public override bool RunScriptCommand()
        {
            BattleStateManager current = BattleStateManager.current;
            bool result;

            if (current != null)
            {
                result = true;
                StageParams stageParams = current.hierarchyData.stageParams;
                ClassSingleton <AdventureSceneData> .Instance.stage = stageParams.gameObject;
                LightColorChanger lightColorChanger = ClassSingleton <AdventureSceneData> .Instance.adventureLight.GetComponent <LightColorChanger>();

                if (lightColorChanger == null)
                {
                    lightColorChanger = ClassSingleton <AdventureSceneData> .Instance.adventureLight.gameObject.AddComponent <LightColorChanger>();
                }
                BattleCameraObject battleCameraObject = stageParams.gameObject.AddComponent <BattleCameraObject>();
                battleCameraObject.sunLight             = ClassSingleton <AdventureSceneData> .Instance.adventureLight;
                battleCameraObject.camera3D             = ClassSingleton <AdventureSceneData> .Instance.adventureCamera.camera3D;
                battleCameraObject.sunLightColorChanger = lightColorChanger;
                stageParams.SetHierarchyEnviroments(battleCameraObject);
                base.ResumeScriptEngine();
            }
            else
            {
                result = false;
            }
            return(result);
        }
Esempio n. 2
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    public void SetHierarchyEnviroments(BattleCameraObject cameraObject)
    {
        RenderSettings.skybox = this.skybox;
        Light sunLight = cameraObject.sunLight;

        sunLight.intensity = this.sunLightIntensity;
        LightColorChanger sunLightColorChanger = cameraObject.sunLightColorChanger;

        sunLight.bounceIntensity = this.sunLightBounceLight;
        sunLightColorChanger.SetColors(this._sunLightColor);
        sunLightColorChanger.speed = this._sunLightColorTransitionSpeed;
        sunLightColorChanger.ResetColor();
        sunLightColorChanger.transform.rotation = Quaternion.Euler(this.sunLightEulerAngle);
        sunLightColorChanger.isEnable           = true;
        Camera camera3D = cameraObject.camera3D;

        if (this.skybox != null)
        {
            camera3D.clearFlags = CameraClearFlags.Skybox;
        }
        else
        {
            camera3D.clearFlags      = CameraClearFlags.Color;
            camera3D.backgroundColor = this.skyColor;
        }
        RenderSettings.ambientMode = this.ambientMode;
        AmbientMode ambientMode = RenderSettings.ambientMode;

        if (ambientMode != AmbientMode.Skybox)
        {
            if (ambientMode != AmbientMode.Trilight)
            {
                RenderSettings.ambientLight = this.ambientLight;
            }
            else
            {
                RenderSettings.ambientSkyColor     = this.ambientLight;
                RenderSettings.ambientEquatorColor = this.ambientEquatorColor;
                RenderSettings.ambientGroundColor  = this.ambientGroundColor;
            }
        }
        else
        {
            RenderSettings.ambientLight = this.ambientLight;
        }
        RenderSettings.ambientIntensity = this.ambientIntensity;
    }
Esempio n. 3
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        public override bool RunScriptCommand()
        {
            BattleStateManager current = BattleStateManager.current;
            bool result;

            if (current != null)
            {
                result = true;
                BattleCameraObject component = ClassSingleton <AdventureSceneData> .Instance.stage.GetComponent <BattleCameraObject>();

                if (component != null)
                {
                    UnityEngine.Object.Destroy(component);
                }
                ClassSingleton <AdventureSceneData> .Instance.stage = null;
                base.ResumeScriptEngine();
            }
            else
            {
                result = false;
            }
            return(result);
        }
Esempio n. 4
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        public override bool RunScriptCommand()
        {
            bool       result = true;
            string     stagePrefabPathByAttackEffectId = CommonResourcesDataMng.Instance().GetStagePrefabPathByAttackEffectId(this.stageFileName);
            GameObject original   = AssetDataMng.Instance().LoadObject(stagePrefabPathByAttackEffectId, null, true) as GameObject;
            GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(original);

            ClassSingleton <AdventureSceneData> .Instance.stage = gameObject;
            gameObject.name             = "Stage";
            gameObject.transform.parent = ClassSingleton <AdventureSceneData> .Instance.scriptObjectRoot.transform;
            LightColorChanger sunLightColorChanger = ClassSingleton <AdventureSceneData> .Instance.adventureLight.gameObject.AddComponent <LightColorChanger>();

            BattleCameraObject battleCameraObject = gameObject.AddComponent <BattleCameraObject>();

            battleCameraObject.sunLight             = ClassSingleton <AdventureSceneData> .Instance.adventureLight;
            battleCameraObject.camera3D             = ClassSingleton <AdventureSceneData> .Instance.adventureCamera.camera3D;
            battleCameraObject.sunLightColorChanger = sunLightColorChanger;
            StageParams component = gameObject.GetComponent <StageParams>();

            component.SetHierarchyEnviroments(battleCameraObject);
            base.ResumeScriptEngine();
            return(result);
        }