/** ブレンド率。取得。 */ public float GetBlendWeight(string a_state_name) { #if (USE_DEF_FEE_SIMPLEANIMATION) { SimpleAnimation.State t_state = this.raw.GetState(a_state_name); return(t_state.weight); } #else { Tool.Assert(false); return(0.0f); } #endif }
/** 再生中かどうか。取得。 */ public bool IsPlay(string a_state_name) { #if (USE_DEF_FEE_SIMPLEANIMATION) { SimpleAnimation.State t_state = this.raw.GetState(a_state_name); return(t_state.enabled); } #else { Tool.Assert(false); return(false); } #endif }
/** モーション。追加。 */ public void AddMotion(string a_state_name, UnityEngine.AnimationClip a_animetion_clip) { if (a_animetion_clip != null) { #if (USE_DEF_FEE_SIMPLEANIMATION) this.raw.AddClip(a_animetion_clip, a_state_name); #else Tool.Assert(false); #endif } else { Tool.Assert(false); } }
/** マスター。接続リクエスト。 */ public void RequestConnectMaster() { if (this.step == Step.None) { //接続。 this.step = Step.ConnectMaster; this.status_master.mode = Status_Master.Mode.Request; } else { //処理中。 Tool.Assert(false); } }
/** ロビー。接続リクエスト。 */ public void RequestConnectLobby() { if (this.step == Step.None) { //接続。 this.step = Step.ConnectLobby; this.status_lobby.mode = Pun_Status_Lobby.Mode.Request; } else { //処理中。 Tool.Assert(false); } }
/** [シングルトン]constructor */ private PerformanceCounter() { //マテリアル。 UnityEngine.Shader t_shader = UnityEngine.Shader.Find(Config.SHADER_NAME_PERFORMANCECOUNTER); if (t_shader != null) { this.material = new UnityEngine.Material(t_shader); } else { Tool.Assert(false); } //フレームデータ。 this.framedata = new FrameData(); //フレーム終了待ち。 this.wait_for_endframe = new UnityEngine.WaitForEndOfFrame(); //delete_request this.delete_request = false; //カメラ。 { //最初。 this.camera_first_gameobject = new UnityEngine.GameObject("camera_first"); UnityEngine.GameObject.DontDestroyOnLoad(this.camera_first_gameobject); UnityEngine.Camera t_camera_first_camera = this.camera_first_gameobject.AddComponent <UnityEngine.Camera>(); Camera_First_MonoBehaviour t_camera_first_monobehaviour = this.camera_first_gameobject.AddComponent <Camera_First_MonoBehaviour>(); t_camera_first_camera.Reset(); t_camera_first_camera.cullingMask = 0; t_camera_first_camera.clearFlags = UnityEngine.CameraClearFlags.Nothing; t_camera_first_camera.depth = Config.CAMERADEPTH_FIRST; //最後。 this.camera_last_gameobject = new UnityEngine.GameObject("camera_last"); UnityEngine.GameObject.DontDestroyOnLoad(this.camera_last_gameobject); UnityEngine.Camera t_camera_last_camera = this.camera_last_gameobject.AddComponent <UnityEngine.Camera>(); this.camera_last_gameobject.AddComponent <Camera_Last_MonoBehaviour>(); t_camera_last_camera.Reset(); t_camera_last_camera.cullingMask = 0; t_camera_last_camera.clearFlags = UnityEngine.CameraClearFlags.Nothing; t_camera_last_camera.depth = Config.CAMERADEPTH_LAST; //StartCoroutine t_camera_first_monobehaviour.StartCoroutine(this.Unity_Start()); } }
/** CalcMD5 */ public static string CalcMD5(byte[] a_binary) { string t_hash_string = null; try{ using (System.Security.Cryptography.MD5CryptoServiceProvider t_md5 = new System.Security.Cryptography.MD5CryptoServiceProvider()){ byte[] t_hash = t_md5.ComputeHash(a_binary); t_hash_string = MD5.CreateHashString(t_hash); Tool.Assert(t_hash_string != null); } }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } return(t_hash_string); }
