/**
         * <summary>Updates its own variables from a NPCData class.</summary>
         * <param name = "data">The NPCData class to load from</param>
         */
        public void LoadData(NPCData data)
        {
            EndPath();

            if (animationEngine == AnimationEngine.Sprites2DToolkit || animationEngine == AnimationEngine.SpritesUnity)
            {
                idleAnimSprite = data.idleAnim;
                walkAnimSprite = data.walkAnim;
                talkAnimSprite = data.talkAnim;
                runAnimSprite  = data.runAnim;
            }
            else if (animationEngine == AnimationEngine.Legacy)
            {
                idleAnim = AssetLoader.RetrieveAsset(idleAnim, data.idleAnim);
                walkAnim = AssetLoader.RetrieveAsset(walkAnim, data.walkAnim);
                runAnim  = AssetLoader.RetrieveAsset(runAnim, data.talkAnim);
                talkAnim = AssetLoader.RetrieveAsset(talkAnim, data.runAnim);
            }
            else if (animationEngine == AnimationEngine.Mecanim)
            {
                moveSpeedParameter = data.walkAnim;
                talkParameter      = data.talkAnim;
                turnParameter      = data.runAnim;;
            }

            walkSound = AssetLoader.RetrieveAsset(walkSound, data.walkSound);
            runSound  = AssetLoader.RetrieveAsset(runSound, data.runSound);

            if (data.speechLabel != "")
            {
                SetName(data.speechLabel, data.displayLineID);
            }

            portraitIcon.texture = AssetLoader.RetrieveAsset(portraitIcon.texture, data.portraitGraphic);

            walkSpeedScale = data.walkSpeed;
            runSpeedScale  = data.runSpeed;

            // Rendering
            lockDirection = data.lockDirection;
            lockScale     = data.lockScale;
            if (spriteChild && spriteChild.GetComponent <FollowSortingMap>())
            {
                spriteChild.GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
            }
            else if (GetComponent <FollowSortingMap>())
            {
                GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
            }
            else
            {
                ReleaseSorting();
            }

            if (data.lockDirection)
            {
                spriteDirection = data.spriteDirection;
            }
            if (data.lockScale)
            {
                spriteScale = data.spriteScale;
            }
            if (data.lockSorting)
            {
                if (spriteChild && spriteChild.GetComponent <Renderer>())
                {
                    spriteChild.GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                    spriteChild.GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                }
                else if (GetComponent <Renderer>())
                {
                    GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                    GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                }
            }

            AC.Char charToFollow = null;
            if (data.followTargetID != 0)
            {
                RememberNPC followNPC = Serializer.returnComponent <RememberNPC> (data.followTargetID);
                if (followNPC.GetComponent <AC.Char>())
                {
                    charToFollow = followNPC.GetComponent <AC.Char>();
                }
            }

            FollowAssign(charToFollow, data.followTargetIsPlayer, data.followFrequency, data.followDistance, data.followDistanceMax, data.followFaceWhenIdle, data.followRandomDirection);
            Halt();

            if (data.pathData != null && data.pathData != "" && GetComponent <Paths>())
            {
                Paths savedPath = GetComponent <Paths>();
                savedPath = Serializer.RestorePathData(savedPath, data.pathData);
                SetPath(savedPath, data.targetNode, data.prevNode, data.pathAffectY);
                isRunning = data.isRunning;
            }
            else if (data.pathID != 0)
            {
                Paths pathObject = Serializer.returnComponent <Paths> (data.pathID);

                if (pathObject != null)
                {
                    SetPath(pathObject, data.targetNode, data.prevNode);
                }
                else
                {
                    ACDebug.LogWarning("Trying to assign a path for NPC " + this.name + ", but the path was not found - was it deleted?", gameObject);
                }
            }

            if (data.lastPathID != 0)
            {
                Paths pathObject = Serializer.returnComponent <Paths> (data.lastPathID);

                if (pathObject != null)
                {
                    SetLastPath(pathObject, data.lastTargetNode, data.lastPrevNode);
                }
                else
                {
                    ACDebug.LogWarning("Trying to assign the previous path for NPC " + this.name + ", but the path was not found - was it deleted?", gameObject);
                }
            }

