bissl formattiert
This commit is contained in:
@@ -7,326 +7,326 @@ using ReallifeGamemode.Server.Extensions;
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namespace ReallifeGamemode.Server.Managers
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{
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public class CharacterCreator : Script
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{
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[RemoteEvent("creator_GenderChange")]
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public void changeGender(Player player, int gender)
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{
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[RemoteEvent("creator_GenderChange")]
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public void changeGender(Player player, int gender)
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if (gender == 0) player.SetSkin(PedHash.FreemodeMale01);
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else player.SetSkin(PedHash.FreemodeFemale01);
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}
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[RemoteEvent("creatorSave")]
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public void CreatorSave(Player player, bool gender, string parentData, string featureData, string appearanceData, string hairAndColorData)
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{
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var jParentData = JObject.Parse(parentData);
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var jFeatureData = JArray.Parse(featureData);
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var jAppearanceData = JArray.Parse(appearanceData);
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var jHairAndColorData = JArray.Parse(hairAndColorData);
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byte father = jParentData.Value<byte>("Father");
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byte mother = jParentData.Value<byte>("Mother");
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float similarity = jParentData.Value<float>("Similarity");
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float skinSimilarity = jParentData.Value<float>("SkinSimilarity");
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float noseWidth = jFeatureData.Value<float>(0);
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float noseBottomHeight = jFeatureData.Value<float>(1);
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float noseTipLength = jFeatureData.Value<float>(2);
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float noseBridgeDepth = jFeatureData.Value<float>(3);
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float noseTipHeight = jFeatureData.Value<float>(4);
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float noseBroken = jFeatureData.Value<float>(5);
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float browHeight = jFeatureData.Value<float>(6);
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float browDepth = jFeatureData.Value<float>(7);
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float cheekboneHeight = jFeatureData.Value<float>(8);
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float cheekboneWidth = jFeatureData.Value<float>(9);
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float cheekDepth = jFeatureData.Value<float>(10);
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float eyeSize = jFeatureData.Value<float>(11);
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float lipThickness = jFeatureData.Value<float>(12);
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float jawWidth = jFeatureData.Value<float>(13);
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float jawShape = jFeatureData.Value<float>(14);
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float chinHeight = jFeatureData.Value<float>(15);
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float chinDepth = jFeatureData.Value<float>(16);
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float chinWidth = jFeatureData.Value<float>(17);
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float chinIndent = jFeatureData.Value<float>(18);
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float neckWidth = jFeatureData.Value<float>(19);
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byte blemishes = jAppearanceData[0].Value<byte>("Value");
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float blemishesOpacity = jAppearanceData[0].Value<byte>("Opacity");
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byte facialHair = jAppearanceData[1].Value<byte>("Value");
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float facialHairOpacity = jAppearanceData[1].Value<byte>("Opacity");
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byte eyebrows = jAppearanceData[2].Value<byte>("Value");
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float eyebrowsOpacity = jAppearanceData[2].Value<byte>("Opacity");
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byte ageing = jAppearanceData[3].Value<byte>("Value");
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float ageingOpacity = jAppearanceData[3].Value<byte>("Opacity");
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byte makeup = jAppearanceData[4].Value<byte>("Value");
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float makeupOpacity = jAppearanceData[4].Value<byte>("Opacity");
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byte blush = jAppearanceData[5].Value<byte>("Value");
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float blushOpacity = jAppearanceData[5].Value<byte>("Opacity");
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byte complexion = jAppearanceData[6].Value<byte>("Value");
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float complexionOpacity = jAppearanceData[6].Value<byte>("Opacity");
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byte sunDamage = jAppearanceData[7].Value<byte>("Value");
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float sunDamageOpacity = jAppearanceData[7].Value<byte>("Opacity");
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byte lipstick = jAppearanceData[8].Value<byte>("Value");
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float lipstickOpacity = jAppearanceData[8].Value<byte>("Opacity");
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byte freckles = jAppearanceData[9].Value<byte>("Value");
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float frecklesOpacity = jAppearanceData[9].Value<byte>("Opacity");
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byte chestHair = jAppearanceData[10].Value<byte>("Value");
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float chestHairOpacity = jAppearanceData[10].Value<byte>("Opacity");
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byte hair = jHairAndColorData.Value<byte>(0);
