// private DrawBuffer dummy_draw_buffer_; void Start() { TaskManager.Instance.init(); Sight.Instance.init(null /* material */); LockTarget.createPool(); list_ = new List <TestTask>(); GameObject prefab = null; for (var i = 0; i < MAX; ++i) { GameObject go; if (prefab == null) { prefab = GameObject.Find("Cube"); go = prefab; } else { float range = 8; go = Instantiate(prefab, new Vector3(Random.Range(-range, range), Random.Range(-range, range), Random.Range(-range, range)), Quaternion.identity) as GameObject; } var task = new TestTask(); var pos = go.transform.position; var rot = go.transform.rotation; task.init(ref pos, ref rot); var lock_target = LockTarget.create(task, ref CV.Vector3Zero); task.lock_target_ = lock_target; task.owner_ = go; list_.Add(task); } camera_ = Camera.main; my_camera_ = MyCamera.create(); // dummy_draw_buffer_ = new DrawBuffer(); }
private void thread_entry() { var camera = MyCamera.create(); player_ = Player.create(); camera.setPlayer(player_); TaskManager.Instance.setCamera(camera); for (;;) { try { main_loop(); while (update_sync_frame_ >= render_sync_frame_) { manual_reset_event_.WaitOne(); manual_reset_event_.Reset(); } ++update_sync_frame_; } catch (System.Exception e) { Debug.Log(e); } } }
private void initialize() { #if UNITY_PSP2 UnityEngine.PSVita.Diagnostics.enableHUD = true; #endif DontDestroyOnLoad(gameObject); stopwatch_ = new System.Diagnostics.Stopwatch(); stopwatch_.Start(); rendering_front_ = 0; camera_ = GameObject.Find("MainCamera").GetComponent <Camera>(); // Camera.main; camera_.eventMask = 0; { player_go_ = Instantiate(player_prefab_) as GameObject; player_arm_transform_ = player_go_.transform.Find("fighter_arm"); { var go = new GameObject(); go.name = "LockonRangeRenderer"; go.transform.position = CV.Vector3Zero; go.transform.rotation = CV.QuaternionIdentity; var lr = go.AddComponent <LockonRangeRenderer>(); LockonRangeRenderer.setInstance(lr); go.transform.SetParent(player_go_.transform); go.transform.localPosition = new Vector3(0f, 0.5f, 0f); } { var go = new GameObject(); go.name = "ShieldRenderer"; go.transform.position = Vector3.zero; go.transform.rotation = Quaternion.identity; go.AddComponent <ShieldRenderer>(); go.transform.SetParent(player_go_.transform); go.transform.localPosition = new Vector3(0f, 0f, 0f); } } Options.Instance.init(); InputManager.Instance.init(); GameManager.Instance.init(); TaskManager.Instance.init(); MyCollider.createPool(); LockTarget.createPool(); Missile.createPool(); Bullet.createPool(); Enemy.createPool(); EnemyBullet.createPool(); Shutter.createPool(); Debris.Instance.init(debris_material_); Spark.Instance.init(spark_material_); Beam.Instance.init(beam_material_); Beam2.Instance.init(beam2_material_); Trail.Instance.init(trail_material_); Explosion.Instance.init(explosion_material_); Hahen.Instance.init(hahen_material_); Shockwave.Instance.init(shockwave_material_); // HUD.Instance.init(); LockonRange.Instance.init(lockon_range_material_); LockonRangeRenderer.Instance.init(camera_); Shield.Instance.init(shield_material_); Sight.Instance.init(sight_material_); if (SightRenderer.Instance) { SightRenderer.Instance.init(camera_); } VRSprite.Instance.init(sprites_, vrsprite_material_); if (VRSpriteRenderer.Instance) { VRSpriteRenderer.Instance.init(camera_); } Notice.createPool(); MySprite.Instance.init(sprites_, sprite_material_); MySpriteRenderer.Instance.init(camera_); MyFont.Instance.init(font_, font_material_); MyFontRenderer.Instance.init(camera_); draw_buffer_ = new DrawBuffer[2]; for (int i = 0; i < 2; ++i) { draw_buffer_[i].init(); } manual_reset_event_ = new System.Threading.ManualResetEvent(false); #if UNITY_PS4 setFPS(120); #else setFPS(90); #endif update_frame_ = 0; update_sync_frame_ = 0; update_time_ = 0f; render_frame_ = 0; render_sync_frame_ = 0; camera_holder_transform_ = camera_holder_.transform; ProjectionMatrix = camera_.projectionMatrix; if (zako_prefab_ != null) { zako_pool_ = new GameObject[ZAKO_MAX]; for (var i = 0; i < ZAKO_MAX; ++i) { zako_pool_[i] = Instantiate(zako_prefab_) as GameObject; zako_pool_[i].SetActive(false); } } if (dragon_head_prefab_ != null) { dragon_head_pool_ = new GameObject[DRAGON_HEAD_MAX]; for (var i = 0; i < DRAGON_HEAD_MAX; ++i) { dragon_head_pool_[i] = Instantiate(dragon_head_prefab_) as GameObject; dragon_head_pool_[i].SetActive(false); } } if (dragon_body_prefab_ != null) { dragon_body_pool_ = new GameObject[DRAGON_BODY_MAX]; for (var i = 0; i < DRAGON_BODY_MAX; ++i) { dragon_body_pool_[i] = Instantiate(dragon_body_prefab_) as GameObject; dragon_body_pool_[i].SetActive(false); } } if (dragon_tail_prefab_ != null) { dragon_tail_pool_ = new GameObject[DRAGON_TAIL_MAX]; for (var i = 0; i < DRAGON_TAIL_MAX; ++i) { dragon_tail_pool_[i] = Instantiate(dragon_tail_prefab_) as GameObject; dragon_tail_pool_[i].SetActive(false); } } if (shutter_prefab_ != null) { shutter_pool_ = new GameObject[SHUTTER_MAX]; for (var i = 0; i < SHUTTER_MAX; ++i) { shutter_pool_[i] = Instantiate(shutter_prefab_) as GameObject; shutter_pool_[i].SetActive(false); } } uv_scroller_list_ = new UVScroller[8]; // audio audio_sources_bullet_ = new AudioSource[AUDIOSOURCE_BULLET_MAX]; for (var i = 0; i < AUDIOSOURCE_BULLET_MAX; ++i) { audio_sources_bullet_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_bullet_[i].clip = se_bullet_; audio_sources_bullet_[i].volume = 0.4f; } audio_source_bullet_index_ = 0; audio_sources_explosion_ = new AudioSource[AUDIOSOURCE_EXPLOSION_MAX]; for (var i = 0; i < AUDIOSOURCE_EXPLOSION_MAX; ++i) { audio_sources_explosion_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_explosion_[i].clip = se_explosion_; audio_sources_explosion_[i].volume = 0.25f; } audio_source_explosion_index_ = 0; audio_sources_missile_ = new AudioSource[AUDIOSOURCE_MISSILE_MAX]; for (var i = 0; i < AUDIOSOURCE_MISSILE_MAX; ++i) { audio_sources_missile_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_missile_[i].clip = se_missile_; audio_sources_missile_[i].volume = 0.25f; } audio_source_missile_index_ = 0; audio_sources_lockon_ = new AudioSource[AUDIOSOURCE_LOCKON_MAX]; for (var i = 0; i < AUDIOSOURCE_LOCKON_MAX; ++i) { audio_sources_lockon_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_lockon_[i].clip = se_lockon_; audio_sources_lockon_[i].volume = 0.20f; } audio_source_lockon_index_ = 0; audio_sources_shield_ = new AudioSource[AUDIOSOURCE_SHIELD_MAX]; for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i) { audio_sources_shield_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_shield_[i].clip = se_shield_; audio_sources_shield_[i].volume = 0.25f; } audio_source_shield_index_ = 0; audio_sources_voice_ikuyo_ = gameObject.AddComponent <AudioSource>(); audio_sources_voice_ikuyo_.clip = se_voice_ikuyo_; audio_sources_voice_ikuyo_.volume = 0.75f; audio_sources_voice_uwaa_ = gameObject.AddComponent <AudioSource>(); audio_sources_voice_uwaa_.clip = se_voice_uwaa_; audio_sources_voice_uwaa_.volume = 0.75f; audio_sources_voice_sorosoro_ = gameObject.AddComponent <AudioSource>(); audio_sources_voice_sorosoro_.clip = se_voice_sorosoro_; audio_sources_voice_sorosoro_.volume = 0.75f; audio_sources_voice_ototo_ = gameObject.AddComponent <AudioSource>(); audio_sources_voice_ototo_.clip = se_voice_ototo_; audio_sources_voice_ototo_.volume = 0.75f; audio_sources_voice_yoshi_ = gameObject.AddComponent <AudioSource>(); audio_sources_voice_yoshi_.clip = se_voice_yoshi_; audio_sources_voice_yoshi_.volume = 0.75f; audio_sources_bgm_ = gameObject.AddComponent <AudioSource>(); audio_sources_bgm_.clip = bgm01_; audio_sources_bgm_.volume = 0.5f; audio_sources_bgm_.loop = true; is_bgm_playing_ = false; gc_start_count_ = System.GC.CollectionCount(0 /* generation */); my_camera_ = MyCamera.create(); player_ = Player.create(); flow_speed_target_ = 0f; flow_speed_ = 0f; }
private IEnumerator initialize() { camera_final_ = camera_final_holder_.GetComponent <Camera>(); camera_final_.enabled = false; UnityPluginIF.Load("UnityPlugin"); Application.targetFrameRate = (int)RENDER_FPS; DontDestroyOnLoad(gameObject); stopwatch_ = new System.Diagnostics.Stopwatch(); stopwatch_.Start(); rendering_front_ = 0; #if UTJ_MULTI_THREADED manual_reset_event_ = new System.Threading.ManualResetEvent(false); update_sync_frame_ = 0; #endif setFPS(DefaultFps); update_frame_ = 0; update_time_ = 0f; render_frame_ = 0; render_sync_frame_ = 0; pause_ = false; spectator_mode_ = auto_; canvas_.SetActive(false); camera_ = camera_holder_.GetComponent <Camera>(); ProjectionMatrix = camera_.projectionMatrix; BoxingPool.init(); InputManager.Instance.init(); Controller.Instance.init(auto_); TaskManager.Instance.init(); MyCollider.createPool(); Bullet.createPool(); EnemyBullet.createPool(); EnemyLaser.createPool(); Enemy.createPool(); WaterSurface.Instance.init(water_surface_input_material_, water_surface_distortion_, water_surface_line_render_); WaterSurfaceRenderer.Instance.init(camera_.transform); Spark.Instance.init(spark_material_); Beam.Instance.init(beam_material_); BeamRenderer.Instance.init(Beam.Instance); Beam2.Instance.init(beam2_material_); Beam2Renderer.Instance.init(Beam2.Instance); WaterSplash.Instance.init(water_splash_material_, WaterSurfaceRenderer.Instance.getReflectionTexture()); WaterSplashRenderer.Instance.init(WaterSplash.Instance); AuraEffect.Instance.init(); Explosion.Instance.init(explosion_material_); ExplosionRenderer.Instance.init(Explosion.Instance); Hahen.Instance.init(hahen_material_); HahenRenderer.Instance.init(Hahen.Instance); Shield.Instance.init(shield_material_); ShieldRenderer.Instance.init(Shield.Instance); Debris.Instance.init(debris_material_); Dust.Instance.init(dust_material_); LightEnvironmentController.Instance.init(); Sight.Instance.init(sight_material_); SightRenderer.Instance.init(Sight.Instance); MySprite.Instance.init(sprites_, sprite_material_); MySpriteRenderer.Instance.init(camera_); MyFont.Instance.init(font_, font_material_); MyFontRenderer.Instance.init(); GaugeJump.Create(); PerformanceMeter.Instance.init(); draw_buffer_ = new DrawBuffer[2]; for (int i = 0; i < 2; ++i) { draw_buffer_[i].init(); } yield return(Player.Instance.initialize()); my_camera_ = MyCamera.create(); spectator_camera_ = SpectatorCamera.create(); set_camera(spectator_mode_); if (player_prefab_ != null) { GameObject go = Instantiate(player_prefab_); // player_renderer_ = go.GetComponent<PlayerRenderer>(); muscle_motion_renderer_player_ = go.GetComponent <MuscleMotionRenderer>(); muscle_motion_renderer_player_.init(); } if (enemy_zako_prefab_ != null) { enemy_zako_pool_ = new GameObject[ENEMY_ZAKO_MAX]; for (var i = 0; i < ENEMY_ZAKO_MAX; ++i) { enemy_zako_pool_[i] = Instantiate(enemy_zako_prefab_) as GameObject; enemy_zako_pool_[i].SetActive(false); } } if (dragon_head_prefab_ != null) { dragon_head_pool_ = new GameObject[DRAGON_HEAD_MAX]; for (var i = 0; i < DRAGON_HEAD_MAX; ++i) { dragon_head_pool_[i] = Instantiate(dragon_head_prefab_) as GameObject; dragon_head_pool_[i].SetActive(false); } } if (dragon_body_prefab_ != null) { dragon_body_pool_ = new GameObject[DRAGON_BODY_MAX]; for (var i = 0; i < DRAGON_BODY_MAX; ++i) { dragon_body_pool_[i] = Instantiate(dragon_body_prefab_) as GameObject; dragon_body_pool_[i].SetActive(false); } } if (dragon_tail_prefab_ != null) { dragon_tail_pool_ = new GameObject[DRAGON_TAIL_MAX]; for (var i = 0; i < DRAGON_TAIL_MAX; ++i) { dragon_tail_pool_[i] = Instantiate(dragon_tail_prefab_) as GameObject; dragon_tail_pool_[i].SetActive(false); } } // audio audio_sources_bullet_ = new AudioSource[AUDIOSOURCE_BULLET_MAX]; for (var i = 0; i < AUDIOSOURCE_BULLET_MAX; ++i) { audio_sources_bullet_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_bullet_[i].clip = se_bullet_; audio_sources_bullet_[i].volume = 0.04f; } audio_source_bullet_index_ = 0; audio_sources_explosion_ = new AudioSource[AUDIOSOURCE_EXPLOSION_MAX]; for (var i = 0; i < AUDIOSOURCE_EXPLOSION_MAX; ++i) { audio_sources_explosion_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_explosion_[i].clip = se_explosion_; audio_sources_explosion_[i].volume = 0.025f; } audio_source_explosion_index_ = 0; audio_sources_laser_ = new AudioSource[AUDIOSOURCE_LASER_MAX]; for (var i = 0; i < AUDIOSOURCE_LASER_MAX; ++i) { audio_sources_laser_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_laser_[i].clip = se_laser_; audio_sources_laser_[i].volume = 0.025f; } audio_source_laser_index_ = 0; audio_sources_shield_ = new AudioSource[AUDIOSOURCE_SHIELD_MAX]; for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i) { audio_sources_shield_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_shield_[i].clip = se_shield_; audio_sources_shield_[i].volume = 0.020f; } audio_source_shield_index_ = 0; audio_sources_shield_ = new AudioSource[AUDIOSOURCE_SHIELD_MAX]; for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i) { audio_sources_shield_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_shield_[i].clip = se_shield_; audio_sources_shield_[i].volume = 0.025f; } audio_source_shield_index_ = 0; audio_sources_bgm_ = gameObject.AddComponent <AudioSource>(); audio_sources_bgm_.clip = bgm01_; audio_sources_bgm_.volume = 0.05f; audio_sources_bgm_.loop = true; is_bgm_playing_ = false; GameManager.Instance.init(); #if UTJ_MULTI_THREADED update_thread_ = new Thread(thread_entry); update_thread_.Priority = System.Threading.ThreadPriority.Highest; update_thread_.Start(); #endif #if UNITY_PS4 || UNITY_EDITOR int rw = 1920; int rh = 1080; #elif UNITY_PSP2 int rw = 480; int rh = 272; #else int rw = 568; int rh = 320; #endif render_texture_ = new RenderTexture(rw, rh, 24 /* depth */, RenderTextureFormat.ARGB32); render_texture_.Create(); camera_.targetTexture = render_texture_; final_material_.mainTexture = render_texture_; initialized_ = true; camera_final_.enabled = true; }