Exemple #1
0
        private void InstantiatePerUnitTypeData(UnitType type)
        {
            var gameObject               = type == UnitType.Melee? UnitViewSettings.Instance.MeleePrefab: UnitViewSettings.Instance.SkeletonPrefab;
            var renderingData            = gameObject.GetComponentInChildren <RenderingDataWrapper>().Value;
            SkinnedMeshRenderer renderer = renderingData.SkinnedMeshRenderer;
            Material            material = renderingData.Material;
            LodData             lodData  = renderingData.LodData;

            var animationComponent = gameObject.GetComponent <Animation>();

            var dataPerUnitType = new Data.DataPerUnitType
            {
                BakedData = KeyframeTextureBaker.BakeClips(renderer, animationComponent, lodData),
                Material  = material,
            };

            dataPerUnitType.Drawer     = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.NewMesh);
            dataPerUnitType.Lod1Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.Lods.Lod1Mesh);
            dataPerUnitType.Lod2Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.Lods.Lod2Mesh);
            dataPerUnitType.Lod3Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.Lods.Lod3Mesh);


            _perUnitTypeDataHolder.Add(type, dataPerUnitType);
            // TransferAnimationData(type);
        }
Exemple #2
0
    private void InstantiatePerUnitTypeData(UnitType type)
    {
        var                 minionPrefab  = Spawner.GetMinionPrefab(type);
        var                 renderingData = minionPrefab.GetComponentInChildren <RenderingDataWrapper>().Value;
        GameObject          bakingObject  = GameObject.Instantiate(renderingData.BakingPrefab);
        SkinnedMeshRenderer renderer      = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();
        Material            material      = renderingData.Material;
        LodData             lodData       = renderingData.LodData;

        var dataPerUnitType = new DataPerUnitType
        {
            UnitType  = type,
            BakedData = KeyframeTextureBaker.BakeClips(renderer,
                                                       GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData),
            Material = material,
        };

        dataPerUnitType.Drawer     = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.NewMesh);
        dataPerUnitType.Lod1Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod1Mesh);
        dataPerUnitType.Lod2Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod2Mesh);
        dataPerUnitType.Lod3Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod3Mesh);

        perUnitTypeDataHolder.Add(type, dataPerUnitType);
        TransferAnimationData(type);
        GameObject.Destroy(bakingObject);
    }
Exemple #3
0
    private void initilize()
    {
        if (init)
        {
            return;
        }
        init = true;
        PreSetting          setting      = Resources.Load <PreSetting>("PreSetting");
        var                 bakingObject = GameObject.Instantiate(setting.go) as GameObject;
        SkinnedMeshRenderer renderer     = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();
        LodData             lodData      = new LodData();

        lodData.Lod1Mesh     = setting.mesh0;
        lodData.Lod2Mesh     = setting.mesh1;
        lodData.Lod3Mesh     = setting.mesh2;
        lodData.Lod1Distance = 10;
        lodData.Lod2Distance = 20;
        lodData.Lod3Distance = 30;
        Material material = setting.material;

        //SkinnedMeshRenderer r = Combine.CombineIt(bakingObject.transform);
        bakedData = KeyframeTextureBaker.BakeClips(renderer, GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData);
        //bakedData = KeyframeTextureBaker.BakeClips(r, GetAllAnimationClips(r.GetComponentInParent<Animation>()), lodData);

        TransferAnimationData();

        //UnityEngine.Object fGo = Resources.Load("Formation");
        for (int i = 0; i < formationCount; i++)
        {
            Vector3 formationPosition = new Vector3(i % 5 * (width + 30), 1, i / 5 * (height + 20));

            //GameObject instance = Object.Instantiate(fGo) as GameObject;
            //instance.name = "Formation_" + i;
            //Formation form = instance.GetComponent<Formation>();
            //form.Init(width, height);
            //instance.transform.position = formationPosition;
            FormationData data = new FormationData();
            data.width             = width;
            data.height            = height;
            data.formationPosition = formationPosition;
            formationList.Add(data);
        }

        lodDrawer0 = new LodedDrawerECS(bakedData.NewMesh, material, bakedData);
        lodDrawer1 = new LodedDrawerECS(bakedData.lods.Lod1Mesh, material, bakedData);
        lodDrawer2 = new LodedDrawerECS(bakedData.lods.Lod2Mesh, material, bakedData);
        lodDrawer3 = new LodedDrawerECS(bakedData.lods.Lod3Mesh, material, bakedData);
    }
Exemple #4
0
    void Start()
    {
        var bakingObject             = GameObject.Instantiate(go);
        SkinnedMeshRenderer renderer = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();

        lodData              = new LodData();
        lodData.Lod1Mesh     = mesh0;
        lodData.Lod2Mesh     = mesh1;
        lodData.Lod3Mesh     = mesh2;
        lodData.Lod1Distance = 10;
        lodData.Lod2Distance = 20;
        lodData.Lod3Distance = 30;

        bakedData = KeyframeTextureBaker.BakeClips(renderer, GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData);