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byte hairColor = jHairAndColorData.Value<byte>(1);
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byte hairHighlightColor = jHairAndColorData.Value<byte>(2);
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byte eyebrowColor = jHairAndColorData.Value<byte>(3);
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byte beardColor = jHairAndColorData.Value<byte>(4);
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byte eyeColor = jHairAndColorData.Value<byte>(5);
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byte blushColor = jHairAndColorData.Value<byte>(6);
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byte lipstickColor = jHairAndColorData.Value<byte>(7);
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byte chestHairColor = jHairAndColorData.Value<byte>(8);
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using (var saveCharacter = new DatabaseContext())
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{
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var character = new Database.Entities.Character
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{
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if (gender == 0) player.SetSkin(PedHash.FreemodeMale01);
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else player.SetSkin(PedHash.FreemodeFemale01);
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UserId = player.GetUser().Id,
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Gender = gender,
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Father = father,
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Mother = mother,
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Similarity = similarity,
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SkinSimilarity = skinSimilarity,
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NoseWidth = noseWidth,
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NoseBottomHeight = noseBottomHeight,
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NoseTipLength = noseTipLength,
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NoseBridgeDepth = noseBridgeDepth,
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NoseTipHeight = noseTipHeight,
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NoseBroken = noseBroken,
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BrowHeight = browHeight,
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BrowDepth = browDepth,
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CheekboneHeight = cheekboneHeight,
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CheekboneWidth = cheekboneWidth,
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CheekDepth = cheekDepth,
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EyeSize = eyeSize,
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LipThickness = lipThickness,
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JawWidth = jawWidth,
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JawShape = jawShape,
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ChinHeight = chinHeight,
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ChinDepth = chinDepth,
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ChinWidth = chinWidth,
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ChinIndent = chinIndent,
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NeckWidth = neckWidth,
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Blemishes = blemishes,
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BlemishesOpacity = blemishesOpacity,
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FacialHair = facialHair,
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FacialHairOpacity = facialHairOpacity,
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Eyebrows = eyebrows,
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EyebrowsOpacity = eyebrowsOpacity,
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Ageing = ageing,
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AgeingOpacity = ageingOpacity,
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Makeup = makeup,
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MakeupOpacity = makeupOpacity,
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Blush = blush,
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BlushOpacity = blushOpacity,
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Complexion = complexion,
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ComplexionOpacity = complexionOpacity,
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SunDamage = sunDamage,
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SunDamageOpacity = sunDamageOpacity,
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Lipstick = lipstick,
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LipstickOpacity = lipstickOpacity,
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Freckles = freckles,
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FrecklesOpacity = frecklesOpacity,
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ChestHair = chestHair,
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ChestHairOpacity = chestHairOpacity,
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Hair = hair,
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HairColor = hairColor,
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HairHighlightColor = hairHighlightColor,
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EyebrowColor = eyebrowColor,
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BeardColor = beardColor,
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EyeColor = eyeColor,
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BlushColor = blushColor,
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LipstickColor = lipstickColor,
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ChestHairColor = chestHairColor
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};
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saveCharacter.Characters.Add(character);
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saveCharacter.SaveChanges();
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var userId = player.GetUser().Id;
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var user = saveCharacter.Users.SingleOrDefault(u => u.Id == userId);
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user.CharacterId = character.Id;
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saveCharacter.SaveChanges();
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}
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//HeadOverlay makeupHo = new HeadOverlay()
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//{
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// Index = 0,
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// Opacity = 0.0f,
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// Color = 0,
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// SecondaryColor = 0