            // Head target
            if (data.isHeadTurning)
            {
                ConstantID _headTargetID = Serializer.returnComponent <ConstantID> (data.headTargetID);
                if (_headTargetID != null)
                {
                    SetHeadTurnTarget(_headTargetID.transform, new Vector3(data.headTargetX, data.headTargetY, data.headTargetZ), true);
                }
                else
                {
                    ClearHeadTurnTarget(true);
                }
            }
            else
            {
                ClearHeadTurnTarget(true);
            }

            if (GetComponentsInChildren <FollowSortingMap>() != null)
            {
                FollowSortingMap[] followSortingMaps = GetComponentsInChildren <FollowSortingMap>();
                SortingMap         customSortingMap  = Serializer.returnComponent <SortingMap> (data.customSortingMapID);

                foreach (FollowSortingMap followSortingMap in followSortingMaps)
                {
                    followSortingMap.followSortingMap = data.followSortingMap;
                    if (!data.followSortingMap)
                    {
                        followSortingMap.SetSortingMap(customSortingMap);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        /**
         * <summary>Updates its own variables from a NPCData class.</summary>
         * <param name = "data">The NPCData class to load from</param>
         */
        public void LoadData(NPCData data)
        {
            charState = (data.inCustomCharState) ? CharState.Custom : CharState.Idle;

            EndPath();

            GetAnimEngine().LoadNPCData(data, this);

            walkSound = AssetLoader.RetrieveAsset(walkSound, data.walkSound);
            runSound  = AssetLoader.RetrieveAsset(runSound, data.runSound);

            if (!string.IsNullOrEmpty(data.speechLabel))
            {
                SetName(data.speechLabel, data.displayLineID);
            }

            portraitIcon.ReplaceTexture(AssetLoader.RetrieveAsset(portraitIcon.texture, data.portraitGraphic));

            walkSpeedScale = data.walkSpeed;
            runSpeedScale  = data.runSpeed;

            // Rendering
            lockDirection = data.lockDirection;
            lockScale     = data.lockScale;
            if (spriteChild && spriteChild.GetComponent <FollowSortingMap>())
            {
                spriteChild.GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
            }
            else if (GetComponent <FollowSortingMap>())
            {
                GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
            }
            else
            {
                ReleaseSorting();
            }

            if (data.lockDirection)
            {
                spriteDirection = data.spriteDirection;
                UpdateFrameFlipping(true);
            }
            if (data.lockScale)
            {
                spriteScale = data.spriteScale;
            }
            if (data.lockSorting)
            {
                if (spriteChild && spriteChild.GetComponent <Renderer>())
                {
                    spriteChild.GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                    spriteChild.GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                }
                else if (GetComponent <Renderer>())
                {
                    GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                    GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                }
            }

            AC.Char charToFollow = null;
            if (data.followTargetID != 0)
            {
                RememberNPC followNPC = ConstantID.GetComponent <RememberNPC> (data.followTargetID);
                if (followNPC.GetComponent <AC.Char>())
                {
                    charToFollow = followNPC.GetComponent <AC.Char>();
                }
            }

            if (charToFollow != null || (data.followTargetIsPlayer && KickStarter.player != null))
            {
                FollowAssign(charToFollow, data.followTargetIsPlayer, data.followFrequency, data.followDistance, data.followDistanceMax, data.followFaceWhenIdle, data.followRandomDirection);
            }
            else
            {
                StopFollowing();
            }
            Halt();

            if (!string.IsNullOrEmpty(data.pathData) && GetComponent <Paths>())
            {
                Paths savedPath = GetComponent <Paths>();
                savedPath = Serializer.RestorePathData(savedPath, data.pathData);
                SetPath(savedPath, data.targetNode, data.prevNode, data.pathAffectY);
                isRunning = data.isRunning;
            }
            else if (data.pathID != 0)
            {
                Paths pathObject = ConstantID.GetComponent <Paths> (data.pathID);

                if (pathObject != null)
                {
                    SetPath(pathObject, data.targetNode, data.prevNode);
                }
                else
                {
                    ACDebug.LogWarning("Trying to assign a path for NPC " + this.name + ", but the path was not found - was it deleted?", gameObject);
                }
            }

            if (data.lastPathID != 0)
            {
                Paths pathObject = ConstantID.GetComponent <Paths> (data.lastPathID);

                if (pathObject != null)
                {
                    SetLastPath(pathObject, data.lastTargetNode, data.lastPrevNode);
                }
                else
                {
                    ACDebug.LogWarning("Trying to assign the previous path for NPC " + this.name + ", but the path was not found - was it deleted?", gameObject);
                }
            }

