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); }
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; }
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); }
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); }