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//};
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//HeadOverlay blushHo = new HeadOverlay()
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//{
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// Index = 0,
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// Opacity = 0.0f,
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// Color = 0,
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// SecondaryColor = 0
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//};
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//player.SetHeadOverlay(4, makeupHo);
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//player.SetHeadOverlay(5, blushHo);
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NAPI.Player.SpawnPlayer(player, Main.DEFAULT_SPAWN_POSITION, Main.DEFAULT_SPAWN_HEADING);
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player.TriggerEvent("draw", player.Name, player.Handle.Value);
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player.Dimension = 0;
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}
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/// <summary>
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/// Wendet den Character eines Spielers auf diesen an
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/// </summary>
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/// <param name="player">Der Player, dessen Aussehen man setzen will</param>
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public static void ApplyCharacter(Player player)
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{
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var user = player.GetUser();
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using (var loadCharacter = new DatabaseContext())
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{
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var character = loadCharacter.Characters.SingleOrDefault(c => c.Id == user.CharacterId);
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if (character == null) return;
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//Männlich / Weiblich
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if (character.Gender == false)
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{
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player.SetSkin(PedHash.FreemodeMale01);
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}
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else
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{
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player.SetSkin(PedHash.FreemodeFemale01);
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}
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[RemoteEvent("creatorSave")]
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public void CreatorSave(Player player, bool gender, string parentData, string featureData, string appearanceData, string hairAndColorData)
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{
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var jParentData = JObject.Parse(parentData);
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var jFeatureData = JArray.Parse(featureData);
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var jAppearanceData = JArray.Parse(appearanceData);
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var jHairAndColorData = JArray.Parse(hairAndColorData);
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byte father = jParentData.Value<byte>("Father");
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byte mother = jParentData.Value<byte>("Mother");
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float similarity = jParentData.Value<float>("Similarity");
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float skinSimilarity = jParentData.Value<float>("SkinSimilarity");
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float noseWidth = jFeatureData.Value<float>(0);
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float noseBottomHeight = jFeatureData.Value<float>(1);
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float noseTipLength = jFeatureData.Value<float>(2);
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float noseBridgeDepth = jFeatureData.Value<float>(3);
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float noseTipHeight = jFeatureData.Value<float>(4);
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float noseBroken = jFeatureData.Value<float>(5);
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float browHeight = jFeatureData.Value<float>(6);
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float browDepth = jFeatureData.Value<float>(7);
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float cheekboneHeight = jFeatureData.Value<float>(8);
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float cheekboneWidth = jFeatureData.Value<float>(9);
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float cheekDepth = jFeatureData.Value<float>(10);
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float eyeSize = jFeatureData.Value<float>(11);
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float lipThickness = jFeatureData.Value<float>(12);
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float jawWidth = jFeatureData.Value<float>(13);
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float jawShape = jFeatureData.Value<float>(14);
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float chinHeight = jFeatureData.Value<float>(15);
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float chinDepth = jFeatureData.Value<float>(16);
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float chinWidth = jFeatureData.Value<float>(17);
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float chinIndent = jFeatureData.Value<float>(18);
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float neckWidth = jFeatureData.Value<float>(19);
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byte blemishes = jAppearanceData[0].Value<byte>("Value");
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float blemishesOpacity = jAppearanceData[0].Value<byte>("Opacity");
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byte facialHair = jAppearanceData[1].Value<byte>("Value");
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float facialHairOpacity = jAppearanceData[1].Value<byte>("Opacity");
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byte eyebrows = jAppearanceData[2].Value<byte>("Value");
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float eyebrowsOpacity = jAppearanceData[2].Value<byte>("Opacity");
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byte ageing = jAppearanceData[3].Value<byte>("Value");
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float ageingOpacity = jAppearanceData[3].Value<byte>("Opacity");