            // Head target
            if (data.isHeadTurning)
            {
                ConstantID _headTargetID = ConstantID.GetComponent <ConstantID> (data.headTargetID);
                if (_headTargetID != null)
                {
                    SetHeadTurnTarget(_headTargetID.transform, new Vector3(data.headTargetX, data.headTargetY, data.headTargetZ), true);
                }
                else
                {
                    ClearHeadTurnTarget(true);
                }
            }
            else
            {
                ClearHeadTurnTarget(true);
            }

            if (GetComponentsInChildren <FollowSortingMap>() != null)
            {
                FollowSortingMap[] followSortingMaps = GetComponentsInChildren <FollowSortingMap>();
                SortingMap         customSortingMap  = ConstantID.GetComponent <SortingMap> (data.customSortingMapID);

                foreach (FollowSortingMap followSortingMap in followSortingMaps)
                {
                    followSortingMap.followSortingMap = data.followSortingMap;
                    if (!data.followSortingMap && customSortingMap != null)
                    {
                        followSortingMap.SetSortingMap(customSortingMap);
                    }
                    else
                    {
                        followSortingMap.SetSortingMap(KickStarter.sceneSettings.sortingMap);
                    }
                }
            }

            if (GetAnimEngine() != null && GetAnimEngine().IKEnabled)
            {
                LeftHandIKController.LoadData(data.leftHandIKState);
                RightHandIKController.LoadData(data.rightHandIKState);
            }

            _spriteDirectionData.LoadData(data.spriteDirectionData);
        }
        /**
         * <summary>Updates a NPCData class with its own variables that need saving.</summary>
         * <param name = "npcData">The original NPCData class</param>
         * <returns>The updated NPCData class</returns>
         */
        public NPCData SaveData(NPCData npcData)
        {
            npcData.RotX = TransformRotation.eulerAngles.x;
            npcData.RotY = TransformRotation.eulerAngles.y;
            npcData.RotZ = TransformRotation.eulerAngles.z;

            if (animationEngine == AnimationEngine.Sprites2DToolkit || animationEngine == AnimationEngine.SpritesUnity)
            {
                npcData.idleAnim = idleAnimSprite;
                npcData.walkAnim = walkAnimSprite;
                npcData.talkAnim = talkAnimSprite;
                npcData.runAnim  = runAnimSprite;
            }
            else if (animationEngine == AnimationEngine.Legacy)
            {
                npcData.idleAnim = AssetLoader.GetAssetInstanceID(idleAnim);
                npcData.walkAnim = AssetLoader.GetAssetInstanceID(walkAnim);
                npcData.runAnim  = AssetLoader.GetAssetInstanceID(runAnim);
                npcData.talkAnim = AssetLoader.GetAssetInstanceID(talkAnim);
            }
            else if (animationEngine == AnimationEngine.Mecanim)
            {
                npcData.walkAnim = moveSpeedParameter;
                npcData.talkAnim = talkParameter;
                npcData.runAnim  = turnParameter;
            }

            npcData.walkSound = AssetLoader.GetAssetInstanceID(walkSound);
            npcData.runSound  = AssetLoader.GetAssetInstanceID(runSound);

            npcData.speechLabel     = GetName();
            npcData.displayLineID   = displayLineID;
            npcData.portraitGraphic = AssetLoader.GetAssetInstanceID(portraitIcon.texture);

            npcData.walkSpeed = walkSpeedScale;
            npcData.runSpeed  = runSpeedScale;

            // Rendering
            npcData.lockDirection = lockDirection;
            npcData.lockScale     = lockScale;
            if (spriteChild && spriteChild.GetComponent <FollowSortingMap>())
            {
                npcData.lockSorting = spriteChild.GetComponent <FollowSortingMap>().lockSorting;
            }
            else if (GetComponent <FollowSortingMap>())
            {
                npcData.lockSorting = GetComponent <FollowSortingMap>().lockSorting;
            }
            else
            {
                npcData.lockSorting = false;
            }
            npcData.spriteDirection = spriteDirection;
            npcData.spriteScale     = spriteScale;
            if (spriteChild && spriteChild.GetComponent <Renderer>())
            {
                npcData.sortingOrder = spriteChild.GetComponent <Renderer>().sortingOrder;
                npcData.sortingLayer = spriteChild.GetComponent <Renderer>().sortingLayerName;
            }
            else if (GetComponent <Renderer>())
            {
                npcData.sortingOrder = GetComponent <Renderer>().sortingOrder;
                npcData.sortingLayer = GetComponent <Renderer>().sortingLayerName;
            }

            npcData.pathID     = 0;
            npcData.lastPathID = 0;
            if (GetPath())
            {
                npcData.targetNode  = GetTargetNode();
                npcData.prevNode    = GetPreviousNode();
                npcData.isRunning   = isRunning;
                npcData.pathAffectY = GetPath().affectY;

