;
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}
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else
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{
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head_id = id;
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head_costumeId = costumeId;
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CurrentHead = new UmaHeadData
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{
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id = id,
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costumeId = costumeId,
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tailId = tailId
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};
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}
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string head = UmaDatabaseController.HeadPath + $"chr{head_id}_{head_costumeId}/pfb_chr{head_id}_{head_costumeId}";
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == head);
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bool isDefaultHead = false;
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//Some costumes don't have custom heads
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if (head_costumeId != "00" && asset == null)
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{
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == UmaDatabaseController.HeadPath + $"chr{head_id}_00/pfb_chr{head_id}_00");
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isDefaultHead = true;
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}
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if (asset != null)
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{
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//Load Hair Textures
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"{UmaDatabaseController.HeadPath}chr{head_id}_{head_costumeId}/textures")))
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{
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RecursiveLoadAsset(asset1);
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}
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//Load Head
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RecursiveLoadAsset(asset);
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//Load Physics
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if (isDefaultHead)
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{
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"{UmaDatabaseController.HeadPath}chr{head_id}_00/clothes")))
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{
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if (asset1.Name.Contains("cloth00"))
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RecursiveLoadAsset(asset1);
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}
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}
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else
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{
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"{UmaDatabaseController.HeadPath}chr{head_id}_{head_costumeId}/clothes")))
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{
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if (asset1.Name.Contains("cloth00"))
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RecursiveLoadAsset(asset1);
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}
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}
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}
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if (tailId != 0)
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{
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string tailName = $"tail{tailId.ToString().PadLeft(4, '0')}_00";
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string tailPath = $"3d/chara/tail/{tailName}/";
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string tailPfb = tailPath + $"pfb_{tailName}";
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == tailPfb);
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if (asset != null)
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{
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"{tailPath}textures/tex_{tailName}_{head_id}") || a.Name.StartsWith($"{tailPath}textures/tex_{tailName}_0000")))
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{
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RecursiveLoadAsset(asset1);
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}
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RecursiveLoadAsset(asset);
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//Load Physics
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"{tailPath}clothes")))
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{
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if (asset1.Name.Contains("cloth00"))
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RecursiveLoadAsset(asset1);
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}
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}
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else
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{
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Debug.Log("no tail");
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}
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}
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CurrentUMAContainer.LoadPhysics(); //Need to load physics before loading FacialMorph
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//Load FacialMorph
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if (CurrentUMAContainer.Head)
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{
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var locatorEntry = Main.AbList.FirstOrDefault(a => a.Name.EndsWith("3d/animator/drivenkeylocator"));
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var bundle = AssetBundle.LoadFromFile(locatorEntry.FilePath);
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Main.LoadedBundles.Add(locatorEntry.Name, bundle);
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var locator = Instantiate(bundle.LoadAsset("DrivenKeyLocator"), CurrentUMAContainer.transform) as GameObject;
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locator.name = "DrivenKeyLocator";
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var headBone = (GameObject)CurrentUMAContainer.Head.GetComponent<AssetHolder>()._assetTable["head"];
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var eyeLocator_L = headBone.transform.Find("Eye_target_locator_L");
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var eyeLocator_R = headBone.transform.Find("Eye_target_locator_R");
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var mangaEntry = Main.AbEffect.FindAll(a => a.Name.StartsWith("3d/effect/charaemotion/pfb_eff_chr_emo_eye"));