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byte makeup = jAppearanceData[4].Value<byte>("Value");
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float makeupOpacity = jAppearanceData[4].Value<byte>("Opacity");
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byte blush = jAppearanceData[5].Value<byte>("Value");
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float blushOpacity = jAppearanceData[5].Value<byte>("Opacity");
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byte complexion = jAppearanceData[6].Value<byte>("Value");
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float complexionOpacity = jAppearanceData[6].Value<byte>("Opacity");
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byte sunDamage = jAppearanceData[7].Value<byte>("Value");
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float sunDamageOpacity = jAppearanceData[7].Value<byte>("Opacity");
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byte lipstick = jAppearanceData[8].Value<byte>("Value");
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float lipstickOpacity = jAppearanceData[8].Value<byte>("Opacity");
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byte freckles = jAppearanceData[9].Value<byte>("Value");
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float frecklesOpacity = jAppearanceData[9].Value<byte>("Opacity");
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byte chestHair = jAppearanceData[10].Value<byte>("Value");
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float chestHairOpacity = jAppearanceData[10].Value<byte>("Opacity");
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byte hair = jHairAndColorData.Value<byte>(0);
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byte hairColor = jHairAndColorData.Value<byte>(1);
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byte hairHighlightColor = jHairAndColorData.Value<byte>(2);
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byte eyebrowColor = jHairAndColorData.Value<byte>(3);
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byte beardColor = jHairAndColorData.Value<byte>(4);
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byte eyeColor = jHairAndColorData.Value<byte>(5);
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byte blushColor = jHairAndColorData.Value<byte>(6);
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byte lipstickColor = jHairAndColorData.Value<byte>(7);
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byte chestHairColor = jHairAndColorData.Value<byte>(8);
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using (var saveCharacter = new DatabaseContext())
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{
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var character = new Database.Entities.Character
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{
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UserId = player.GetUser().Id,
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Gender = gender,
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Father = father,
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Mother = mother,
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Similarity = similarity,
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SkinSimilarity = skinSimilarity,
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NoseWidth = noseWidth,
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NoseBottomHeight = noseBottomHeight,
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NoseTipLength = noseTipLength,
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NoseBridgeDepth = noseBridgeDepth,
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NoseTipHeight = noseTipHeight,
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NoseBroken = noseBroken,
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BrowHeight = browHeight,
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BrowDepth = browDepth,
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CheekboneHeight = cheekboneHeight,
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CheekboneWidth = cheekboneWidth,
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CheekDepth = cheekDepth,
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EyeSize = eyeSize,
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LipThickness = lipThickness,
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JawWidth = jawWidth,
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JawShape = jawShape,
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ChinHeight = chinHeight,
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ChinDepth = chinDepth,
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ChinWidth = chinWidth,
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ChinIndent = chinIndent,
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NeckWidth = neckWidth,
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Blemishes = blemishes,
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BlemishesOpacity = blemishesOpacity,
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FacialHair = facialHair,
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FacialHairOpacity = facialHairOpacity,
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Eyebrows = eyebrows,
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EyebrowsOpacity = eyebrowsOpacity,
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Ageing = ageing,
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AgeingOpacity = ageingOpacity,
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Makeup = makeup,
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MakeupOpacity = makeupOpacity,
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Blush = blush,
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BlushOpacity = blushOpacity,
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Complexion = complexion,
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ComplexionOpacity = complexionOpacity,
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SunDamage = sunDamage,
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SunDamageOpacity = sunDamageOpacity,
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Lipstick = lipstick,
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LipstickOpacity = lipstickOpacity,
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Freckles = freckles,
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FrecklesOpacity = frecklesOpacity,
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ChestHair = chestHair,
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ChestHairOpacity = chestHairOpacity,
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Hair = hair,
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HairColor = hairColor,
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HairHighlightColor = hairHighlightColor,
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EyebrowColor = eyebrowColor,
