mirror of
https://github.com/justasabc/UnityOpenSimClient.git
synced 2026-08-14 00:58:03 +00:00
add support for android
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obj/
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@@ -546,12 +546,30 @@ namespace Radegast.Rendering
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attachment_points.Clear();
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string basedir = Directory.GetCurrentDirectory() + System.IO.Path.DirectorySeparatorChar + "character" + System.IO.Path.DirectorySeparatorChar;
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XmlDocument lad = new XmlDocument();
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lad.Load(basedir + LODfilename);
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//on android, Directory.GetCurrentDirectory() returns "/" which means root folder of the system. no folder or file can be added into "/"
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//I change character folder path as follow
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string basedir = Utility.GetCharacterDir();
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UnityEngine.Debug.Log("avatar_lad.xml is in " + basedir);
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XmlDocument lad = new XmlDocument();
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string path = basedir + LODfilename;
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if (!File.Exists(path))
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{
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UnityEngine.Debug.Log(path + " doesn't exist! So we quit");
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UnityEngine.Application.Quit();
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}
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if (path.Contains("://"))
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{
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UnityEngine.WWW www = new UnityEngine.WWW(path);
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while(!www.isDone)
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;
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lad.LoadXml(www.text);
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}
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else
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lad.Load(path);
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UnityEngine.Debug.Log("Successfully loaded avatar_lad.xml");
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//Firstly read the skeleton section this contains attachment point info and the bone deform info for visual params
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// And load the skeleton file in to the bones class
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@@ -1671,10 +1689,22 @@ namespace Radegast.Rendering
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public static void loadbones(string skeletonfilename)
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{
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lock (Bone.mBones) mBones.Clear();
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string basedir = Directory.GetCurrentDirectory() + System.IO.Path.DirectorySeparatorChar + "character" + System.IO.Path.DirectorySeparatorChar;
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lock (Bone.mBones) mBones.Clear();
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string basedir = Utility.GetCharacterDir();
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//string basedir = Directory.GetCurrentDirectory() + System.IO.Path.DirectorySeparatorChar + "character" + System.IO.Path.DirectorySeparatorChar;
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XmlDocument skeleton = new XmlDocument();
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skeleton.Load(basedir + skeletonfilename);
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string path = basedir + skeletonfilename;
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if (path.Contains("://"))
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{
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UnityEngine.WWW www = new UnityEngine.WWW(path);
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while(!www.isDone)
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;
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skeleton.LoadXml(www.text);
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}
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else
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skeleton.Load(path);
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UnityEngine.Debug.Log ("Successfully loaded bones " + path);
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XmlNode boneslist = skeleton.GetElementsByTagName("linden_skeleton")[0];
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addbone(boneslist.ChildNodes[0], null);
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}
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