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var mangaObjects = new List<GameObject>();
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mangaEntry.ForEach(entry =>
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{
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AssetBundle ab = AssetBundle.LoadFromFile(entry.FilePath);
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Main.LoadedBundles.Add(entry.Name, ab);
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var obj = ab.LoadAsset(Path.GetFileNameWithoutExtension(entry.Name)) as GameObject;
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obj.SetActive(false);
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var leftObj = Instantiate(obj, eyeLocator_L.transform);
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new List<Renderer>(leftObj.GetComponentsInChildren<Renderer>()).ForEach(a => a.material.renderQueue = -1);
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CurrentUMAContainer.LeftMangaObject.Add(leftObj);
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var RightObj = Instantiate(obj, eyeLocator_R.transform);
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if (RightObj.TryGetComponent<AssetHolder>(out var holder))
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{
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if (holder._assetTableValue["invert"] > 0)
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RightObj.transform.localScale = new Vector3(-1, 1, 1);
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}
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new List<Renderer>(RightObj.GetComponentsInChildren<Renderer>()).ForEach(a => { a.material.renderQueue = -1; });
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CurrentUMAContainer.RightMangaObject.Add(RightObj);
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});
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var tearEntry = Main.AbChara.FindAll(a => a.Name.StartsWith("3d/chara/common/tear/") && a.Name.Contains("pfb_chr_tear"));
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if (tearEntry.Count > 0)
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{
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tearEntry.ForEach(a => RecursiveLoadAsset(a));
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}
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if (CurrentUMAContainer.TearPrefab_0 && CurrentUMAContainer.TearPrefab_1)
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{
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var p0 = CurrentUMAContainer.TearPrefab_0;
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var p1 = CurrentUMAContainer.TearPrefab_1;
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var t = headBone.transform;
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CurrentUMAContainer.TearControllers.Add(new TearController(t, Instantiate(p0, t), Instantiate(p1, t), 0, 1));
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CurrentUMAContainer.TearControllers.Add(new TearController(t, Instantiate(p0, t), Instantiate(p1, t), 1, 1));
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CurrentUMAContainer.TearControllers.Add(new TearController(t, Instantiate(p0, t), Instantiate(p1, t), 0, 0));
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CurrentUMAContainer.TearControllers.Add(new TearController(t, Instantiate(p0, t), Instantiate(p1, t), 1, 0));
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}
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var firsehead = CurrentUMAContainer.Head;
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var faceDriven = firsehead.GetComponent<AssetHolder>()._assetTable["facial_target"] as FaceDrivenKeyTarget;
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var earDriven = firsehead.GetComponent<AssetHolder>()._assetTable["ear_target"] as DrivenKeyTarget;
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faceDriven._earTarget = earDriven._targetFaces;
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CurrentUMAContainer.FaceDrivenKeyTarget = faceDriven;
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CurrentUMAContainer.FaceDrivenKeyTarget.Container = CurrentUMAContainer;
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faceDriven.DrivenKeyLocator = locator.transform;
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faceDriven.Initialize(firsehead.GetComponentsInChildren<Transform>().ToList());
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var emotionDriven = ScriptableObject.CreateInstance<FaceEmotionKeyTarget>();
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emotionDriven.name = $"char{id}_{costumeId}_emotion_target";
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CurrentUMAContainer.FaceEmotionKeyTarget = emotionDriven;
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emotionDriven.FaceDrivenKeyTarget = faceDriven;
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emotionDriven.FaceEmotionKey = UmaDatabaseController.Instance.FaceTypeData.ToList();
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emotionDriven.Initialize();
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}
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CurrentUMAContainer.TearControllers.ForEach(a => a.SetDir(a.CurrentDir));
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CurrentUMAContainer.HeadBone = (GameObject)CurrentUMAContainer.Body.GetComponent<AssetHolder>()._assetTable["head"];
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CurrentUMAContainer.EyeHeight = CurrentUMAContainer.Head.GetComponent<AssetHolder>()._assetTableValue["head_center_offset_y"];
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CurrentUMAContainer.MergeModel();
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CurrentUMAContainer.Initialize();
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CurrentUMAContainer.SetHeight(Convert.ToInt32(CurrentUMAContainer.CharaData["scale"]));
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LoadAsset(UmaViewerMain.Instance.AbMotions.FirstOrDefault(a => a.Name.EndsWith($"anm_eve_chr{id}_00_idle01_loop")));
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}
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private void LoadMiniUma(int id, string costumeId)
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{
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DataRow charaData = CurrentUMAContainer.CharaData;
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CurrentUMAContainer.IsMini = true;
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bool isGeneric = CurrentUMAContainer.IsGeneric = costumeId.Length >= 4;
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string skin = charaData["skin"].ToString(),
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height = charaData["height"].ToString(),