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BeardColor = beardColor,
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EyeColor = eyeColor,
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BlushColor = blushColor,
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LipstickColor = lipstickColor,
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ChestHairColor = chestHairColor
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};
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saveCharacter.Characters.Add(character);
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saveCharacter.SaveChanges();
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var userId = player.GetUser().Id;
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var user = saveCharacter.Users.SingleOrDefault(u => u.Id == userId);
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user.CharacterId = character.Id;
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saveCharacter.SaveChanges();
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}
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//HeadOverlay makeupHo = new HeadOverlay()
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//{
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// Index = 0,
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// Opacity = 0.0f,
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// Color = 0,
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// SecondaryColor = 0
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//};
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//HeadOverlay blushHo = new HeadOverlay()
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//{
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// Index = 0,
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// Opacity = 0.0f,
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// Color = 0,
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// SecondaryColor = 0
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//};
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//player.SetHeadOverlay(4, makeupHo);
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//player.SetHeadOverlay(5, blushHo);
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NAPI.Player.SpawnPlayer(player, Main.DEFAULT_SPAWN_POSITION, Main.DEFAULT_SPAWN_HEADING);
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player.TriggerEvent("draw", player.Name, player.Handle.Value);
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player.Dimension = 0;
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}
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/// <summary>
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/// Wendet den Character eines Spielers auf diesen an
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/// </summary>
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/// <param name="player">Der Player, dessen Aussehen man setzen will</param>
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public static void ApplyCharacter(Player player)
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{
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var user = player.GetUser();
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using (var loadCharacter = new DatabaseContext())
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{
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var character = loadCharacter.Characters.SingleOrDefault(c => c.Id == user.CharacterId);
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if (character == null) return;
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//Männlich / Weiblich
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if (character.Gender == false)
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{
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player.SetSkin(PedHash.FreemodeMale01);
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}
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else
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{
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player.SetSkin(PedHash.FreemodeFemale01);
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}
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//Gesichtszüge
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float[] faceFeatures = new float[] { character.NoseWidth, character.NoseBottomHeight, character.NoseTipLength, character.NoseBridgeDepth, character.NoseTipHeight,
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//Gesichtszüge
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float[] faceFeatures = new float[] { character.NoseWidth, character.NoseBottomHeight, character.NoseTipLength, character.NoseBridgeDepth, character.NoseTipHeight,
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character.NoseBroken, character.BrowHeight, character.BrowDepth, character.CheekboneHeight, character.CheekboneWidth,
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character.CheekboneWidth, character.CheekDepth, character.EyeSize, character.LipThickness, character.JawWidth,
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character.JawShape, character.ChinHeight, character.ChinDepth, character.ChinWidth, character.ChinIndent, character.NeckWidth };
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for (var i = 0; i < faceFeatures.Length; i++)
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{
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player.SetFaceFeature(i, faceFeatures[i]);
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}
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//Gesichtsmerkmale
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HeadOverlay blemishes = new HeadOverlay()
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{
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Index = character.Blemishes,
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Opacity = character.BlemishesOpacity,
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Color = 255,
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SecondaryColor = 255
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};
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HeadOverlay facialHair = new HeadOverlay()
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{
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Index = character.FacialHair,
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Opacity = character.FacialHairOpacity,
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Color = character.BeardColor,
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SecondaryColor = 255
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};
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HeadOverlay eyebrows = new HeadOverlay()
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{
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Index = character.Eyebrows,
