Exemple #1
0
        private void Update()
        {
            if (_gameViewBoundsProvider.Hwnd != IntPtr.Zero)
            {
                Interop.SetWindow(_gameViewBoundsProvider.Hwnd);
                if (!_isConnected)
                {
                    Interop.Start(false);

                    _gazePointDataProvider.Disconnect();
                    _headPoseDataProvider.Disconnect();
                    _isConnected = true;
                }
            }

            SyncData();

            var gameViewBounds = _gameViewBoundsProvider
                                 .GetGameViewClientAreaNormalizedBounds();

            _gameViewInfo = new GameViewInfo(gameViewBounds);

            _gazeFocus.UpdateGazeFocus();

            StartCoroutine(DoEndOfFrameCleanup());
        }
    private void OpenMainView(object arg)
    {
        Dictionary <string, GameObject> dicNodeName = arg as Dictionary <string, GameObject>;
        string              playerPrefabName        = "Blade_Warrior_Prefab";
        GameObject          playerObj = dicNodeName[playerPrefabName];
        ModelAttackRoleData data      = new ModelAttackRoleData(GetModel <MPlayerData>().PlayerHP, 0.5f, 30);

        m_player           = new ModelPlayer(playerObj, data);
        m_monsterScaleFlag = GameSceneManager.DistanceToCamera(playerObj.transform.position);

        m_cameraTrans           = dicNodeName[GameConst.PlayerCamera].transform;
        m_cameraRotationY       = m_cameraTrans.rotation.eulerAngles.y;
        m_cameraHeight          = m_cameraTrans.position.y - GameConfig.CameraHeightFix;
        m_cameraToPlayerDis     = m_player.transform.position.z - m_cameraTrans.position.z;
        m_cameraToPlayerDisVec3 = m_player.transform.position - m_cameraTrans.position;

        GameView viewType = GameView.MainView;

        ViewManager.Open(GameViewInfo.GetViewName(Moudle, GameView.MainView),
                         (GameObject gameObject) => {
            m_playerView     = new PlayerView(Moudle, viewType, gameObject.GetComponent <UIPrefab>());
            Vector3 position = GameSceneManager.ToScreenPoint(playerObj.transform.position);
            position.y      += ModelRoleManager.GetModelRoleHpPosY(playerPrefabName);
            m_playerView.CreateHPProcess(playerPrefabName, position, 1, true);
        }
                         );

        EventManager.Register(GameEvent.Type.FrameUpdate, FrameUpdate);
    }
        private void GetPlayerViewImpl(GetPlayerViewReq req, GetPlayerViewResp resp)
        {
            GameViewInfo gv = Server.GameManager.GetPlayerView(req.PlayerId, req.Auth.GetClientCode());

            resp.Index        = gv.PlayerIndex;
            resp.GameState    = gv.GameState.ToString();
            resp.Turn         = gv.Turn;
            resp.PlayerStates = gv.PlayerStates.Select(p => new EnPlayerState(p)).ToList();
            resp.Map          = new EnMapData(gv.Map);
        }
    public static GameViewInfo GetViewInfo(GameMoudle moudle, GameView view)
    {
        string name = GameViewInfo.GetViewName(moudle, view);

        if (!dicViewNameInfo.ContainsKey(name))
        {
            DebugTool.LogError("ViewManager::view info is not exit view name\t" + name);
        }
        return(dicViewNameInfo[name]);
    }
Exemple #5
0
        private void StartObservingImpl(StartObservingReq req, StartObservingResp resp)
        {
            Team         team = Server.TeamRegistry.GetTeam(req.Auth.TeamName);
            GameDetails  gd   = Server.GameManager.GetGameDetails(req.GameId, team);
            GameViewInfo gv   = Server.GameManager.StartObserving(req.ObserverId, req.GameId, req.Auth.GetClientCode(), team);

            resp.GameDetails  = new EnGameDetails(gd);
            resp.Turn         = gv.Turn;
            resp.MapData      = new EnMapData(gv.Map);
            resp.PlayerStates = gv.PlayerStates.Select(ps => new EnPlayerState(ps)).ToArray();
        }
    public void OpenMainView(object arg)
    {
        GameView viewType = GameView.MainView;

        ViewManager.Open(GameViewInfo.GetViewName(Moudle, GameView.MainView),
                         (GameObject gameObject) => {
            m_selectView = new SelectView(Moudle, viewType, gameObject.GetComponent <UIPrefab>());
            m_selectView.ShowSelectScene(GetModel <MSelectData>().Scenes);
        }
                         );
    }
    public static void Init()
    {
        GameViewInfo info = new GameViewInfo(GameMoudle.Loading, GameView.MainView);

        dicViewNameInfo.Add(info.Name, info);
        info = new GameViewInfo(GameMoudle.Select, GameView.MainView);
        dicViewNameInfo.Add(info.Name, info);
        info = new GameViewInfo(GameMoudle.VirtualButton, GameView.MainView);
        dicViewNameInfo.Add(info.Name, info);
        info = new GameViewInfo(GameMoudle.Player, GameView.MainView);
        dicViewNameInfo.Add(info.Name, info);
    }
        private void GetPlayerViewImpl(GetPlayerViewReq req, GetPlayerViewResp resp)
        {
            GameViewInfo gv = Server.GameManager.GetPlayerView(req.PlayerId, req.Auth.GetClientCode());