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socks = charaData["socks"].ToString(),
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bust = charaData["bust"].ToString(),
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sex = charaData["sex"].ToString(),
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costumeIdShort = "";
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bool customHead = true;
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UmaDatabaseEntry asset = null;
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if (isGeneric)
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{
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costumeIdShort = costumeId.Remove(costumeId.LastIndexOf('_'));
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string body = $"3d/chara/mini/body/mbdy{costumeIdShort}/pfb_mbdy{costumeId}_0";
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == body);
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}
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else asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == $"3d/chara/mini/body/mbdy{id}_{costumeId}/pfb_mbdy{id}_{costumeId}");
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if (asset == null)
|
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{
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Debug.LogError("No body, can't load!");
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return;
|
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}
|
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else if (isGeneric)
|
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{
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string texPattern1 = "";
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switch (costumeId.Split('_')[0])
|
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{
|
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case "0003":
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texPattern1 = $"tex_mbdy{costumeIdShort}_00_{skin}_{0}";
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break;
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default:
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texPattern1 = $"tex_mbdy{costumeId}_{skin}_{0}";
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break;
|
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}
|
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//Load Body Textures
|
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith("3d/chara/mini/body/") && a.Name.Contains(texPattern1)))
|
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{
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RecursiveLoadAsset(asset1);
|
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}
|
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//Load Body
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RecursiveLoadAsset(asset);
|
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}
|
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else
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RecursiveLoadAsset(asset);
|
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|
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string hair = $"3d/chara/mini/head/mchr{id}_{costumeId}/pfb_mchr{id}_{costumeId}_hair";
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == hair);
|
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if (costumeId != "00" && asset == null)
|
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{
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customHead = false;
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == $"3d/chara/mini/head/mchr{id}_00/pfb_mchr{id}_00_hair");
|
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}
|
||
if (asset != null)
|
||
{
|
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//Load Hair Textures
|
||
if (customHead)
|
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{
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"3d/chara/mini/head/mchr{id}_{costumeId}/textures")))
|
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{
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RecursiveLoadAsset(asset1);
|
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}
|
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}
|
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else
|
||
{
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||
foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"3d/chara/mini/head/mchr{id}_00/textures")))
|
||
{
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RecursiveLoadAsset(asset1);
|
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}
|
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}
|
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|
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//Load Hair
|
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RecursiveLoadAsset(asset);
|
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}
|
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string head = $"3d/chara/mini/head/mchr0001_00/pfb_mchr0001_00_face0";
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asset = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name == head);
|
||
if (asset != null)
|
||
{
|
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//Load Head Textures
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foreach (var asset1 in UmaViewerMain.Instance.AbChara.Where(a => a.Name.StartsWith($"3d/chara/mini/head/mchr0001_00/textures/tex_mchr0001_00_face0_{skin}")))
|
||
{
|
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RecursiveLoadAsset(asset1);
|
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}
|
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//Load Head
|
||
RecursiveLoadAsset(asset);
|
||
}
|
||
|
||
CurrentUMAContainer.MergeModel();
|
||
}
|
||
|
||
public void LoadProp(UmaDatabaseEntry entry)
|
||
{
|
||
UnloadProp();
|
||
UnloadAllBundle();
|
||
|
||
CurrentOtherContainer = new GameObject(Path.GetFileName(entry.Name)).AddComponent<UmaContainer>();
|
||
RecursiveLoadAsset(entry);
|
||
}
|
||
|
||
public void LoadLive(LiveEntry live)
|
||
{
|
||
var asset = UmaViewerMain.Instance.AbList.FirstOrDefault(a => a.Name.EndsWith("cutt_son" + live.MusicId));
|
||
var BGasset = UmaViewerMain.Instance.AbList.FirstOrDefault(a => a.Name.EndsWith($"pfb_env_live{live.BackGroundId}_controller000"));
|
||
if (asset == null || BGasset == null) return;
|
||
|
||
UnloadLive();
|
||
UnloadAllBundle();
|
||
CurrentLiveContainer = new GameObject(Path.GetFileName(asset.Name)).AddComponent<UmaContainer>();
|
||
RecursiveLoadAsset(asset);
|
||
RecursiveLoadAsset(BGasset);
|
||
|
||
}
|
||
|
||
//Use CriWare Library
|
||
public void LoadLiveSoundCri(int songid, UmaDatabaseEntry SongAwb)
|
||
{
|
||
//清理
|
||
if (CurrentAudioSources.Count > 0)
|
||
{
|
||
var tmp = CurrentAudioSources[0];
