/// <summary> /// 这里初始化所有的csv配置 /// </summary> public void InitCsv(ref CsvManager csvMgr) { csvMgr.AddCSVCreate((int)eAllCSV.eAC_Animation, "动作表", new AnimationCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_Effect, "特效表", new EffectCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_Sound, "音效表", new SoundCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_Dns, "域名表", new DnsCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_GameText, "游戏文本表", new GameTextCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_Scene, "地图表", new SceneCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_Player, "角色表", new PlayerCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_PlayerExp, "玩家经验表", new PlayerExpCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_Skill, "技能主表", new SkillCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_SkillStep, "技能子表", new SkillStepCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_SkillData, "技能数据表", new SkillDataCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_SkillBuff, "技能buff表", new SkillBuffCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAc_BuffTrigger, "技能buff触发器表", new BuffTriggerCsv()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_UIHeroShow, "英雄展示表", UIHeroShowCsv.CreateCSV()); csvMgr.AddCSVCreate((int)eAllCSV.eAC_UIHeroShowEffect, "英雄展示动效表", UIHeroShowEffectCsv.CreateCSV()); InitLuaCsv(ref csvMgr); }
private void OnCreateEnv() { // 创建photo对象,摄像机和灯光 m_photoObject = new GameObject("photo_" + m_resId); m_photoObject.transform.position = new Vector3(m_photoPos, 0, 0); m_photoPos += 100; if (m_type == PhotoType.hero) { // 背景 //EntityBaseInfo infoBg = new EntityBaseInfo(); //infoBg.m_resID = m_bgResId; //infoBg.m_ilayer = (int)LusuoLayer.eEL_Photo; //infoBg.m_parent = m_photoObject.transform; //m_bgHandleId = EntityManager.Inst.CreateEntity(eEntityType.eBoneEntity, infoBg, (ent) => //{ // SetBgOffset(); //}); } m_photoCam = (new GameObject("cam")).AddComponent <Camera>(); m_photoCam.transform.SetParent(m_photoObject.transform); m_photoCam.cullingMask = LayerMask.GetMask(LayerMask.LayerToName((int)LusuoLayer.eEL_Photo)); // 以及特效 m_photoCam.depth = -1; m_photoCam.farClipPlane = 15; m_photoCam.backgroundColor = Color.clear; m_photoCam.clearFlags = CameraClearFlags.SolidColor; m_photoCam.useOcclusionCulling = false; RenderTextureFormat rtFormat = RenderTextureFormat.Default; if (CheckSupport(ref rtFormat)) { if (m_bFullScreen) { m_photoRT = new RenderTexture((int)(Screen.width * 1f), (int)(Screen.height * 1f), 1, rtFormat); } else { m_photoRT = new RenderTexture((int)(m_w * 1f), (int)(m_h * 1f), 1, rtFormat); } m_photoRT.depth = 24; m_photoCam.targetTexture = m_photoRT; if (m_photoImage != null) { m_photoImage.texture = m_photoCam.targetTexture; m_photoImage.gameObject.SetActiveNew(true); } } // 动态读取配置 UIHeroShowCsv csv = CsvManager.Inst.GetCsv <UIHeroShowCsv>((int)eAllCSV.eAC_UIHeroShow); UIHeroShowCsvData data = csv.GetData((int)m_resId); if (data.orthographic == 0) // 透视 { m_photoCam.orthographic = false; m_photoCam.fieldOfView = data.fovOrSize; m_photoCam.farClipPlane = 15f; } else { m_photoCam.orthographic = true; m_photoCam.orthographicSize = data.fovOrSize; } if (data != null) { // 相机 m_photoCam.transform.localPosition = data.vPos; m_photoCam.transform.localEulerAngles = data.vRota; GameObject lig1 = new GameObject("l1"); lig1.transform.SetParent(m_photoObject.transform); Light light = lig1.AddComponent <Light>(); light.type = LightType.Directional; light.transform.localPosition = Vector3.zero; light.transform.localEulerAngles = data.vLightPos_1; light.color = data.vLightColor_1 / 255; light.intensity = data.lightIntensity_1; light.range = 10; light.cullingMask = LayerMask.GetMask(LayerMask.LayerToName((int)LusuoLayer.eEL_Photo)); GameObject lig2 = new GameObject("l2"); lig2.transform.SetParent(m_photoObject.transform); Light light2 = lig2.AddComponent <Light>(); light2.type = LightType.Point; light2.transform.localPosition = data.vLightPos_2; light2.color = data.vLightColor_2 / 255; light2.intensity = data.lightIntensity_2; light2.range = 10; light2.cullingMask = LayerMask.GetMask(LayerMask.LayerToName((int)LusuoLayer.eEL_Photo)); } }