                if (GetPath() == GetComponent <Paths>())
                {
                    npcData.pathData = Serializer.CreatePathData(GetComponent <Paths>());
                }
                else
                {
                    if (GetPath().GetComponent <ConstantID>())
                    {
                        npcData.pathID = GetPath().GetComponent <ConstantID>().constantID;
                    }
                    else
                    {
                        ACDebug.LogWarning("Want to save path data for " + name + " but path has no ID!", gameObject);
                    }
                }
            }

            if (GetLastPath())
            {
                npcData.lastTargetNode = GetLastTargetNode();
                npcData.lastPrevNode   = GetLastPrevNode();

                if (GetLastPath().GetComponent <ConstantID>())
                {
                    npcData.lastPathID = GetLastPath().GetComponent <ConstantID>().constantID;
                }
                else
                {
                    ACDebug.LogWarning("Want to save previous path data for " + name + " but path has no ID!", gameObject);
                }
            }

            if (followTarget)
            {
                if (!followTargetIsPlayer)
                {
                    if (followTarget.GetComponent <ConstantID>())
                    {
                        npcData.followTargetID        = followTarget.GetComponent <ConstantID>().constantID;
                        npcData.followTargetIsPlayer  = followTargetIsPlayer;
                        npcData.followFrequency       = followFrequency;
                        npcData.followDistance        = followDistance;
                        npcData.followDistanceMax     = followDistanceMax;
                        npcData.followFaceWhenIdle    = followFaceWhenIdle;
                        npcData.followRandomDirection = followRandomDirection;
                    }
                    else
                    {
                        ACDebug.LogWarning("Want to save follow data for " + name + " but " + followTarget.name + " has no ID!", gameObject);
                    }
                }
                else
                {
                    npcData.followTargetID       = 0;
                    npcData.followTargetIsPlayer = followTargetIsPlayer;
                    npcData.followFrequency      = followFrequency;
                    npcData.followDistance       = followDistance;
                    npcData.followDistanceMax    = followDistanceMax;
                    //followFaceWhenIdle = false;
                    npcData.followFaceWhenIdle    = followFaceWhenIdle;
                    npcData.followRandomDirection = followRandomDirection;
                }
            }
            else
            {
                npcData.followTargetID        = 0;
                npcData.followTargetIsPlayer  = false;
                npcData.followFrequency       = 0f;
                npcData.followDistance        = 0f;
                npcData.followDistanceMax     = 0f;
                npcData.followFaceWhenIdle    = false;
                npcData.followRandomDirection = false;
            }

            if (headFacing == HeadFacing.Manual && headTurnTarget != null)
            {
                npcData.isHeadTurning = true;
                npcData.headTargetID  = Serializer.GetConstantID(headTurnTarget);
                if (npcData.headTargetID == 0)
                {
                    ACDebug.LogWarning("The NPC " + gameObject.name + "'s head-turning target Transform, " + headTurnTarget + ", was not saved because it has no Constant ID", gameObject);
                }
                npcData.headTargetX = headTurnTargetOffset.x;
                npcData.headTargetY = headTurnTargetOffset.y;
                npcData.headTargetZ = headTurnTargetOffset.z;
            }
            else
            {
                npcData.isHeadTurning = false;
                npcData.headTargetID  = 0;
                npcData.headTargetX   = 0f;
                npcData.headTargetY   = 0f;
                npcData.headTargetZ   = 0f;
            }

            if (GetComponentInChildren <FollowSortingMap>() != null)
            {
                FollowSortingMap followSortingMap = GetComponentInChildren <FollowSortingMap>();
                npcData.followSortingMap = followSortingMap.followSortingMap;
                if (!npcData.followSortingMap && followSortingMap.GetSortingMap() != null)
                {
                    if (followSortingMap.GetSortingMap().GetComponent <ConstantID>() != null)
                    {
                        npcData.customSortingMapID = followSortingMap.GetSortingMap().GetComponent <ConstantID>().constantID;
                    }
                    else
                    {
                        ACDebug.LogWarning("The NPC " + gameObject.name + "'s SortingMap, " + followSortingMap.GetSortingMap().name + ", was not saved because it has no Constant ID");
                        npcData.customSortingMapID = 0;
                    }
                }
                else
                {
                    npcData.customSortingMapID = 0;
                }
            }
            else
            {
                npcData.followSortingMap   = false;
                npcData.customSortingMapID = 0;
            }