        TransferAnimationData();

        UnityEngine.Object fGo = Resources.Load("Formation");
        for (int i = 0; i < formationCount; i++)
        {
            int width  = 12;
            int height = 6;

            Vector3 formationPosition = new Vector3(i % 5 * (width + 5), 1, i / 5 * (height + 4));

            GameObject instance = Instantiate(fGo) as GameObject;
            instance.name = "Formation_" + i;
            Formation form = instance.GetComponent <Formation>();
            form.Init(width, height);
            instance.transform.position = formationPosition;
            formationList.Add(form);
        }

        //SaveTextureToFile(bakedData.Texture0, "tp1.png");
        //SaveTextureToFile(bakedData.Texture1, "tp2.png");
        //SaveTextureToFile(bakedData.Texture2, "tp3.png");

        lodDrawer0 = new LodedDrawer(bakedData.NewMesh, material, bakedData, animationClipData, formationList);
        lodDrawer1 = new LodedDrawer(bakedData.lods.Lod1Mesh, material, bakedData, animationClipData, formationList);
        lodDrawer2 = new LodedDrawer(bakedData.lods.Lod2Mesh, material, bakedData, animationClipData, formationList);
        lodDrawer3 = new LodedDrawer(bakedData.lods.Lod3Mesh, material, bakedData, animationClipData, formationList);
    }
Exemple #5
0
    private void InstantiatePerUnitTypeData(UnitType type)
    {
        var minionPrefab             = Spawner.GetMinionPrefab(type);
        var renderingData            = minionPrefab.GetComponentInChildren <RenderingDataWrapper>().Value;
        var bakingObject             = GameObject.Instantiate(renderingData.BakingPrefab);
        SkinnedMeshRenderer renderer = bakingObject.GetComponentInChildren <SkinnedMeshRenderer>();
        Material            material = renderingData.Material;
        LodData             lodData  = renderingData.LodData;

        var dataPerUnitType = new DataPerUnitType
        {
            UnitType  = type,
            BakedData = KeyframeTextureBaker.BakeClips(renderer,
                                                       GetAllAnimationClips(renderer.GetComponentInParent <Animation>()), lodData),
            Material = material,
        };

        dataPerUnitType.Drawer     = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.NewMesh);
        dataPerUnitType.Lod1Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod1Mesh);
        dataPerUnitType.Lod2Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod2Mesh);
        dataPerUnitType.Lod3Drawer = new InstancedSkinningDrawer(dataPerUnitType, dataPerUnitType.BakedData.lods.Lod3Mesh);

#if !USE_SAFE_JOBS
        dataPerUnitType.BufferPointers     = new NativeArray <IntPtr>(12, Allocator.Persistent);
        dataPerUnitType.BufferPointers[0]  = dataPerUnitType.Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[1]  = dataPerUnitType.Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[2]  = dataPerUnitType.Drawer.BufferPointers[2];
        dataPerUnitType.BufferPointers[3]  = dataPerUnitType.Lod1Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[4]  = dataPerUnitType.Lod1Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[5]  = dataPerUnitType.Lod1Drawer.BufferPointers[2];
        dataPerUnitType.BufferPointers[6]  = dataPerUnitType.Lod2Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[7]  = dataPerUnitType.Lod2Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[8]  = dataPerUnitType.Lod2Drawer.BufferPointers[2];
        dataPerUnitType.BufferPointers[9]  = dataPerUnitType.Lod3Drawer.BufferPointers[0];
        dataPerUnitType.BufferPointers[10] = dataPerUnitType.Lod3Drawer.BufferPointers[1];
        dataPerUnitType.BufferPointers[11] = dataPerUnitType.Lod3Drawer.BufferPointers[2];
#endif

        perUnitTypeDataHolder.Add(type, dataPerUnitType);
        TransferAnimationData(type);
        GameObject.Destroy(bakingObject);
    }