Beispiel #1
0
    public void LoadGeoGroupInfo(GeoGroupInfo ggi)
    {
        Cur_GGI = ggi.Clone();
        foreach (GeoElement geo in GeoElements)
        {
            geo.PoolRecycle();
        }

        GeoElements.Clear();
        MyState       = States.None;
        StartDragMove = false;
        IsMouseIn     = false;
        MouseLeftDown = false;
        SortingOrder  = 2;

        foreach (GeoInfo gi in ggi.GeoInfos)
        {
            GeoElement ge = GameObjectPoolManager.Instance.PoolDict[GameObjectPoolManager.PrefabNames.GeoElement].AllocateGameObject <GeoElement>(transform);
            ge.transform.localPosition = gi.Position;
            ge.transform.rotation      = gi.Rotation;
            ge.Initialize(gi.GeoType, gi.Size * GameManager.Instance.ScaleFactor * GameManager.Instance.ScaleFactor, gi.Color, gi.SortingOrder);
            SortingOrder = Mathf.Max(SortingOrder, gi.SortingOrder + 1);

            GeoElements.Add(ge);
        }
    }
Beispiel #2
0
        public void Init(Species species, GeoGroupInfo ci, float _size, bool randomSize = false)
        {
            MyGeoGroupInfo   = ci;
            Rigidbody2D.mass = MyGeoGroupInfo.Mass;
            if (randomSize)
            {
                Size = Random.Range(MyGeoGroupInfo.MinSize, MyGeoGroupInfo.MaxSize);
            }
            else
            {
                Size = _size;
            }

            Life   = ci.Life * Size / ci.MaxSize;
            Damage = ci.Damage * Size / ci.MaxSize;

            GeoGroup?.PoolRecycle();
            GeoGroup = GameObjectPoolManager.Instance.PoolDict[GameObjectPoolManager.PrefabNames.GeoGroup].AllocateGameObject <GeoGroup>(transform);

            My_Species    = species;
            M_SpeciesName = species.MyGeoGroupInfo.Name;

            foreach (GeoInfo gi in species.MyGeoGroupInfo.GeoInfos)
            {
                GeoElement ge = GameObjectPoolManager.Instance.PoolDict[GameObjectPoolManager.PrefabNames.GeoElement].AllocateGameObject <GeoElement>(GeoGroup.transform);
                ge.Collider.enabled = false;
                GeoGroup.AllGeos.Add(ge);
                GeoGroup.GeoGroupInfo      = species.MyGeoGroupInfo;
                ge.transform.localPosition = (gi.Position - ci.Center) / GameManager.Instance.ScaleFactor / GameManager.Instance.ScaleFactor;
                ge.transform.rotation      = gi.Rotation;
                ge.Initialize(gi.GeoType, gi.Size, gi.Color, gi.SortingOrder);
            }

            MyCollider.radius = MyGeoGroupInfo.ColliderRadius;
        }
Beispiel #3
0
    public void OnMouseLeftDrag()
    {
        Vector2 startPos = MouseLeftDownPos;

        endPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        switch (MyState)
        {
        case States.None:
        {
            break;
        }

        case States.Select:
        {
            if (StartDragMove)
            {
                if (CurrentEditGeoElement != null)
                {
                    CurrentEditGeoElement.transform.Translate(endPos.x - lastMousePos.x, endPos.y - lastMousePos.y, 0, Space.World);
                }
            }

            break;
        }

        case States.Draw:
        {
            break;
        }

        case States.DuringDrawing:
        {
            GeoTypes gt = UIManager.Instance.GetBaseUIForm <CreatureEditorPanel>().CurrentDrawGeoType;
            GeoManager.GeoDrawingSetting gds = GeoManager.Instance.GeoDrawingSettingsDict[gt];
            Color c = UIManager.Instance.GetBaseUIForm <CreatureEditorPanel>().GetCurrentColor();
            if (CurrentEditGeoElement == null)
            {
                CurrentEditGeoElement = GameObjectPoolManager.Instance.PoolDict[GameObjectPoolManager.PrefabNames.GeoElement].AllocateGameObject <GeoElement>(transform);

                CurrentEditGeoElement.transform.position      = startPos;
                CurrentEditGeoElement.transform.localRotation = Quaternion.AngleAxis(gds.DefaultRotation, Vector3.back);
                float size = (endPos - startPos).magnitude * gds.SizeRatio;
                SortingOrder += 2;
                CurrentEditGeoElement.Initialize(gt, Vector2.one * size, c, SortingOrder);
                GeoElements.Add(CurrentEditGeoElement);
                break;
            }
            else
            {
                float rotateAngle = Vector2.SignedAngle(endPos - startPos, Vector2.right) + gds.DefaultRotation;
                CurrentEditGeoElement.transform.localRotation = Quaternion.AngleAxis(rotateAngle, Vector3.back);

                float size = (endPos - startPos).magnitude * gds.SizeRatio;
                CurrentEditGeoElement.Initialize(gt, Vector2.one * size, c, SortingOrder);

                Vector2 rotatedOffset = new Vector2(gds.PivotOffset.x * Mathf.Cos(Mathf.Deg2Rad * rotateAngle) + gds.PivotOffset.y * Mathf.Sin(Mathf.Deg2Rad * rotateAngle), -gds.PivotOffset.x * Mathf.Sin(Mathf.Deg2Rad * rotateAngle) + gds.PivotOffset.y * Mathf.Cos(Mathf.Deg2Rad * rotateAngle));
                Vector2 pivotPos      = startPos + rotatedOffset * size / GameManager.Instance.ScaleFactor / GameManager.Instance.ScaleFactor;
                CurrentEditGeoElement.transform.position = pivotPos;
                break;
            }
        }

        case States.Delete:
        {
            break;
        }
        }

        lastMousePos = endPos;
    }