|
||
CurrentAudioSources.Clear();
|
||
Destroy(tmp.gameObject);
|
||
UI.ResetAudioPlayer();
|
||
}
|
||
|
||
//获取Acb文件和Awb文件的路径
|
||
string nameVar = SongAwb.Name.Split('.')[0].Split('/').Last();
|
||
|
||
//使用Live的Bgm
|
||
nameVar = $"snd_bgm_live_{songid}_oke";
|
||
|
||
LoadSound Loader = (LoadSound)ScriptableObject.CreateInstance("LoadSound");
|
||
LoadSound.UmaSoundInfo soundInfo = Loader.getSoundPath(nameVar);
|
||
|
||
//音频组件添加路径,载入音频
|
||
CriAtom.AddCueSheet(nameVar, soundInfo.acbPath, soundInfo.awbPath);
|
||
|
||
//获得当前音频信息
|
||
CriAtomEx.CueInfo[] cueInfoList;
|
||
List<string> cueNameList = new List<string>();
|
||
cueInfoList = CriAtom.GetAcb(nameVar).GetCueInfoList();
|
||
foreach (CriAtomEx.CueInfo cueInfo in cueInfoList)
|
||
{
|
||
cueNameList.Add(cueInfo.name);
|
||
}
|
||
|
||
//创建播放器
|
||
CriAtomSource source = new GameObject("CuteAudioSource").AddComponent<CriAtomSource>();
|
||
source.transform.SetParent(GameObject.Find("AudioManager/AudioControllerBgm").transform);
|
||
source.cueSheet = nameVar;
|
||
|
||
//播放
|
||
source.Play(cueNameList[0]);
|
||
}
|
||
|
||
//Use decrypt function
|
||
public void LoadLiveSound(int songid, UmaDatabaseEntry SongAwb)
|
||
{
|
||
if (CurrentAudioSources.Count > 0)
|
||
{
|
||
var tmp = CurrentAudioSources[0];
|
||
CurrentAudioSources.Clear();
|
||
Destroy(tmp.gameObject);
|
||
UI.ResetAudioPlayer();
|
||
}
|
||
|
||
foreach (AudioClip clip in LoadAudio(SongAwb))
|
||
{
|
||
AddAudioSource(clip);
|
||
}
|
||
|
||
string nameVar = $"snd_bgm_live_{songid}_oke";
|
||
UmaDatabaseEntry BGawb = Main.AbList.FirstOrDefault(a => a.Name.Contains(nameVar) && a.Name.EndsWith("awb"));
|
||
if (BGawb != null)
|
||
{
|
||
var BGclip = LoadAudio(BGawb);
|
||
if (BGclip.Count > 0)
|
||
{
|
||
AddAudioSource(BGclip[0]);
|
||
}
|
||
}
|
||
|
||
LoadLiveLyrics(songid);
|
||
}
|
||
|
||
private void AddAudioSource(AudioClip clip)
|
||
{
|
||
AudioSource source;
|
||
if (CurrentAudioSources.Count > 0)
|
||
{
|
||
|
||
if (Mathf.Abs(CurrentAudioSources[0].clip.length - clip.length) > 3) return;
|
||
source = CurrentAudioSources[0].gameObject.AddComponent<AudioSource>();
|
||
}
|
||
else
|
||
{
|
||
source = new GameObject("SoundController").AddComponent<AudioSource>();
|
||
}
|
||
CurrentAudioSources.Add(source);
|
||
source.clip = clip;
|
||
source.Play();
|
||
}
|
||
|
||
public List<AudioClip> LoadAudio(UmaDatabaseEntry awb)
|
||
{
|
||
List<AudioClip> clips = new List<AudioClip>();
|
||
UmaViewerUI.Instance.LoadedAssetsAdd(awb);
|
||
string awbPath = awb.FilePath;
|
||
if (!File.Exists(awbPath)) return clips;
|
||
|
||
FileStream awbFile = File.OpenRead(awbPath);
|
||
AwbReader awbReader = new AwbReader(awbFile);
|
||
|
||
foreach (Wave wave in awbReader.Waves)
|
||
{
|
||
var stream = new UmaWaveStream(awbReader, wave.WaveId);
|
||
var sampleProvider = stream.ToSampleProvider();
|
||
|
||
int channels = stream.WaveFormat.Channels;
|
||
int bytesPerSample = stream.WaveFormat.BitsPerSample / 8;
|
||
int sampleRate = stream.WaveFormat.SampleRate;
|
||
|
||
AudioClip clip = AudioClip.Create(
|
||
Path.GetFileNameWithoutExtension(awb.Name) + "_" + wave.WaveId.ToString(),
|
||
(int)(stream.Length / channels / bytesPerSample),
|
||
channels,
|
||
sampleRate,
|
||
true,
|
||
data => sampleProvider.Read(data, 0, data.Length),
|
||
position => stream.Position = position * channels * bytesPerSample);
|
||
|
||
clips.Add(clip);
|
||
}
|
||
|
||
return clips;
|
||
}
|
||
|
||
public void LoadLiveLyrics(int songid)
|
||
{
|
||
if (CurrentLyrics.Count > 0) CurrentLyrics.Clear();
|
||
|
||
string lyricsVar = $"live/musicscores/m{songid}/m{songid}_lyrics";
|
||
UmaDatabaseEntry lyricsAsset = Main.AbList.FirstOrDefault(a => a.Name.Contains(lyricsVar));
|
||
if (lyricsAsset != null)
|
||
{
|
||
string filePath = lyricsAsset.FilePath;
|
||
if (File.Exists(filePath))
|
||
{
|
||
AssetBundle bundle;
|
||
if (Main.LoadedBundles.ContainsKey(lyricsAsset.Name))
|
||
{
|
||
bundle = Main.LoadedBundles[lyricsAsset.Name];
|
||
}
|
||
else
|
||
{
|
||
UI.LoadedAssetsAdd(lyricsAsset);
|
||
bundle = AssetBundle.LoadFromFile(filePath);
|
||
Main.LoadedBundles.Add(lyricsAsset.Name, bundle);
|
||
}
|
||
|
||
TextAsset asset = bundle.LoadAsset<TextAsset>(Path.GetFileNameWithoutExtension(lyricsVar));
|
||
string[] lines = asset.text.Split("\n"[0]);
|
||
|
||
for (int i = 1; i < lines.Length; i++)
|
||
{
|
||
string[] words = lines[i].Split(',');
|
||
if (words.Length > 0)
|
||
{
|
||
try
|
||
{
|
||
UmaLyricsData lyricsData = new UmaLyricsData()
|
||
{
|
||
time = float.Parse(words[0]) / 1000,
|
||
text = (words.Length > 1) ? words[1].Replace("[COMMA]", ",") : ""
|
||
};
|
||
CurrentLyrics.Add(lyricsData);
|
||
}
|
||
catch { }
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
public void RecursiveLoadAsset(UmaDatabaseEntry entry, bool IsSubAsset = false)
|
||
{
|
||
if (!string.IsNullOrEmpty(entry.Prerequisites))
|
||
{
|
||
foreach (string prerequisite in entry.Prerequisites.Split(';'))
|
||
{
|
||
if (prerequisite.StartsWith(UmaDatabaseController.CharaPath))
|
||
{
|
||
RecursiveLoadAsset(Main.AbChara.FirstOrDefault(ab => ab.Name == prerequisite), true);
|
||
}
|
||
else if (prerequisite.StartsWith(UmaDatabaseController.MotionPath))
|
||
{
|
||
RecursiveLoadAsset(Main.AbMotions.FirstOrDefault(ab => ab.Name == prerequisite), true);
|
||
}
|
||
else
|
||
RecursiveLoadAsset(Main.AbList.FirstOrDefault(ab => ab.Name == prerequisite), true);
|
||
}
|
||
}
|
||
LoadAsset(entry, IsSubAsset);
|
||
}
|
||
|
||
public void LoadAsset(UmaDatabaseEntry entry, bool IsSubAsset = false)
|
||
{
|
||
Debug.Log("Loading " + entry.Name);
|
||
if (Main.LoadedBundles.ContainsKey(entry.Name)) return;
|
||
|
||
string filePath = entry.FilePath;
|
||
if (File.Exists(filePath))
|
||
{
|
||
AssetBundle bundle = AssetBundle.LoadFromFile(filePath);
|
||
if (bundle == null)
|
||
{
|
||
Debug.Log(filePath + " exists and doesn't work");
|
||
return;
|
||
}
|
||
Main.LoadedBundles.Add(entry.Name, bundle);
|
||
UI.LoadedAssetsAdd(entry);
|
||
LoadBundle(bundle, IsSubAsset);
|
||
}
|
||
else
|
||
{
|
||
Debug.LogError($"{entry.Name} - {filePath} does not exist");
|
||
}
|
||
}
|
||
|
||
private void LoadBundle(AssetBundle bundle, bool IsSubAsset = false)
|
||
{
|
||
if (bundle.name == "shader.a")
|
||
{
|
||
if (Main.ShadersLoaded)
|
||
{
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
hairShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/charactertoonhairtser.shader");
|
||
faceShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/charactertoonfacetser.shader");
|
||
eyeShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/charactertooneyet.shader");
|
||
cheekShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/charactermultiplycheek.shader");
|
||
eyebrowShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/charactertoonmayu.shader");
|
||
alphaShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/characteralphanolinetoonhairtser.shader");
|
||
bodyAlphaShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/characteralphanolinetoontser.shader");
|
||
bodyBehindAlphaShader = (Shader)bundle.LoadAsset("assets/_gallop/resources/shader/3d/character/characteralphanolinetoonbehindtser.shader");
|
||
Main.ShadersLoaded = true;
|
||
}
|
||
}
|
||
|
||
foreach (string name in bundle.GetAllAssetNames())
|
||
{
|
||
object asset = bundle.LoadAsset(name);
|
||
|
||
if (asset == null) { continue; }
|
||
Debug.Log("Bundle:" + bundle.name + "/" + name + $" ({asset.GetType()})");
|
||
switch (asset)
|
||
{
|
||
case AnimationClip aClip:
|
||
{
|
||
if (CurrentUMAContainer && CurrentUMAContainer.UmaAnimator && CurrentUMAContainer.UmaAnimator.runtimeAnimatorController)
|
||
{
|
||
LoadAnimation(aClip);
|
||
}
|
||
|
||
if (CurrentLiveContainer || aClip.name.Contains("tear"))
|
||
{
|
||
break;
|
||
}
|
||
UnloadBundle(bundle, false);
|
||
break;
|
||
}
|
||
case GameObject go:
|
||
{
|
||
if (bundle.name.Contains("cloth"))
|
||
{
|
||
if (!CurrentUMAContainer.PhysicsContainer)
|
||
{
|
||
CurrentUMAContainer.PhysicsContainer = new GameObject("PhysicsController");
|
||
CurrentUMAContainer.PhysicsContainer.transform.SetParent(CurrentUMAContainer.transform);
|
||
}
|
||
Instantiate(go, CurrentUMAContainer.PhysicsContainer.transform);
|
||
}
|
||
else if (bundle.name.Contains("/head/"))
|
||
{
|
||
LoadHead(go);
|
||
}
|
||
else if (bundle.name.Contains("/body/"))
|
||
{
|
||
LoadBody(go);
|
||
}
|
||
else if (bundle.name.Contains("/tail/"))
|
||
{
|
||
LoadTail(go);
|
||
}
|
||
else if (bundle.name.Contains("pfb_chr_tear"))
|
||
{
|
||
LoadTear(go);
|
||
}
|
||
else
|
||
{
|
||
if (!IsSubAsset)
|
||
{
|
||
LoadProp(go);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
case Shader sha:
|
||
ShaderList.Add(sha);
|
||
break;
|
||
case Texture2D tex2D:
|
||
|
||
if (bundle.name.Contains("/mini/head"))
|
||
{
|
||
CurrentUMAContainer.MiniHeadTextures.Add(tex2D);
|
||
}
|
||
else if (bundle.name.Contains("/tail/"))
|
||
{
|
||
CurrentUMAContainer.TailTextures.Add(tex2D);
|
||
}
|
||
else if (bundle.name.Contains("bdy0"))
|
||
{
|
||
CurrentUMAContainer.GenericBodyTextures.Add(tex2D);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LoadBody(GameObject go)
|
||
{
|
||
CurrentUMAContainer.Body = Instantiate(go, CurrentUMAContainer.transform);
|
||
CurrentUMAContainer.UmaAnimator = CurrentUMAContainer.Body.GetComponent<Animator>();
|
||
|
||
if (CurrentUMAContainer.IsMini)
|
||
{
|
||
CurrentUMAContainer.UpBodyBone = CurrentUMAContainer.Body.transform.Find("Position/Hip").gameObject;
|
||
}
|
||
else
|
||
{
|
||
CurrentUMAContainer.UpBodyBone = CurrentUMAContainer.Body.GetComponent<AssetHolder>()._assetTable["upbody_ctrl"] as GameObject;
|
||
}
|
||
|
||
if (CurrentUMAContainer.IsGeneric)
|
||
{
|
||
List<Texture2D> textures = CurrentUMAContainer.GenericBodyTextures;
|
||
string costumeIdShort = CurrentUMAContainer.VarCostumeIdShort,
|
||
costumeIdLong = CurrentUMAContainer.VarCostumeIdLong,
|
||
height = CurrentUMAContainer.VarHeight,
|
||
skin = CurrentUMAContainer.VarSkin,
|
||
socks = CurrentUMAContainer.VarSocks,
|
||
bust = CurrentUMAContainer.VarBust;
|
||
|
||
foreach (Renderer r in CurrentUMAContainer.Body.GetComponentsInChildren<Renderer>())
|
||
{
|
||
foreach (Material m in r.sharedMaterials)
|
||
{
|
||
string mainTex = "", toonMap = "", tripleMap = "", optionMap = "", zekkenNumberTex = "";
|
||
|
||
if (CurrentUMAContainer.IsMini)
|
||
{
|
||
|
||
m.SetTexture("_MainTex", textures[0]);
|
||
}
|
||
else
|
||
{
|
||
//BodyAlapha's shader need to change manually.
|
||
if (m.name.Contains("bdy") && m.name.Contains("Alpha"))
|
||
{
|
||
m.shader = bodyAlphaShader;
|
||
}
|
||
|
||
switch (costumeIdShort.Split('_')[0]) //costume ID
|
||
{
|
||
case "0001":
|
||
switch (r.sharedMaterials.ToList().IndexOf(m))
|
||
{
|
||
case 0:
|
||
mainTex = $"tex_bdy{costumeIdShort}_00_waku0_diff";
|
||
toonMap = $"tex_bdy{costumeIdShort}_00_waku0_shad_c";
|
||
tripleMap = $"tex_bdy{costumeIdShort}_00_waku0_base";
|
||
optionMap = $"tex_bdy{costumeIdShort}_00_waku0_ctrl";
|
||
break;
|
||
case 1:
|
||
mainTex = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_{socks.PadLeft(2, '0')}_diff";
|
||
toonMap = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_{socks.PadLeft(2, '0')}_shad_c";
|
||
tripleMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_00_base";
|
||
optionMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_00_ctrl";
|
||
break;
|
||
case 2:
|
||
int color = UnityEngine.Random.Range(0, 4);
|
||
mainTex = $"tex_bdy0001_00_zekken{color}_{bust}_diff";
|
||
toonMap = $"tex_bdy0001_00_zekken{color}_{bust}_shad_c";
|
||
tripleMap = $"tex_bdy0001_00_zekken0_{bust}_base";
|
||
optionMap = $"tex_bdy0001_00_zekken0_{bust}_ctrl";
|
||
break;
|
||
}
|
||
|
||
zekkenNumberTex = $"tex_bdy0001_00_num{UnityEngine.Random.Range(1, 18):d2}";
|
||
break;
|
||
case "0003":
|
||
mainTex = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_diff";
|
||
toonMap = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_shad_c";
|
||
tripleMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_base";
|
||
optionMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_ctrl";
|
||
break;
|
||
case "0006":
|
||
mainTex = $"tex_bdy{costumeIdLong}_{skin}_{bust}_{"00"}_diff";
|
||
toonMap = $"tex_bdy{costumeIdLong}_{skin}_{bust}_{"00"}_shad_c";
|
||
tripleMap = $"tex_bdy{costumeIdLong}_0_{bust}_00_base";
|
||
optionMap = $"tex_bdy{costumeIdLong}_0_{bust}_00_ctrl";
|
||
break;
|
||
case "0009":
|
||
mainTex = $"tex_bdy{costumeIdLong}_{skin}_{bust}_{"00"}_diff";
|
||
toonMap = $"tex_bdy{costumeIdLong}_{skin}_{bust}_{"00"}_shad_c";
|
||
tripleMap = $"tex_bdy{costumeIdLong}_0_{bust}_00_base";
|
||
optionMap = $"tex_bdy{costumeIdLong}_0_{bust}_00_ctrl";
|
||
break;
|
||
default:
|
||
mainTex = $"tex_bdy{costumeIdLong}_{skin}_{bust}_diff";
|
||
toonMap = $"tex_bdy{costumeIdLong}_{skin}_{bust}_shad_c";
|
||
tripleMap = $"tex_bdy{costumeIdLong}_0_{bust}_base";
|
||
optionMap = $"tex_bdy{costumeIdLong}_0_{bust}_ctrl";
|
||
break;
|
||
|
||
}
|
||
Debug.Log("Looking for texture " + mainTex);
|
||
m.SetTexture("_MainTex", textures.FirstOrDefault(t => t.name == mainTex));
|
||
m.SetTexture("_ToonMap", textures.FirstOrDefault(t => t.name == toonMap));
|
||
m.SetTexture("_TripleMaskMap", textures.FirstOrDefault(t => t.name == tripleMap));
|
||
m.SetTexture("_OptionMaskMap", textures.FirstOrDefault(t => t.name == optionMap));
|
||
|
||
if (!string.IsNullOrEmpty(zekkenNumberTex))
|
||
m.SetTexture("_ZekkenNumberTex", textures.FirstOrDefault(t => t.name == zekkenNumberTex));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
foreach (Renderer r in CurrentUMAContainer.Body.GetComponentsInChildren<Renderer>())
|
||
{
|
||
foreach (Material m in r.sharedMaterials)
|
||
{
|
||
//BodyAlapha's shader need to change manually.
