Exemple #1
0
 /// <summary>
 /// デシリアライズ時に実行
 /// </summary>
 protected override void OnDeserialization()
 {
     if (SeInfo == null)
     {
         return;
     }
     Color        = SeInfo.GetValue <ColorPlus>(S_Color);
     Size         = SeInfo.GetInt32(S_Size);
     OutLineColor = SeInfo.GetValue <ColorPlus>(S_OutLineColor);
     OutLineSize  = SeInfo.GetInt32(S_OutLineSize);
     base.OnDeserialization();
 }
Exemple #2
0
 private void UpdateSound()
 {
     for (int i = 0; i < this.seInfo.Length; i++)
     {
         SeInfo seInfo = this.seInfo[i];
         if (seInfo != null && !seInfo.isPlayed && oldTime <= seInfo.keyData.time && seInfo.keyData.time <= playingTime)
         {
             SoundManager.PlayOneShotUISE(seInfo.keyData.seId);
             seInfo.isPlayed = true;
         }
     }
 }
Exemple #3
0
 /// <summary>
 /// デシリアライズ時に実行
 /// </summary>
 protected override void OnDeserialization()
 {
     if (SeInfo == null)
     {
         return;
     }
     Color     = SeInfo.GetValue <ColorPlus>(S_Color);
     Point1    = SeInfo.GetValue <SerializableVector2DF>(S_Point1);
     Point2    = SeInfo.GetValue <SerializableVector2DF>(S_Point2);
     Thickness = SeInfo.GetSingle(S_Thickness);
     base.OnDeserialization();
 }
Exemple #4
0
    private IEnumerator InitImpl(string cutSceneDataPath, Action <bool> _onComplete)
    {
        LoadingQueue loadQueue = new LoadingQueue(this);

        if (!string.IsNullOrEmpty(cutSceneDataPath))
        {
            LoadObject loadedCutSceneObj = loadQueue.Load(RESOURCE_CATEGORY.CUTSCENE, cutSceneDataPath, false);
            if (loadQueue.IsLoading())
            {
                yield return((object)loadQueue.Wait());
            }
            cutSceneData = (loadedCutSceneObj.loadedObject as CutSceneData);
        }
        if (cutSceneData == null)
        {
            _onComplete?.Invoke(false);
        }
        else
        {
            for (int n = 0; n < cutSceneData.seDataList.Count; n++)
            {
                loadQueue.CacheSE(cutSceneData.seDataList[n].seId, null);
            }
            for (int m = 0; m < cutSceneData.effectKeyData.Count; m++)
            {
                loadQueue.CacheEffect(RESOURCE_CATEGORY.EFFECT_ACTION, cutSceneData.effectKeyData[m].effectId);
            }
            for (int k = 0; k < 2; k++)
            {
                if (cameras[k] == null)
                {
                    CutSceneCamera cutSceneCamera = new CutSceneCamera();
                    GameObject     cameraObj      = new GameObject("cut_scene_camera_ " + k.ToString());
                    cutSceneCamera.camera    = cameraObj.AddComponent <Camera>();
                    cutSceneCamera.transform = cameraObj.get_transform();
                    cutSceneCamera.transform.set_parent(_transform);
                    cameraObj.SetActive(false);
                    cameras[k] = cutSceneCamera;
                }
            }
            playerInfo = new PlayerInfo[4];
            enemyInfo  = new EnemyInfo();
            actorInfo  = new ActorInfo[cutSceneData.actorData.Length];
            effectInfo = new EffectInfo[cutSceneData.effectKeyData.Count];
            seInfo     = new SeInfo[cutSceneData.seDataList.Count];
            for (int l = 0; l < cutSceneData.actorData.Length; l++)
            {
                CutSceneData.ActorData actorData = cutSceneData.actorData[l];
                actorInfo[l]         = new ActorInfo();
                actorInfo[l].keyData = actorData;
                actorInfo[l].obj     = Object.Instantiate <GameObject>(actorData.prefab);
                actorInfo[l].obj.get_transform().set_parent(_transform);
                actorInfo[l].animator = actorInfo[l].obj.GetComponent <Animator>();
                actorInfo[l].animator.set_cullingMode(0);
                actorInfo[l].animator.set_runtimeAnimatorController(actorData.animatorController);
                actorInfo[l].animator.Rebind();
                actorInfo[l].obj.SetActive(false);
            }
            for (int j = 0; j < cutSceneData.effectKeyData.Count; j++)
            {
                EffectInfo effect = new EffectInfo
                {
                    keyData = cutSceneData.effectKeyData[j]
                };
                effectInfo[j] = effect;
            }
            for (int i = 0; i < cutSceneData.seDataList.Count; i++)
            {
                SeInfo se = new SeInfo
                {
                    keyData = cutSceneData.seDataList[i]
                };
                seInfo[i] = se;
            }
            if (loadQueue.IsLoading())
            {
                yield return((object)loadQueue.Wait());
            }
            _onComplete?.Invoke(true);
        }
    }