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Opacity = character.EyebrowsOpacity,
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Color = character.EyebrowColor,
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SecondaryColor = 255
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};
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HeadOverlay ageing = new HeadOverlay()
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{
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Index = character.Ageing,
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Opacity = character.AgeingOpacity,
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Color = 255,
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||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay makeup = new HeadOverlay()
|
||||
{
|
||||
Index = character.Makeup,
|
||||
Opacity = character.MakeupOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay blush = new HeadOverlay()
|
||||
{
|
||||
Index = character.Blush,
|
||||
Opacity = character.BlushOpacity,
|
||||
Color = character.BlushColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay complexion = new HeadOverlay()
|
||||
{
|
||||
Index = character.Complexion,
|
||||
Opacity = character.ComplexionOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay sunDamage = new HeadOverlay()
|
||||
{
|
||||
Index = character.SunDamage,
|
||||
Opacity = character.SunDamageOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay lipstick = new HeadOverlay()
|
||||
{
|
||||
Index = character.Lipstick,
|
||||
Opacity = character.LipstickOpacity,
|
||||
Color = character.LipstickColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay freckles = new HeadOverlay()
|
||||
{
|
||||
Index = character.Freckles,
|
||||
Opacity = character.FrecklesOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay chestHair = new HeadOverlay()
|
||||
{
|
||||
Index = character.ChestHair,
|
||||
Opacity = character.ChestHairOpacity,
|
||||
Color = character.ChestHairColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
|
||||
player.SetHeadOverlay(0, blemishes);
|
||||
player.SetHeadOverlay(1, facialHair);
|
||||
player.SetHeadOverlay(2, eyebrows);
|
||||
player.SetHeadOverlay(3, ageing);
|
||||
player.SetHeadOverlay(4, makeup);
|
||||
player.SetHeadOverlay(5, blush);
|
||||
player.SetHeadOverlay(6, complexion);
|
||||
player.SetHeadOverlay(7, sunDamage);
|
||||
player.SetHeadOverlay(8, lipstick);
|
||||
player.SetHeadOverlay(9, freckles);
|
||||
player.SetHeadOverlay(10, chestHair);
|
||||
player.SetHeadOverlay(11, blemishes);
|
||||
player.SetHeadOverlay(12, blemishes);
|
||||
|
||||
//Gesicht (Vererbung durch Mutter / Vater)
|
||||
HeadBlend headBlend = new HeadBlend()
|
||||
{
|
||||
ShapeFirst = character.Mother,
|
||||
ShapeSecond = character.Father,
|
||||
ShapeThird = 0,
|
||||
SkinFirst = character.Mother,
|
||||
SkinSecond = character.Father,
|
||||
SkinThird = 0,
|
||||
ShapeMix = character.Similarity,
|
||||
SkinMix = character.SkinSimilarity,
|
||||
ThirdMix = 0.0f
|
||||
};
|
||||
NAPI.Player.SetPlayerHeadBlend(player, headBlend);
|
||||
|
||||
//Haare und Haarfarbe
|
||||
player.SetClothes(2, character.Hair, 0);
|
||||
NAPI.Player.SetPlayerHairColor(player, character.HairColor, character.HairHighlightColor);
|
||||
|
||||
//Augenfarbe
|
||||
NAPI.Player.SetPlayerEyeColor(player, character.EyeColor);
|
||||
}
|
||||
for (var i = 0; i < faceFeatures.Length; i++)
|
||||
{
|
||||
player.SetFaceFeature(i, faceFeatures[i]);
|
||||
}
|
||||
|
||||
//Gesichtsmerkmale
|
||||
HeadOverlay blemishes = new HeadOverlay()
|
||||
{
|
||||
Index = character.Blemishes,
|
||||
Opacity = character.BlemishesOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay facialHair = new HeadOverlay()
|
||||
{
|
||||
Index = character.FacialHair,
|
||||
Opacity = character.FacialHairOpacity,
|
||||
Color = character.BeardColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay eyebrows = new HeadOverlay()
|
||||
{
|
||||
Index = character.Eyebrows,
|
||||
Opacity = character.EyebrowsOpacity,
|
||||
Color = character.EyebrowColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay ageing = new HeadOverlay()
|
||||
{
|
||||
Index = character.Ageing,
|
||||
Opacity = character.AgeingOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay makeup = new HeadOverlay()
|
||||
{
|
||||
Index = character.Makeup,
|
||||
Opacity = character.MakeupOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay blush = new HeadOverlay()
|
||||
{
|
||||
Index = character.Blush,
|
||||
Opacity = character.BlushOpacity,
|
||||
Color = character.BlushColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay complexion = new HeadOverlay()
|
||||
{
|
||||
Index = character.Complexion,
|
||||
Opacity = character.ComplexionOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay sunDamage = new HeadOverlay()
|
||||
{
|
||||
Index = character.SunDamage,
|
||||
Opacity = character.SunDamageOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay lipstick = new HeadOverlay()
|
||||
{
|
||||
Index = character.Lipstick,
|
||||
Opacity = character.LipstickOpacity,
|
||||
Color = character.LipstickColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay freckles = new HeadOverlay()
|
||||
{
|
||||
Index = character.Freckles,
|
||||
Opacity = character.FrecklesOpacity,
|
||||
Color = 255,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
HeadOverlay chestHair = new HeadOverlay()
|
||||
{
|
||||
Index = character.ChestHair,
|
||||
Opacity = character.ChestHairOpacity,
|
||||
Color = character.ChestHairColor,
|
||||
SecondaryColor = 255
|
||||
};
|
||||
|
||||
player.SetHeadOverlay(0, blemishes);
|
||||
player.SetHeadOverlay(1, facialHair);
|
||||
player.SetHeadOverlay(2, eyebrows);
|
||||
player.SetHeadOverlay(3, ageing);
|
||||
player.SetHeadOverlay(4, makeup);
|
||||
player.SetHeadOverlay(5, blush);
|
||||
player.SetHeadOverlay(6, complexion);
|
||||
player.SetHeadOverlay(7, sunDamage);
|
||||
player.SetHeadOverlay(8, lipstick);
|
||||
player.SetHeadOverlay(9, freckles);
|
||||
player.SetHeadOverlay(10, chestHair);
|
||||
player.SetHeadOverlay(11, blemishes);
|
||||
player.SetHeadOverlay(12, blemishes);
|
||||
|
||||
//Gesicht (Vererbung durch Mutter / Vater)
|
||||
HeadBlend headBlend = new HeadBlend()
|
||||
{
|
||||
ShapeFirst = character.Mother,
|
||||
ShapeSecond = character.Father,
|
||||
ShapeThird = 0,
|
||||
SkinFirst = character.Mother,
|
||||
SkinSecond = character.Father,
|
||||
SkinThird = 0,
|
||||
ShapeMix = character.Similarity,
|
||||
SkinMix = character.SkinSimilarity,
|
||||
ThirdMix = 0.0f
|
||||
};
|
||||
NAPI.Player.SetPlayerHeadBlend(player, headBlend);
|
||||
|
||||
//Haare und Haarfarbe
|
||||
player.SetClothes(2, character.Hair, 0);
|
||||
NAPI.Player.SetPlayerHairColor(player, character.HairColor, character.HairHighlightColor);
|
||||
|
||||
//Augenfarbe
|
||||
NAPI.Player.SetPlayerEyeColor(player, character.EyeColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user