private GameObject _GetPooledGameObjLOD(string prefabName, bool isParticle, SceneObjType sceneObjType, Vector3 pos, Quaternion rot, bool useRotation, out bool isInit) { string realPath = null; isInit = false; if (this.m_resourcesNotExist.ContainsKey(prefabName)) { return(null); } this.GetPrefabLOD <GameObject>(prefabName, isParticle, out realPath); GameObject obj2 = null; if (useRotation) { obj2 = Singleton <CGameObjectPool> .GetInstance().GetGameObject(realPath, pos, rot, enResourceType.BattleScene, out isInit); } else { obj2 = Singleton <CGameObjectPool> .GetInstance().GetGameObject(realPath, pos, enResourceType.BattleScene, out isInit); } if (obj2 != null) { obj2.transform.SetParent(this.rootObjs[(int)sceneObjType].transform); obj2.transform.position = pos; } return(obj2); }
public GameObject Spawn(string name, SceneObjType sceneObjType, VInt3 position, VInt3 forward) { GameObject gameObject = null; string fullPathInResources = this.emptyActorPrefabs[(int)sceneObjType]; if (fullPathInResources != null) { GameObject content = Singleton <CResourceManager> .GetInstance().GetResource(fullPathInResources, typeof(GameObject), enResourceType.BattleScene, true, false).m_content as GameObject; gameObject = Singleton <CGameObjectPool> .GetInstance().GetGameObject(fullPathInResources, enResourceType.BattleScene); if ((gameObject != null) && (content != null)) { gameObject.layer = content.layer; gameObject.tag = content.tag; } } else { gameObject = new GameObject(); } gameObject.name = name; gameObject.transform.position = (Vector3)position; gameObject.transform.rotation = Quaternion.LookRotation((Vector3)forward); gameObject.transform.parent = this.rootObjs[(int)sceneObjType].transform; return(gameObject); }
public void AddToRoot(GameObject obj, SceneObjType sceneObjType) { if (obj != null) { obj.transform.parent = this.rootObjs[(int)sceneObjType].transform; } }
public GameObject Spawn(string name, SceneObjType sceneObjType) { GameObject obj2; return(new GameObject { name = string.Format("{0}({1})", name, obj2.GetInstanceID()), transform = { parent = this.rootObjs[(int)sceneObjType].transform } }); }
public GameObject Spawn(string name, SceneObjType sceneObjType) { GameObject gameObject = new GameObject(); gameObject.name = string.Format("{0}({1})", name, gameObject.GetInstanceID()); gameObject.transform.parent = this.rootObjs[(int)sceneObjType].transform; return(gameObject); }
public void AddToRoot(GameObject obj, SceneObjType sceneObjType, Vector3 pos, Quaternion rot) { if (obj != null) { obj.transform.parent = this.rootObjs[(int)sceneObjType].transform; obj.transform.position = pos; obj.transform.rotation = rot; } }
public GameObject InstantiateLOD(string prefabName, bool isParticle, SceneObjType sceneObjType, Vector3 pos) { GameObject obj2 = this.InstantiateLOD(prefabName, isParticle, sceneObjType); if (obj2 != null) { obj2.transform.position = pos; } return(obj2); }
public GameObject InstantiateLOD(string prefabName, bool isParticle, SceneObjType sceneObjType, Vector3 pos, Quaternion rot) { GameObject gameObject = this.InstantiateLOD(prefabName, isParticle, sceneObjType); if (gameObject != null) { gameObject.transform.position = pos; gameObject.transform.rotation = rot; } return(gameObject); }
private void ClearObjs(SceneObjType type) { GameObject obj2 = this.rootObjs[(int)type]; while (obj2.transform.childCount > 0) { GameObject gameObject = obj2.transform.GetChild(obj2.transform.childCount - 1).gameObject; gameObject.transform.parent = null; UnityEngine.Object.Destroy(gameObject); } }