/** リクエスト。セーブ。バイナリファイル。 */ public Item RequestSaveBinaryFile(SaveRequestType a_request_type, Path a_relative_path, byte[] a_binary) { switch (a_request_type) { case SaveRequestType.SaveLocalBinaryFile: { WorkItem t_work_item = new WorkItem(); t_work_item.RequestSaveLocalBinaryFile(a_relative_path, a_binary); this.add_list.Add(t_work_item); return(t_work_item.GetItem()); } break; } Tool.Assert(false); return(null); }
/** リクエスト。セーブ。テクスチャファイル。 */ public Item RequestSaveTextureFile(SaveRequestType a_request_type, Path a_relative_path, UnityEngine.Texture2D a_texture) { switch (a_request_type) { case SaveRequestType.SaveLocalTextureFile: { WorkItem t_work_item = new WorkItem(); t_work_item.RequestSaveLocalTextureFile(a_relative_path, a_texture); this.add_list.Add(t_work_item); return(t_work_item.GetItem()); } break; } Tool.Assert(false); return(null); }
/** マスター。切断リクエスト。 */ public void RequestDisconnectMaster() { if (this.step == Step.None) { //切断。 this.step = Step.DisconnectMaster; { this.status_master.mode = Status_Master.Mode.Request; } } else { //処理中。 Tool.Assert(false); } }
/** ロビー。切断リクエスト。 */ public void RequestDisconnectRoom() { if (this.step == Step.None) { //切断。 this.step = Step.DisconnectRoom; { this.status_room.mode = Pun_Status_Room.Mode.Request; } } else { //処理中。 Tool.Assert(false); } }
/** 数値。取得。 */ public static bool GetTryCellNumeric(System.Object a_cell, out double a_result_value) { try{ if (a_cell != null) { System.Type t_type = a_cell.GetType(); if (t_type.IsValueType == true) { //数値へのキャスト。 a_result_value = (double)a_cell; return(true); } else if (t_type == typeof(string)) { string t_value_string = a_cell as string; if (t_value_string != null) { if (double.TryParse(t_value_string, out double t_value_double) == true) { //数値へのパース。 a_result_value = t_value_double; return(true); } } } else if (t_type == typeof(System.DBNull)) { //データのないセル。 } else { //不明。 Tool.Assert(false); } } else { //データのないセル。 } }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } //失敗。 a_result_value = 0.0; return(false); }
/** CreateUiInputField */ public static UnityEngine.GameObject CreateUiInputField(string a_name, UnityEngine.Transform a_parent_transform) { UnityEngine.UI.DefaultControls.Resources t_resources = new UnityEngine.UI.DefaultControls.Resources(); { //テクスチャー読み込み。 { if (s_inputfield_sprite == null) { UnityEngine.Texture2D t_texture = UnityEngine.Resources.Load <UnityEngine.Texture2D>(Config.TEXTURE_NAME_INPUTFIELD); UnityEngine.Rect t_rect = new UnityEngine.Rect(0.0f, 0.0f, t_texture.width, t_texture.height); UnityEngine.Vector2 t_pivot = new UnityEngine.Vector2(t_texture.width / 2, t_texture.height / 2); float t_pixels_per_unit = 100.0f; uint t_extrude = 1; UnityEngine.SpriteMeshType t_mesh_type = UnityEngine.SpriteMeshType.FullRect; UnityEngine.Vector4 t_border = new UnityEngine.Vector4(4.0f, 4.0f, 4.0f, 4.0f); bool t_generate_fallback_physicsshape = true; s_inputfield_sprite = UnityEngine.Sprite.Create(t_texture, t_rect, t_pivot, t_pixels_per_unit, t_extrude, t_mesh_type, t_border, t_generate_fallback_physicsshape); } } t_resources.inputField = s_inputfield_sprite; } UnityEngine.GameObject t_gameobject = UnityEngine.UI.DefaultControls.CreateInputField(t_resources); if (t_gameobject != null) { //name t_gameobject.name = a_name; //parent t_gameobject.GetComponent <UnityEngine.Transform>().SetParent(a_parent_transform); //image UnityEngine.UI.Image t_image = t_gameobject.GetComponent <UnityEngine.UI.Image>(); { t_image.type = UnityEngine.UI.Image.Type.Sliced; } } else { Tool.Assert(false); } return(t_gameobject); }