            return(npcData);
        }
Ejemplo n.º 4
0
        private void Export()
        {
                        #if UNITY_WEBPLAYER
            ACDebug.LogWarning("Game text cannot be exported in WebPlayer mode - please switch platform and try again.");
                        #else
            if (speechManager == null || exportColumns == null || exportColumns.Count == 0 || speechManager.lines == null || speechManager.lines.Count == 0)
            {
                return;
            }

            string suggestedFilename = string.Empty;
            if (AdvGame.GetReferences().settingsManager)
            {
                suggestedFilename = AdvGame.GetReferences().settingsManager.saveFileName + " - ";
            }
            suggestedFilename += "GameText.csv";

            string fileName = EditorUtility.SaveFilePanel("Export game text", "Assets", suggestedFilename, "csv");
            if (fileName.Length == 0)
            {
                return;
            }

            string[]          sceneNames  = speechManager.GetSceneNames();
            List <SpeechLine> exportLines = new List <SpeechLine>();
            foreach (SpeechLine line in speechManager.lines)
            {
                if (filterByType)
                {
                    if (line.textType != typeFilter)
                    {
                        continue;
                    }
                }
                if (filterByScene)
                {
                    if (sceneNames != null && sceneNames.Length > sceneFilter)
                    {
                        string selectedScene      = sceneNames[sceneFilter] + ".unity";
                        string scenePlusExtension = (string.IsNullOrEmpty(line.scene)) ? string.Empty : (line.scene + ".unity");

                        if ((string.IsNullOrEmpty(line.scene) && sceneFilter == 0) ||
                            sceneFilter == 1 ||
                            (!string.IsNullOrEmpty(line.scene) && sceneFilter > 1 && line.scene.EndsWith(selectedScene)) ||
                            (!string.IsNullOrEmpty(line.scene) && sceneFilter > 1 && scenePlusExtension.EndsWith(selectedScene)))
                        {
                        }
                        else
                        {
                            continue;
                        }
                    }
                }
                if (filterByText)
                {
                    if (!line.Matches(textFilter, filterSpeechLine))
                    {
                        continue;
                    }
                }
                if (filterByTag)
                {
                    if (tagFilter == -1 ||
                        (tagFilter < speechManager.speechTags.Count && line.tagID == speechManager.speechTags[tagFilter].ID))
                    {
                    }
                    else
                    {
                        continue;
                    }
                }

                exportLines.Add(new SpeechLine(line));
            }

            if (doRowSorting)
            {
                switch (rowSorting)
                {
                case RowSorting.ByID:
                    exportLines.Sort((a, b) => a.lineID.CompareTo(b.lineID));
                    break;

                case RowSorting.ByDescription:
                    exportLines.Sort((a, b) => string.Compare(a.description, b.description, System.StringComparison.Ordinal));
                    break;

                case RowSorting.ByType:
                    exportLines.Sort((a, b) => string.Compare(a.textType.ToString(), b.textType.ToString(), System.StringComparison.Ordinal));
                    break;

                case RowSorting.ByAssociatedObject:
                    exportLines.Sort((a, b) => string.Compare(a.owner, b.owner, System.StringComparison.Ordinal));
                    break;

                case RowSorting.ByScene:
                    exportLines.Sort((a, b) => string.Compare(a.scene, b.scene, System.StringComparison.Ordinal));
                    break;

                default:
                    break;
                }
            }

            List <string[]> output = new List <string[]>();

            string[]      languagesArray = speechManager.languages.ToArray();
            List <string> headerList     = new List <string>();
            headerList.Add("ID");
            foreach (ExportColumn exportColumn in exportColumns)
            {
                headerList.Add(exportColumn.GetHeader(languagesArray));
            }
            output.Add(headerList.ToArray());

            foreach (SpeechLine line in exportLines)
            {
                List <string> rowList = new List <string>();
                rowList.Add(line.lineID.ToString());
                foreach (ExportColumn exportColumn in exportColumns)
                {
                    string cellText = exportColumn.GetCellText(line);
                    rowList.Add(cellText);
                }
                output.Add(rowList.ToArray());
            }

            string fileContents = CSVReader.CreateCSVGrid(output);
            if (!string.IsNullOrEmpty(fileContents) && Serializer.SaveFile(fileName, fileContents))
            {
                int numLines = exportLines.Count;
                ACDebug.Log(numLines.ToString() + " line" + ((numLines != 1) ? "s" : string.Empty) + " exported.");
            }
                        #endif
        }