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- using UnityEngine;
- using System.Collections;
- #region Gender Class
- public static class Gender
- {
- public static int male = 1;
- public static int female = 0;
- public static int genderless = 2;
- public static string maleHeadModelName = "maleHead";
- //etc etc
- }
- #endregion
- #region Skin Color Class
- public static class SkinColor
- {
- public static int Caucasian = 0;
- public static int Black = 1;
- public static int Brown = 2;
- public static int Arabian = 3;
- public static int Oriental = 4;
- public static int Pale = 5;
- public static string caucasianMatName = "caucasianSkin";
- //etc etc
- }
- #endregion
- #region Eye Color Class
- public static class EyeColor
- {
- public static int black = 0;
- public static int brown = 1;
- public static int blue = 2;
- public static int cyan = 3;
- public static int lightBrown = 4;
- public static int yellow = 5;
- public static int red = 6;
- public static int purple = 6;
- public static int orange = 8;
- public static int white = 9;
- public static string blackNameMatName = "blackEyes";
- public static string brownNameMatName = "brownEyes";
- public static string blueNameMatName = "blueEyes";
- //etc etc
- }
- #endregion
- #region Hair Color Class
- public static class HairColor
- {
- public static int white = 0;
- public static int red = 1;
- public static int black = 2;
- public static int blond = 3;
- public static int brown = 4;
- public static int lightBrown = 5;
- //etc etc
- }
- #endregion
- #region Item Classes
- public static class EqupipableID
- {
- //to be filled with items
- }
- public class Equipable
- {
- //this is for what slot the item is equipable in, if it is equpipable. These are the slots.
- /*
- * 0 = no slot/not equipable
- * 1 = right hand
- * 2 = left hand
- * 3 = ammo
- * 4 = feet
- * 5 = feet&legs
- * 6 = legs
- * 7 = torso
- * 8 = torso&arms
- * 9 = torso&legs&arms
- * 10 = arms
- * 11 = hands
- * 12 = hands&arms
- * 14 = head
- * 14 = finger
- * 15 = neck
- */
- public int slot;
- //item id
- public int ID;
- public int damageType;
- //etc will finish later
- }
- #endregion
- public class Person : MonoBehaviour {
- //this is false to tell the game to setup the char
- private bool setupDone = false;
- private bool setupFailed = false;
- //this is a value that increments with each new person in the current scene. it is used to differentiate between them.
- private static int personID_no = 0;
- private int personID;
- //this is where the gender value is stored (call using Gender.male or Gender.female)
- private int gender;
- //this is where the skin color is stored (call using SkinColor.Caucasian etc)
- private int skinColor;
- //eye color (EyeColor.brown etc)
- private int eyeColor;
- //hair color (HairColor.brown etc)
- private int hairColor;
- //hair style (HairStyle.shaved etc)
- private int hairStyle;
- //item slots
- private int[] slots = new int[16];
- //start location
- private Vector3 startLocation;
- /////////////////////////////////////////////////////////////////////////////
- //CONSTRUCTORS
- /////////////////////////////////////////////////////////////////////////////
- public Person(int gender, int skinColor, int eyeColor, int hairColor, int hairStyle, int slot0, int slot1, int slot2, int slot3,
- int slot4, int slot5, int slot6, int slot7, int slot8, int slot9, int slot10, int slot11, int slot12, int slot13, int slot14, int slot15, Vector3 startLocation)
- {
- personID = personID_no;
- personID_no++;
- this.gender = gender;
- this.skinColor = skinColor;
- this.eyeColor = eyeColor;
- this.hairColor = hairColor;
- this.hairStyle = hairStyle;
- slots[0] = slot0;
- slots[1] = slot1;
- slots[2] = slot2;
- slots[3] = slot3;
- slots[4] = slot4;
- slots[5] = slot5;
- slots[6] = slot6;
- slots[7] = slot7;
- slots[8] = slot8;
- slots[9] = slot9;
- slots[10] = slot10;
- slots[11] = slot11;
- slots[12] = slot12;
- slots[13] = slot13;
- slots[14] = slot14;
- slots[15] = slot15;
- this.startLocation = startLocation;
- setupFailed = buildPerson(this.startLocation, personID);
- }
- private bool buildPerson(Vector3 startLocation, int ID)
- {
- bool done = true;
- return done;
- }
- }
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