using Synty.SidekickCharacters.API;
using Synty.SidekickCharacters.Database;
using Synty.SidekickCharacters.Database.DTO;
using Synty.SidekickCharacters.Enums;
using Synty.SidekickCharacters.Utils;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
namespace Synty.SidekickCharacters.Demo
{
///
/// An example script to show how to interact with the Sidekick API in regards to parts at runtime.
///
public class RuntimePartsDemo : MonoBehaviour
{
private readonly string _OUTPUT_MODEL_NAME = "Sidekick Character";
Dictionary _partIndexDictionary = new Dictionary();
Dictionary> _availablePartDictionary = new Dictionary>();
private DatabaseManager _dbManager;
private SidekickRuntime _sidekickRuntime;
private Dictionary> _partLibrary;
public TextMeshProUGUI _loadingText;
///
void Start()
{
// Create a new instance of the database manager to access database content.
_dbManager = new DatabaseManager();
// Load the base model and material required to create an instance of the Sidekick Runtime API.
GameObject model = Resources.Load("Meshes/SK_BaseModel");
Material material = Resources.Load("Materials/M_BaseMaterial");
_sidekickRuntime = new SidekickRuntime(model, material, null, _dbManager);
// Populate the parts list for easy access.
SidekickRuntime.PopulateToolData(_sidekickRuntime);
_partLibrary = _sidekickRuntime.MappedPartDictionary;
// For this example we are only interested in Upper Body parts, so we filter the list of all parts to only get the ones we want.
List upperBodyParts = PartGroup.UpperBody.GetPartTypes();
foreach (CharacterPartType type in upperBodyParts)
{
_availablePartDictionary.Add(type, _partLibrary[type]);
_partIndexDictionary.Add(type, Random.Range(0, _availablePartDictionary[type].Count - 1));
}
_loadingText.enabled = false;
UpdateModel();
}
///
/// Handles the click on the forward button for the Torso part.
///
public void ForwardTorso()
{
int index = _partIndexDictionary[CharacterPartType.Torso];
index++;
if (index >= _availablePartDictionary[CharacterPartType.Torso].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.Torso] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the Torso part.
///
public void BackwardTorso()
{
int index = _partIndexDictionary[CharacterPartType.Torso];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.Torso].Count - 1;
}
_partIndexDictionary[CharacterPartType.Torso] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the ArmUpperLeft part.
///
public void ForwardUpperArmLeft()
{
int index = _partIndexDictionary[CharacterPartType.ArmUpperLeft];
index++;
if (index >= _availablePartDictionary[CharacterPartType.ArmUpperLeft].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.ArmUpperLeft] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the ArmUpperLeft part.
///
public void BackwardUpperArmLeft()
{
int index = _partIndexDictionary[CharacterPartType.ArmUpperLeft];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.ArmUpperLeft].Count - 1;
}
_partIndexDictionary[CharacterPartType.ArmUpperLeft] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the ArmUpperRight part.
///
public void ForwardUpperArmRight()
{
int index = _partIndexDictionary[CharacterPartType.ArmUpperRight];
index++;
if (index >= _availablePartDictionary[CharacterPartType.ArmUpperRight].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.ArmUpperRight] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the ArmUpperRight part.
///
public void BackwardUpperArmRight()
{
int index = _partIndexDictionary[CharacterPartType.ArmUpperRight];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.ArmUpperRight].Count - 1;
}
_partIndexDictionary[CharacterPartType.ArmUpperRight] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the ArmLowerLeft part.
///
public void ForwardLowerArmLeft()
{
int index = _partIndexDictionary[CharacterPartType.ArmLowerLeft];
index++;
if (index >= _availablePartDictionary[CharacterPartType.ArmLowerLeft].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.ArmLowerLeft] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the ArmLowerLeft part.
///
public void BackwardLowerArmLeft()
{
int index = _partIndexDictionary[CharacterPartType.ArmLowerLeft];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.ArmLowerLeft].Count - 1;
}
_partIndexDictionary[CharacterPartType.ArmLowerLeft] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the ArmLowerRight part.