/** Alloc */ public System.Collections.Generic.LinkedListNode <NODE> Alloc() { { System.Collections.Generic.LinkedListNode <NODE> t_node = this.list.Last; if (t_node != null) { this.list.Remove(t_node); return(t_node); } } { Tool.Assert(false); NODE t_raw = new NODE(); return(new System.Collections.Generic.LinkedListNode <NODE>(t_raw)); } }
/** ロビー。接続リクエスト。 */ public void RequestConnectRoom(string a_room_key, string a_room_info) { if (this.step == Step.None) { //接続。 this.step = Step.ConnectRoom; { this.status_room.mode = Pun_Status_Room.Mode.Request; this.status_room.room_key = a_room_key; this.status_room.room_info = a_room_info; } } else { //処理中。 Tool.Assert(false); } }
/** モーション。再生。 */ public void PlayMotion(string a_state_name, float a_cross_time, bool a_cross) { #if (USE_DEF_FEE_SIMPLEANIMATION) if (a_cross == true) { this.raw.CrossFade(a_state_name, a_cross_time); } else { this.raw.Stop(); this.raw.Play(a_state_name); } #else { Tool.Assert(false); } #endif }
/** 作成。 * * 指定したものを追加する。 * */ public static UnityEngine.GameObject Create(Fee.File.Path a_output_assets_path, ResourceItem[] a_resource_list) { UnityEngine.GameObject t_prefab = new UnityEngine.GameObject(); t_prefab.name = "prefab_temp"; { //追加。 Add(t_prefab, a_resource_list); //新規作成。 Fee.EditorTool.Utility.SavePrefab(t_prefab, a_output_assets_path); } UnityEngine.GameObject.DestroyImmediate(t_prefab); //ロード。 UnityEngine.GameObject t_gameobject = Fee.EditorTool.Utility.LoadAsset <UnityEngine.GameObject>(a_output_assets_path); Tool.Assert(t_gameobject != null); return(t_gameobject); }
/** ミラー。作成。 */ public MirrorObject_MonoBehaviour CreateMirror(Fee.Mirror.RenderTextureSizeType a_size_type, UnityEngine.GameObject a_mirror_object, UnityEngine.Camera a_look_camera, string a_name) { if (a_mirror_object != null) { MirrorCamera_MonoBehaviour t_mirror_camera = MirrorCamera_MonoBehaviour.Create(a_size_type, a_name); //ミラーマテリアル。設定。 UnityEngine.Renderer t_renderer = a_mirror_object.GetComponent <UnityEngine.Renderer>(); if (t_renderer != null) { UnityEngine.Shader t_shader = UnityEngine.Shader.Find(Config.SHADER_NAME_MIRROR); if (t_shader != null) { t_renderer.material = new UnityEngine.Material(t_shader); t_renderer.material.SetTexture("texture_mirror", t_mirror_camera.GetRenderTexture()); } else { Tool.Assert(false); } } else { Tool.Assert(false); } //ミラーオブジェクト。設定。 MirrorObject_MonoBehaviour t_mirror_object = a_mirror_object.AddComponent <MirrorObject_MonoBehaviour>(); { t_mirror_object.mirror_camera = t_mirror_camera; t_mirror_object.look_camera = a_look_camera; t_mirror_object.look_transform = a_look_camera.GetComponent <UnityEngine.Transform>(); t_mirror_object.enabled = false; } return(t_mirror_object); } else { Tool.Assert(false); } return(null); }
/** Convert */ public static JsonItem Convert(System.Object a_from_object, System.Type a_from_type, ConvertToJsonItemOption a_from_option, ObjectToJsonItem_WorkPool a_workpool, int a_nest) { try{ //[] System.Array t_array_raw = (System.Array)a_from_object; JsonItem t_to_jsonitem = new JsonItem(new Value_IndexArray()); //サイズ確保。 t_to_jsonitem.ReSize(t_array_raw.Length); //値型。 System.Type t_list_value_type = Fee.ReflectionTool.Utility.GetListValueType(a_from_type); if (t_list_value_type == typeof(System.Object)) { for (int ii = 0; ii < t_array_raw.Length; ii++) { //ワークに追加。 