|
||
if (m.name.Contains("bdy") && m.name.Contains("Alpha"))
|
||
{
|
||
m.shader = bodyAlphaShader;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LoadHead(GameObject go)
|
||
{
|
||
GameObject head = Instantiate(go, CurrentUMAContainer.transform);
|
||
CurrentUMAContainer.Head = head;
|
||
|
||
//Some setting for Head
|
||
CurrentUMAContainer.EnableEyeTracking = UI.EnableEyeTracking;
|
||
|
||
foreach (Renderer r in head.GetComponentsInChildren<Renderer>())
|
||
{
|
||
foreach (Material m in r.sharedMaterials)
|
||
{
|
||
if (head.name.Contains("mchr"))
|
||
{
|
||
if (r.name.Contains("Hair"))
|
||
{
|
||
CurrentUMAContainer.Tail = head;
|
||
}
|
||
if (r.name == "M_Face")
|
||
{
|
||
m.SetTexture("_MainTex", CurrentUMAContainer.MiniHeadTextures.First(t => t.name.Contains("face") && t.name.Contains("diff")));
|
||
}
|
||
if (r.name == "M_Cheek")
|
||
{
|
||
m.CopyPropertiesFromMaterial(TransMaterialCharas);
|
||
m.SetTexture("_MainTex", CurrentUMAContainer.MiniHeadTextures.First(t => t.name.Contains("cheek")));
|
||
}
|
||
if (r.name == "M_Mouth")
|
||
{
|
||
m.SetTexture("_MainTex", CurrentUMAContainer.MiniHeadTextures.First(t => t.name.Contains("mouth")));
|
||
}
|
||
if (r.name == "M_Eye")
|
||
{
|
||
m.SetTexture("_MainTex", CurrentUMAContainer.MiniHeadTextures.First(t => t.name.Contains("eye")));
|
||
}
|
||
if (r.name.StartsWith("M_Mayu_"))
|
||
{
|
||
m.SetTexture("_MainTex", CurrentUMAContainer.MiniHeadTextures.First(t => t.name.Contains("mayu")));
|
||
}
|
||
}
|
||
else
|
||
{
|
||
//Glasses's shader need to change manually.
|
||
if (r.name.Contains("Hair") && r.name.Contains("Alpha"))
|
||
{
|
||
m.shader = alphaShader;
|
||
}
|
||
|
||
//Blush Setting
|
||
if (r.name.Contains("Cheek"))
|
||
{
|
||
var table = CurrentUMAContainer.Head.GetComponent<AssetHolder>()._assetTable.list;
|
||
CurrentUMAContainer.CheekTex_0 = table.FindLast(a => a.Key.Equals("cheek0")).Value as Texture;
|
||
CurrentUMAContainer.CheekTex_1 = table.FindLast(a => a.Key.Equals("cheek1")).Value as Texture;
|
||
CurrentUMAContainer.CheekTex_2 = table.FindLast(a => a.Key.Equals("cheek2")).Value as Texture;
|
||
}
|
||
switch (m.shader.name)
|
||
{
|
||
case "Gallop/3D/Chara/MultiplyCheek":
|
||
m.shader = cheekShader; ;
|
||
break;
|
||
case "Gallop/3D/Chara/ToonFace/TSER":
|
||
m.shader = faceShader;
|
||
m.SetFloat("_CylinderBlend", 0.25f);
|
||
m.SetColor("_RimColor", new Color(0, 0, 0, 0));
|
||
break;
|
||
case "Gallop/3D/Chara/ToonEye/T":
|
||
m.shader = eyeShader;
|
||
m.SetFloat("_CylinderBlend", 0.25f);
|
||
break;
|
||
case "Gallop/3D/Chara/ToonHair/TSER":
|
||
m.shader = hairShader;
|
||
m.SetFloat("_CylinderBlend", 0.25f);
|
||
break;
|
||
case "Gallop/3D/Chara/ToonMayu":
|
||
m.shader = eyebrowShader;
|
||
break;
|
||
default:
|
||
Debug.Log(m.shader.name);
|
||
// m.shader = Shader.Find("Nars/UmaMusume/Body");
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//foreach (var anim in Main.AbList.Where(a => a.Name.StartsWith("3d/chara/head/chr0001_00/facial/")))
|
||
//{
|
||
// RecursiveLoadAsset(anim);
|
||
//}
|
||
}
|
||
|
||
private void LoadTail(GameObject go)
|
||
{
|
||
CurrentUMAContainer.Tail = Instantiate(go, CurrentUMAContainer.transform);
|
||
var textures = CurrentUMAContainer.TailTextures;
|
||
foreach (Renderer r in CurrentUMAContainer.Tail.GetComponentsInChildren<Renderer>())
|
||
{
|
||
foreach (Material m in r.sharedMaterials)
|
||
{
|
||
m.SetTexture("_MainTex", textures.FirstOrDefault(t => t.name.EndsWith("diff")));
|
||
m.SetTexture("_ToonMap", textures.FirstOrDefault(t => t.name.Contains("shad")));
|
||
m.SetTexture("_TripleMaskMap", textures.FirstOrDefault(t => t.name.Contains("base")));
|
||
m.SetTexture("_OptionMaskMap", textures.FirstOrDefault(t => t.name.Contains("ctrl")));
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LoadProp(GameObject go)
|
||
{
|
||
var container = (go.name.Contains("Cutt_son") || go.name.Contains("pfb_env_live")) ? CurrentLiveContainer : CurrentOtherContainer;
|
||
var prop = Instantiate(go, container.transform);
|
||
foreach (Renderer r in prop.GetComponentsInChildren<Renderer>())
|
||
{
|
||
foreach (Material m in r.sharedMaterials)
|
||
{
|
||
//Shaders can be differentiated by checking m.shader.name
|
||
m.shader = Shader.Find("Unlit/Transparent Cutout");
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LoadTear(GameObject go)
|
||
{
|
||
|
||
if (CurrentUMAContainer)
|
||
{
|
||
if (go.name.EndsWith("000"))
|
||
{
|
||
CurrentUMAContainer.TearPrefab_0 = go;
|
||