            resp.GameUid                = gv.GameUid.ToString();
            resp.Turn                   = gv.Turn;
            resp.Mode                   = gv.PlayerStates[gv.PlayerIndex].Mode.ToString();
            resp.Map                    = new EnMapData(gv.Map);
            resp.TecmanPosition         = new EnPoint(gv.Map.TecmanPosition);
            resp.GhostPositions         = gv.Map.GhostPosition.Select(p => new EnPoint(p)).ToList();
            resp.PreviousTecmanPosition = new EnPoint(gv.PreviousTecmanPosition);
            resp.PreviousGhostPositions = gv.PreviousGhostPosition.Select(p => new EnPoint(p)).ToList();
        }
Exemple #9
0
 public void OpenMainView(object arg)
 {
     if (m_virtualButtonView == null)
     {
         GameView viewType = GameView.MainView;
         ViewManager.Open(GameViewInfo.GetViewName(Moudle, viewType),
                          (GameObject gameObject) =>
                          m_virtualButtonView = new VirtualButtonView(Moudle, viewType, gameObject.GetComponent <UIPrefab>())
                          );
     }
     else
     {
         m_virtualButtonView.Show();
     }
 }
 protected void LoadItem(string itemName, Transform parent, int count, System.Action <UIPrefab> callback = null)
 {
     IsHaveItem = true;
     ViewManager.LoadItem(GameViewInfo.GetViewName(m_moudle, m_view), itemName,
                          (GameObject gameObject) => {
         for (int i = 0; i < count; i++)
         {
             GameObject item = Object.Instantiate(gameObject) as GameObject;
             item.transform.SetParent(parent);
             int index = AddItem(itemName, item.GetComponent <UIPrefab>());
             callback?.Invoke(GetItem(itemName, index));
         }
     }
                          );
 }
    public static void Open(string viewName, Action <GameObject> callback)
    {
        GameViewInfo viewInfo = GetViewInfo(viewName);

        AssetBundleManager.Load(viewInfo.AssetBundleName, viewInfo.Name,
                                (GameObject gameObj) => {
            GameObject view   = UnityEngine.Object.Instantiate(gameObj) as GameObject;
            GameObject parent = GameSceneManager.GetNode(viewInfo.ParentName);
            if (parent == null)
            {
                DebugTool.LogError(string.Format("view name : {0}, parent node name : {1} not exit", viewName, viewInfo.ParentName));
            }
            view.transform.SetParent(parent.transform, false);
            callback(view);
        }
                                );
    }
    private static void InitCache()
    {
        dicAssetBundle          = new Dictionary <string, AssetBundle>();
        dicDelAssetBundle       = new Dictionary <string, AssetBundle>();
        dicCacheAssetBundleName = new Dictionary <string, bool>();
        dicAssetBundleObject    = new Dictionary <string, Dictionary <string, Object> >();
        dicCacheObjectName      = new Dictionary <string, string>();

        dicCacheAssetBundleName.Add(PathConfig.AssetBundlePlatformPath, true);
        dicCacheAssetBundleName.Add(PathConfig.AssetBundleNumberAtlasPath, true);
        dicCacheAssetBundleName.Add(PathConfig.AssetBundleNumberPrefabPath, true);
        GameViewInfo viewInfo = ViewManager.GetViewInfo(GameMoudle.Loading, GameView.MainView);

        dicCacheObjectName.Add(viewInfo.AssetBundleName, viewInfo.Name);
        viewInfo = ViewManager.GetViewInfo(GameMoudle.Select, GameView.MainView);
        dicCacheObjectName.Add(viewInfo.AssetBundleName, viewInfo.Name);
        viewInfo = ViewManager.GetViewInfo(GameMoudle.VirtualButton, GameView.MainView);
        dicCacheObjectName.Add(viewInfo.AssetBundleName, viewInfo.Name);
    }
Exemple #13
0
 public void OpenMainView(object arg)
 {
     if (m_loadingView == null)
     {
         GameView viewType = GameView.MainView;
         ViewManager.Open(GameViewInfo.GetViewName(Moudle, viewType),
                          (GameObject gameObject) => {
             m_loadingView = new LoadingView(Moudle, viewType, gameObject.GetComponent <UIPrefab>());
             EventManager.Register(GameEvent.Type.FrameUpdate, OnStartGameFrameUpdate);
             m_startTime = Time.time;
         }
                          );
     }
     else
     {
         m_loadingView.Show();
         EventManager.Register(GameEvent.Type.FrameUpdate, OnFrameUpdate);
     }
 }
Exemple #14
0
    public static void CreatConfig()
    {
        Object[]            arr        = Selection.GetFiltered(typeof(GameViewAbstract), SelectionMode.TopLevel);
        var                 GameConfig = ScriptableObject.CreateInstance <GameViewConfig>();
        List <GameViewInfo> gameInfos  = new List <GameViewInfo>();

        foreach (var item in arr)
        {
            var a = new GameViewInfo();
            a.View  = (GameViewAbstract)item;
            a.Table = item.name;
            gameInfos.Add(a);
        }
        GameConfig.GameViewList = gameInfos;
        GameConfig.ConfigName   = "defaultConfig";
        if (arr.Length > 0)
        {
            var filePath = AssetDatabase.GetAssetPath(arr[0]).Replace(arr[0].name + ".prefab", "viewConfig.asset");
            AssetDatabase.CreateAsset(GameConfig, filePath);
            Debug.LogFormat("Create Config : {0}", filePath);
        }
        AssetDatabase.Refresh();
    }
    public static void LoadItem(string viewName, string objName, Action <GameObject> callback)
    {
        GameViewInfo viewInfo = GetViewInfo(viewName);

        AssetBundleManager.Load(viewInfo.AssetBundleName, objName, callback);
    }