System.Object t_listitem_object = t_array_raw.GetValue(ii); a_workpool.Add(ObjectToJsonItem_WorkPool.ModeSetIndexArray.Start, t_to_jsonitem, ii, t_listitem_object, t_listitem_object.GetType(), a_from_option, a_nest + 1); } } else { for (int ii = 0; ii < t_array_raw.Length; ii++) { //ワークに追加。 System.Object t_listitem_object = t_array_raw.GetValue(ii); a_workpool.Add(ObjectToJsonItem_WorkPool.ModeSetIndexArray.Start, t_to_jsonitem, ii, t_listitem_object, t_list_value_type, a_from_option, a_nest + 1); } } //成功。 return(t_to_jsonitem); }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } //失敗。 Tool.Assert(false); return(null); }
/** Convert */ public static void Convert(System.Int64 a_in_value, System.Text.StringBuilder a_out_stringbuilder, ConvertToJsonStringOption a_option) { try{ string t_string = a_in_value.ToString(Config.CULTURE); a_out_stringbuilder.Append(t_string); if ((a_option & ConvertToJsonStringOption.NoSignedNumberSuffix) == 0) { a_out_stringbuilder.Append("l"); } return; }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } //不明。 Tool.Assert(false); return; }
/** リクエスト。セーブ。テクスチャファイル。 */ public Item RequestSaveTextureFile(SaveRequestType a_request_type, Path a_relative_path, UnityEngine.Texture2D a_texture) { switch (a_request_type) { case SaveRequestType.SaveLocalTextureFile: { System.Collections.Generic.LinkedListNode <WorkItem> t_work_node = this.work_pool.Alloc(); t_work_node.Value.Reset(); t_work_node.Value.RequestSaveLocalTextureFile(a_relative_path, a_texture); this.work_add.AddLast(t_work_node); return(t_work_node.Value.GetItem()); } break; } Tool.Assert(false); return(null); }
/** シート。取得。 */ public static System.Data.DataTable GetSheet(System.Data.DataSet a_workbook, int a_index) { System.Data.DataTable t_sheet = null; if (a_workbook != null) { try{ t_sheet = a_workbook.Tables[a_index]; }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } } else { Tool.Assert(false); } return(t_sheet); }
/** シート数。取得。 */ public static int GetSheetCount(System.Data.DataSet a_workbook) { int t_count = 0; if (a_workbook != null) { try{ t_count = a_workbook.Tables.Count; }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } } else { Tool.Assert(false); } return(t_count); }
/** Create */ public static void Convert(System.Double a_value, System.Text.StringBuilder a_out_stringbuilder, ConvertToJsonStringOption a_option) { try{ string t_string = string.Format(Config.CULTURE, Config.FLOATING_TO_STRING_FORMAT, a_value); a_out_stringbuilder.Append(t_string); if ((a_option & ConvertToJsonStringOption.NoFloatingNumberSuffix) == 0) { a_out_stringbuilder.Append("f"); } return; }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } //不明。 Tool.Assert(false); return; }
/** RequestLoadUrl */ public Item RequestLoadUrl(LoadRequestType a_request_type, Path a_path, System.Collections.Generic.List <UnityEngine.Networking.IMultipartFormSection> a_post_data = null, Fee.File.CustomCertificateHandler a_certificate_handler = null) { switch (a_request_type) { //ロードURL。 