}
|
||
else if (go.name.EndsWith("001"))
|
||
{
|
||
CurrentUMAContainer.TearPrefab_1 = go;
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LoadAnimation(AnimationClip clip)
|
||
{
|
||
if (clip.name.EndsWith("_S"))
|
||
{
|
||
CurrentUMAContainer.UpBodyReset();
|
||
CurrentUMAContainer.OverrideController["clip_s"] = clip;
|
||
}
|
||
else if (clip.name.EndsWith("_E"))
|
||
{
|
||
CurrentUMAContainer.UpBodyReset();
|
||
CurrentUMAContainer.OverrideController["clip_e"] = clip;
|
||
}
|
||
else if (clip.name.EndsWith("_loop"))
|
||
{
|
||
CurrentUMAContainer.UpBodyReset();
|
||
UmaDatabaseEntry motion_e = null, motion_s = null;
|
||
if (clip.name.EndsWith("_loop"))
|
||
{
|
||
motion_s = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith(clip.name.Replace("_loop", "_s")));
|
||
}
|
||
|
||
if (CurrentUMAContainer.OverrideController["clip_2"].name.EndsWith("_loop"))
|
||
{
|
||
motion_e = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith(CurrentUMAContainer.OverrideController["clip_2"].name.Replace("_loop", "_e")));
|
||
}
|
||
|
||
if (CurrentUMAContainer.isAnimatorControl && CurrentUMAContainer.FaceDrivenKeyTarget)
|
||
{
|
||
CurrentUMAContainer.FaceDrivenKeyTarget.ResetLocator();
|
||
}
|
||
|
||
bool needTransit = false;
|
||
needTransit = (motion_s != null && motion_e != null);
|
||
if (needTransit)
|
||
{
|
||
RecursiveLoadAsset(motion_e);
|
||
RecursiveLoadAsset(motion_s);
|
||
}
|
||
|
||
SetPreviewCamera(null);
|
||
var lastTime = CurrentUMAContainer.UmaAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime;
|
||
CurrentUMAContainer.OverrideController["clip_1"] = CurrentUMAContainer.OverrideController["clip_2"];
|
||
CurrentUMAContainer.OverrideController["clip_2"] = clip;
|
||
|
||
CurrentUMAContainer.UmaAnimator.Play("motion_1", -1);
|
||
CurrentUMAContainer.UmaAnimator.SetTrigger(needTransit ? "next_s" : "next");
|
||
CurrentUMAContainer.isAnimatorControl = false;
|
||
}
|
||
else if (clip.name.Contains("tail"))
|
||
{
|
||
if (CurrentUMAContainer.IsMini) return;
|
||
CurrentUMAContainer.UpBodyReset();
|
||
CurrentUMAContainer.OverrideController["clip_t"] = clip;
|
||
CurrentUMAContainer.UmaAnimator.Play("motion_t", 1, 0);
|
||
}
|
||
else if (clip.name.Contains("face"))
|
||
{
|
||
if (CurrentUMAContainer.IsMini) return;
|
||
CurrentUMAContainer.FaceDrivenKeyTarget.ResetLocator();
|
||
CurrentUMAContainer.FaceOverrideController["clip_1"] = clip;
|
||
CurrentUMAContainer.isAnimatorControl = true;
|
||
CurrentUMAContainer.UmaFaceAnimator.Play("motion_1", 0, 0);
|
||
}
|
||
else if (clip.name.Contains("ear"))
|
||
{
|
||
if (CurrentUMAContainer.IsMini) return;
|
||
CurrentUMAContainer.FaceOverrideController["clip_2"] = clip;
|
||
CurrentUMAContainer.UmaFaceAnimator.Play("motion_1", 1, 0);
|
||
}
|
||
else if (clip.name.Contains("pos"))
|
||
{
|
||
if (CurrentUMAContainer.IsMini) return;
|
||
CurrentUMAContainer.OverrideController["clip_p"] = clip;
|
||
CurrentUMAContainer.UmaAnimator.Play("motion_1", 2, 0);
|
||
}
|
||
else if (clip.name.Contains("cam"))
|
||
{
|
||
SetPreviewCamera(clip);
|
||
}
|
||
else
|
||
{
|
||
CurrentUMAContainer.UpBodyReset();
|
||
CurrentUMAContainer.UmaAnimator.Rebind();
|
||
CurrentUMAContainer.OverrideController["clip_1"] = CurrentUMAContainer.OverrideController["clip_2"];
|
||
var lastTime = CurrentUMAContainer.UmaAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime;
|
||
CurrentUMAContainer.OverrideController["clip_2"] = clip;
|
||
// If Cut-in, play immediately without state interpolation
|
||
if (clip.name.Contains("crd") || clip.name.Contains("res_chr"))
|
||
{
|
||
var facialMotion = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith(clip.name + "_face"));
|
||
var cameraMotion = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith(clip.name + "_cam"));
|
||
var earMotion = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith(clip.name + "_ear"));
|
||
var posMotion = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith(clip.name + "_pos"));
|
||
|
||
if (facialMotion != null)
|
||
{
|
||
RecursiveLoadAsset(facialMotion);
|
||
}
|
||
|
||
if (earMotion != null)
|
||
{
|
||
RecursiveLoadAsset(earMotion);
|
||
}
|
||
|
||
if (cameraMotion != null)
|
||
{
|
||
RecursiveLoadAsset(cameraMotion);
|
||
}
|
||
|
||
if (posMotion != null)
|
||
{
|
||
RecursiveLoadAsset(posMotion);
|
||
}
|
||
|
||
if (CurrentUMAContainer.IsMini)
|
||
{
|
||
SetPreviewCamera(null);
|
||
}
|
||
|
||
CurrentUMAContainer.UmaAnimator.Play("motion_2", 0, 0);
|
||
|
||