public GameObject Spawn(string name, SceneObjType sceneObjType, Vector3 position, Vector3 forward) { GameObject obj2 = new GameObject { name = name }; obj2.transform.position = position; obj2.transform.rotation = Quaternion.LookRotation(forward); obj2.transform.parent = this.rootObjs[(int)sceneObjType].transform; return(obj2); }
public GameObject Spawn(string name, SceneObjType sceneObjType, Vector3 position, Quaternion rotation) { return(new GameObject { name = name, transform = { position = position, rotation = rotation, parent = this.rootObjs[(int)sceneObjType].transform } }); }
public GameObject InstantiateLOD(string prefabName, bool isParticle, SceneObjType sceneObjType) { string realPath = null; GameObject original = this.GetPrefabLOD <GameObject>(prefabName, isParticle, out realPath); if (original == null) { return(null); } GameObject obj3 = UnityEngine.Object.Instantiate(original) as GameObject; if (obj3 != null) { obj3.transform.parent = this.rootObjs[(int)sceneObjType].transform; } return(obj3); }
public GameObject InstantiateLOD(string prefabName, bool isParticle, SceneObjType sceneObjType) { string text = null; GameObject prefabLOD = this.GetPrefabLOD <GameObject>(prefabName, isParticle, out text); if (prefabLOD == null) { return(null); } GameObject gameObject = Object.Instantiate(prefabLOD) as GameObject; if (gameObject) { gameObject.transform.parent = this.rootObjs[(int)sceneObjType].transform; } return(gameObject); }
public GameObject GetPooledGameObjLOD(string prefabName, bool isParticle, SceneObjType sceneObjType, Vector3 pos, Quaternion rot) { bool flag = false; return(this.GetPooledGameObjLOD(prefabName, isParticle, sceneObjType, pos, rot, out flag)); }
private void ReadObjsInConfig(SceneVo scene_vo, string scene_content, string pattern, Dictionary <int, List <SceneObjVo> > dic, SceneObjType obj_type) { Match match = Regex.Match(scene_content, pattern); if (match.Groups.Count < 2) { return; } bool is_first = true; Match m = Regex.Match(match.Groups[1].ToString(), "id=(\\d*), x=(\\d*), y=(\\d*)"); while (m.Success) { if (m.Groups.Count >= 4) { SceneObjVo vo = new SceneObjVo(); vo.sceneId = scene_vo.sceneId; vo.id = Convert.ToInt32(m.Groups[1].ToString()); vo.x = Convert.ToInt32(m.Groups[2].ToString()); vo.y = Convert.ToInt32(m.Groups[3].ToString()); // 普通场景的限制 if (0 == scene_vo.sceneType) { if (SceneObjType.NPC == obj_type && dic.ContainsKey(vo.id)) { Command.Instance.PrintLog(string.Format("错误:有相同的NPC,可能导致任务寻路失败, scene_id={0}, npc_id = {1}", vo.sceneId, vo.id), Color.Red); } if (is_first) { is_first = false; if (SceneObjType.MONSTER == obj_type && dic.ContainsKey(vo.id)) { Command.Instance.PrintLog(string.Format("警告:不同场景有相同的怪物,可能导致任务寻路失败, scene_id={0}, monster_id = {1}", vo.sceneId, vo.id), Color.YellowGreen); } if (SceneObjType.GATHER == obj_type && dic.ContainsKey(vo.id)) { Command.Instance.PrintLog(string.Format("错误:不同场景有相同的的采集物,可能导致任务寻路失败, scene_id={0}, gather_id = {1}", vo.sceneId, vo.id), Color.Red); } } } List <SceneObjVo> vo_list; if (!dic.TryGetValue(vo.id, out vo_list)) { vo_list = new List <SceneObjVo>(); dic.Add(vo.id, vo_list); } vo_list.Add(vo); } m = m.NextMatch(); } }
public GameObject GetPooledGameObjLOD(string prefabName, bool isParticle, SceneObjType sceneObjType, Vector3 pos) { bool isInit = false; return(this.GetPooledGameObjLOD(prefabName, isParticle, sceneObjType, pos, out isInit)); }
public GameObject GetPooledGameObjLOD(string prefabName, bool isParticle, SceneObjType sceneObjType, Vector3 pos, Quaternion rot, out bool isInit) { return(this._GetPooledGameObjLOD(prefabName, isParticle, sceneObjType, pos, rot, true, out isInit)); }
public GameObject GetRoot(SceneObjType sceneObjType) { return(this.rootObjs[(int)sceneObjType]); }