case LoadRequestType.LoadUrlBinaryFile: { System.Collections.Generic.LinkedListNode <WorkItem> t_work_node = this.work_pool.Alloc(); t_work_node.Value.Reset(); t_work_node.Value.RequestLoadUrlBinaryFile(a_path, a_post_data, a_certificate_handler); this.work_add.AddLast(t_work_node); return(t_work_node.Value.GetItem()); } break; case LoadRequestType.LoadUrlTextFile: { System.Collections.Generic.LinkedListNode <WorkItem> t_work_node = this.work_pool.Alloc(); t_work_node.Value.Reset(); t_work_node.Value.RequestLoadUrlTextFile(a_path, a_post_data, a_certificate_handler); this.work_add.AddLast(t_work_node); return(t_work_node.Value.GetItem()); } break; case LoadRequestType.LoadUrlTextureFile: { System.Collections.Generic.LinkedListNode <WorkItem> t_work_node = this.work_pool.Alloc(); t_work_node.Value.Reset(); t_work_node.Value.RequestLoadUrlTextureFile(a_path, a_post_data, a_certificate_handler); this.work_add.AddLast(t_work_node); return(t_work_node.Value.GetItem()); } break; } Tool.Assert(false); return(null); }
/** 作成。 * * 全部追加する。 * */ public static UnityEngine.GameObject Create(Fee.File.Path a_output_assets_path, ResourceItem_Directory[] a_resource_list) { UnityEngine.GameObject t_prefab = new UnityEngine.GameObject(); t_prefab.name = "prefab_temp"; try{ //追加。 Add(t_prefab, a_resource_list); //新規作成。 Fee.EditorTool.Utility.SavePrefab(t_prefab, a_output_assets_path); }catch (System.Exception t_exception) { UnityEngine.Debug.LogError(t_exception.Message); } UnityEngine.GameObject.DestroyImmediate(t_prefab); //ロード。 UnityEngine.GameObject t_gameobject = Fee.EditorTool.Utility.LoadAsset <UnityEngine.GameObject>(a_output_assets_path); Tool.Assert(t_gameobject != null); return(t_gameobject); }
internal ToolExitCodes Run() { if (!_options.NoLogo) { ToolConsole.WriteHeader(); } if (_options.GetToolMode() == ToolMode.DisplayHelp) { ToolConsole.WriteHelpText(); return(ToolExitCodes.Success); } else { InputModule inputModule = InputModule.LoadInputs(_options); Tool.Assert(_options.GetToolMode().HasValue, System.SR.Format(System.SR.AmbiguousToolUseage)); return(ExecuteToolMode(inputModule)); } }
/** Convert */ public static void Convert(bool a_in_value, System.Text.StringBuilder a_out_stringbuilder, ConvertToJsonStringOption a_option) { try{ if (a_in_value == true) { a_out_stringbuilder.Append("true"); } else { a_out_stringbuilder.Append("false"); } return; }catch (System.Exception t_exception) { Tool.DebugReThrow(t_exception); } //不明。 Tool.Assert(false); return; }
/** パラメータタイプリスト。作成。 */ private System.Collections.Generic.List <ParamListItem> CreateParamTypeList(int a_param_type_y, int a_param_name_y, int a_start_x, int a_end_x) { System.Collections.Generic.List <ParamListItem> t_list = new System.Collections.Generic.List <ParamListItem>(); for (int xx = a_start_x; xx < a_end_x; xx++) { string t_param_type = this.GetTryCellString(xx, a_param_type_y); string t_param_name = this.GetTryCellString(xx, a_param_name_y); switch (t_param_type) { case Config.PARAMTYPE_STRING: { t_list.Add(new ParamListItem(ParamType.StringType, t_param_name, xx)); } break; case Config.PARAMTYPE_INT: { t_list.Add(new ParamListItem(ParamType.IntType, t_param_name, xx)); } break; case Config.PARAMTYPE_FLOAT: { t_list.Add(new ParamListItem(ParamType.FloatType, t_param_name, xx)); } break; case Config.PARAMTYPE_COMMENT: { //スキップ。 } break; default: { //不明なパラメータタイプ。 Tool.Assert(false); } break; } } return(t_list); }
/** GetCharLength */ private static int GetCharLength(string a_string, int a_index) { if (a_string[a_index] == '\\') { if ((a_index + 1) < a_string.Length) { return(2); } else { //「\\」の後ろがない。 Tool.Assert(false); return(1); } } else { //通常文字。 return(1); } }