///
public void ForwardLowerArmRight()
{
int index = _partIndexDictionary[CharacterPartType.ArmLowerRight];
index++;
if (index >= _availablePartDictionary[CharacterPartType.ArmLowerRight].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.ArmLowerRight] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the ArmLowerRight part.
///
public void BackwardLowerArmRight()
{
int index = _partIndexDictionary[CharacterPartType.ArmLowerRight];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.ArmLowerRight].Count - 1;
}
_partIndexDictionary[CharacterPartType.ArmLowerRight] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the HandLeft part.
///
public void ForwardHandLeft()
{
int index = _partIndexDictionary[CharacterPartType.HandLeft];
index++;
if (index >= _availablePartDictionary[CharacterPartType.HandLeft].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.HandLeft] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the HandLeft part.
///
public void BackwardHandLeft()
{
int index = _partIndexDictionary[CharacterPartType.HandLeft];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.HandLeft].Count - 1;
}
_partIndexDictionary[CharacterPartType.HandLeft] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the HandRight part.
///
public void ForwardHandRight()
{
int index = _partIndexDictionary[CharacterPartType.HandRight];
index++;
if (index >= _availablePartDictionary[CharacterPartType.HandRight].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.HandRight] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the HandRight part.
///
public void BackwardHandRight()
{
int index = _partIndexDictionary[CharacterPartType.HandRight];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.HandRight].Count - 1;
}
_partIndexDictionary[CharacterPartType.HandRight] = index;
UpdateModel();
}
///
/// Handles the click on the forward button for the AttachmentBack part.
///
public void ForwardBackAttachment()
{
int index = _partIndexDictionary[CharacterPartType.AttachmentBack];
index++;
if (index >= _availablePartDictionary[CharacterPartType.AttachmentBack].Count)
{
index = 0;
}
_partIndexDictionary[CharacterPartType.AttachmentBack] = index;
UpdateModel();
}
///
/// Handles the click on the backward button for the AttachmentBack part.
///
public void BackwardBackAttachment()
{
int index = _partIndexDictionary[CharacterPartType.AttachmentBack];
index--;
if (index < 0)
{
index = _availablePartDictionary[CharacterPartType.AttachmentBack].Count - 1;
}
_partIndexDictionary[CharacterPartType.AttachmentBack] = index;
UpdateModel();
}
///
/// Updates the body size blends based on the slider values.
///
/// The UI slider to get the values from.
public void UpdateBodySize(Slider slider)
{
// If the slider is greater than 0, then we update the Heavy blend and zero the Skinny.
if (slider.value > 0)
{
_sidekickRuntime.BodySizeHeavyBlendValue = slider.value;
_sidekickRuntime.BodySizeSkinnyBlendValue = 0;
}
// If the slider is 0 or below, we zero the Heavy blend, then we update the Skinny blend.
else
{
_sidekickRuntime.BodySizeHeavyBlendValue = 0;
_sidekickRuntime.BodySizeSkinnyBlendValue = -slider.value;
}
UpdateModel();
}
///
/// Updates the created character model.
///
private void UpdateModel()
{
// Create and populate the list of parts to use from the parts list.
List partsToUse = new List();
foreach (KeyValuePair> entry in _availablePartDictionary)
{
int index = _partIndexDictionary[entry.Key];
List parts = entry.Value.Values.ToList();
GameObject partContainer = null;
if (parts.Count > 0 && index < parts.Count)
{
if (index > parts.Count)
{
index = parts.Count - 1;
}
partContainer = parts[index].GetPartModel();
}
if (partContainer != null)
{
partsToUse.Add(partContainer.GetComponentInChildren());
}
}
// Check for an existing copy of the model, if it exists, delete it so that we don't end up with duplicates.
GameObject character = GameObject.Find(_OUTPUT_MODEL_NAME);
if (character != null)
{
Destroy(character);
}
// Create a new character using the selected parts using the Sidekicks API.
character = _sidekickRuntime.CreateCharacter(_OUTPUT_MODEL_NAME, partsToUse, false, true);
}
}
}