if (clip.name.Contains("cti_crd"))
|
||
{
|
||
string[] param = clip.name.Split('_');
|
||
if (param.Length > 4)
|
||
{
|
||
int index = int.Parse(param[4]) + 1;
|
||
var nextMotion = Main.AbMotions.FirstOrDefault(a => a.Name.EndsWith($"{param[0]}_{param[1]}_{param[2]}_{param[3]}_0{index}"));
|
||
var aevent = new AnimationEvent
|
||
{
|
||
time = clip.length * 0.99f,
|
||
stringParameter = (nextMotion != null ? nextMotion.Name : null),
|
||
functionName = (nextMotion != null ? "SetNextAnimationCut" : "SetEndAnimationCut")
|
||
};
|
||
clip.AddEvent(aevent);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (CurrentUMAContainer.FaceDrivenKeyTarget)
|
||
{
|
||
CurrentUMAContainer.FaceDrivenKeyTarget.ResetLocator();
|
||
}
|
||
CurrentUMAContainer.isAnimatorControl = false;
|
||
SetPreviewCamera(null);
|
||
|
||
CurrentUMAContainer.UmaAnimator.Play("motion_1", 0, lastTime);
|
||
CurrentUMAContainer.UmaAnimator.SetTrigger("next");
|
||
}
|
||
}
|
||
}
|
||
|
||
public void SetPreviewCamera(AnimationClip clip)
|
||
{
|
||
if (clip)
|
||
{
|
||
if (!AnimationCameraAnimator.runtimeAnimatorController)
|
||
{
|
||
AnimationCameraAnimator.runtimeAnimatorController = Instantiate(CameraOverrideController);
|
||
}
|
||
(AnimationCameraAnimator.runtimeAnimatorController as AnimatorOverrideController)["clip_1"] = clip;
|
||
AnimationCamera.enabled = true;
|
||
AnimationCameraAnimator.Play("motion_1", 0, 0);
|
||
}
|
||
else
|
||
{
|
||
AnimationCamera.enabled = false;
|
||
}
|
||
}
|
||
|
||
private void UnloadBundle(AssetBundle bundle, bool unloadAllObjects)
|
||
{
|
||
var entry = Main.LoadedBundles.FirstOrDefault(b => b.Value == bundle);
|
||
if (entry.Key != null)
|
||
{
|
||
Main.LoadedBundles.Remove(entry.Key);
|
||
}
|
||
bundle.Unload(unloadAllObjects);
|
||
}
|
||
|
||
public void UnloadAllBundle(bool unloadAllObjects = false)
|
||
{
|
||
|
||
foreach (var bundle in Main.LoadedBundles)
|
||
{
|
||
bundle.Value.Unload(unloadAllObjects);
|
||
}
|
||
if (unloadAllObjects)
|
||
{
|
||
if (CurrentUMAContainer) Destroy(CurrentUMAContainer);
|
||
if (CurrentLiveContainer) Destroy(CurrentLiveContainer);
|
||
if (CurrentOtherContainer) Destroy(CurrentOtherContainer);
|
||
}
|
||
Main.LoadedBundles.Clear();
|
||
UI.LoadedAssetsClear();
|
||
}
|
||
|
||
public Sprite LoadCharaIcon(string id)
|
||
{
|
||
string value = $"chara/chr{id}/chr_icon_{id}";
|
||
var entry = UmaViewerMain.Instance.AbList.FirstOrDefault(a => a.Name.Equals(value));
|
||
string path = entry.FilePath;
|
||
if (File.Exists(path))
|
||
{
|
||
AssetBundle assetBundle = AssetBundle.LoadFromFile(path);
|
||
if (assetBundle.Contains($"chr_icon_{id}"))
|
||
{
|
||
Texture2D texture = (Texture2D)assetBundle.LoadAsset($"chr_icon_{id}");
|
||
Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
|
||
return sprite;
|
||
}
|
||
}
|
||
return null;
|
||
}
|
||
|
||
public void UnloadProp()
|
||
{
|
||
if (CurrentOtherContainer != null)
|
||
{
|
||
Destroy(CurrentOtherContainer.gameObject);
|
||
}
|
||
}
|
||
|
||
public void UnloadLive()
|
||
{
|
||
if (CurrentLiveContainer != null)
|
||
{
|
||
Destroy(CurrentLiveContainer.gameObject);
|
||
}
|
||
}
|
||
|
||
public void UnloadUma()
|
||
{
|
||
if (CurrentUMAContainer != null)
|
||
{
|
||
//It seems that OnDestroy will executed after new model loaded, which cause new FacialPanels empty...
|
||
UmaViewerUI.Instance.currentFaceDrivenKeyTarget = null;
|
||
UmaViewerUI.Instance.LoadEmotionPanels(null);
|
||
UmaViewerUI.Instance.LoadFacialPanels(null);
|
||
Destroy(CurrentUMAContainer.gameObject);
|
||
}
|
||
}
|
||
|
||
public void ClearMorphs()
|
||
{
|
||
if (CurrentUMAContainer != null && CurrentUMAContainer.FaceDrivenKeyTarget != null)
|
||
{
|
||
foreach (var container in UI.EmotionList.GetComponentsInChildren<UmaUIContainer>())
|
||
{
|
||
if (container.Slider != null)
|
||
container.Slider.value = 0;
|
||
}
|
||
foreach (var container in UI.FacialList.GetComponentsInChildren<UmaUIContainer>())
|
||
{
|
||
if (container.Slider != null)
|
||
container.Slider.SetValueWithoutNotify(0);
|
||
}
|
||
if (CurrentUMAContainer.FaceDrivenKeyTarget)
|
||
{
|
||
CurrentUMAContainer.FaceDrivenKeyTarget.ClearMorph();
|
||
CurrentUMAContainer.FaceDrivenKeyTarget.ChangeMorph();
|
||
}
|
||
}
|
||
}
|
||
|
||
private void FixedUpdate()
|
||
{
|
||
if (AnimationCamera && AnimationCamera.enabled == true)
|
||
{
|
||
var fov = AnimationCamera.gameObject.transform.parent.transform.localScale.x;
|
||
AnimationCamera.fieldOfView = fov;
|
||
}
|
||
}
|
||
}
|