Esempio n. 1
0
        protected override void CreateManagers()
        {
            base.CreateManagers();

            GameStateManager.CreateFromPrefab(_gameStateManagerPrefab, ManagersContainer);
            CinematicsManager.CreateFromPrefab(_cinematicsManagerPrefab, ManagersContainer);
            DialogueManager.CreateFromPrefab(_dialogManagerPrefab, ManagersContainer);
            HighScoreManager.Create(ManagersContainer);
        }
Esempio n. 2
0
 public void Init()
 {
     cinematicsManager = MapLoader.Loader.cinematicsManager;
     Array.Resize(ref cinematicNames, cinematicsManager.cinematics.Count + 1);
     Array.Copy(cinematicsManager.cinematics.Select(c => (c == null ? "Null" : c.name)).ToArray(), 0, cinematicNames, 1, cinematicsManager.cinematics.Count);
     if (currentCinematic == -1)
     {
         currentCinematic = 0;
     }
     cinematicIndex = currentCinematic;
     loaded         = true;
 }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        originalCameraController = FindObjectOfType <CameraController>();
        cinematicsManager        = FindObjectOfType <CinematicsManager>();

        foreach (Transform child in transform)
        {
            CinematicStep cinematicStep = child.GetComponent <CinematicStep>();

            if (cinematicStep != null)
            {
                cinematicSteps.Add(cinematicStep);
            }
        }
    }
Esempio n. 4
0
    public void Init()
    {
        controller = MapLoader.Loader.controller;
        if (MapLoader.Loader is R2PS1Loader)
        {
            R2PS1Loader l = MapLoader.Loader as R2PS1Loader;
            ps1Streams = l.streams;
            string[] cinematicNames = CinematicNames;
            Array.Resize(ref cinematicNames, ps1Streams.Length + 1);
            CinematicNames = cinematicNames;

            for (int i = 0; i < ps1Streams.Length; i++)
            {
                CinematicNames[i + 1] = "Stream " + i;
                PS1GameInfo game = PS1GameInfo.Games[Settings.s.mode];
                if (game != null && game.cines != null && game.cines.ContainsKey(l.lvlName))
                {
                    if (game.cines[l.lvlName].Length > i)
                    {
                        CinematicNames[i + 1] += ": " + game.cines[l.lvlName][i];
                    }
                }
                if (l.levelHeader.initialStreamID == i)
                {
                    CinematicNames[i + 1] += " (intro)";
                }
            }
        }
        else
        {
            cinematicsManager = MapLoader.Loader.cinematicsManager;
            string[] cinematicNames = CinematicNames;
            Array.Resize(ref cinematicNames, cinematicsManager.cinematics.Count + 1);
            CinematicNames = cinematicNames;
            Array.Copy(cinematicsManager.cinematics.Select(c => (c == null ? "Null" : c.name)).ToArray(), 0, CinematicNames, 1, cinematicsManager.cinematics.Count);
        }
        if (currentCinematic == -1)
        {
            currentCinematic = 0;
        }
        CinematicIndex = currentCinematic;
        loaded         = true;
    }
    void Awake()
    {
        scener      = FindObjectOfType <AdvanceScene>();
        cineManager = FindObjectOfType <CinematicsManager>();

        if (textBack)
        {
            animateTextback = textBack.GetComponent <AnimateDialogue>();
        }

        wmManager  = FindObjectOfType <WorldMonologueManager>();
        camManager = FindObjectOfType <CameraManager>();

        if (monoReader == null)
        {
            monoReader = GetComponentInChildren <MonologueReader>();
        }
        if (monoReader.hostObj == null)
        {
            monoReader.hostObj = gameObject;
        }
        monoReader.monoManager = this;
    }
 // Use this for initialization
 void Start()
 {
     cinematicsManager = FindObjectOfType <CinematicsManager>();
 }
Esempio n. 7
0
        async Task LoadLVL()
        {
            loadingState = "Loading level memory";
            await WaitIfNecessary();

            files_array[Mem.Lvl].GotoHeader();
            Reader reader    = files_array[Mem.Lvl].reader;
            long   totalSize = reader.BaseStream.Length;

            //reader.ReadUInt32();
            if (Settings.s.game == Settings.Game.R3 &&
                (Settings.s.platform == Settings.Platform.PC ||
                 Settings.s.platform == Settings.Platform.Xbox ||
                 Settings.s.platform == Settings.Platform.Xbox360 ||
                 Settings.s.platform == Settings.Platform.PS3))
            {
                reader.ReadUInt32();                 // fix checksum?
            }
            reader.ReadUInt32();
            reader.ReadUInt32();
            reader.ReadUInt32();
            reader.ReadUInt32();
            if (Settings.s.platform == Settings.Platform.PC ||
                Settings.s.platform == Settings.Platform.Xbox ||
                Settings.s.platform == Settings.Platform.Xbox360 ||
                Settings.s.platform == Settings.Platform.PS3)
            {
                if (Settings.s.game == Settings.Game.R3)
                {
                    string timeStamp = reader.ReadString(0x18);
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                }
                else if (Settings.s.game == Settings.Game.RM ||
                         Settings.s.game == Settings.Game.RA ||
                         Settings.s.game == Settings.Game.Dinosaur)
                {
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                }
            }
            reader.ReadBytes(0x104);             // vignette
            if (Settings.s.game != Settings.Game.Dinosaur)
            {
                reader.ReadUInt32();
            }
            loadingState = "Loading level textures";
            await ReadTexturesLvl(reader, Pointer.Current(reader));

            if ((Settings.s.platform == Settings.Platform.PC ||
                 Settings.s.platform == Settings.Platform.Xbox ||
                 Settings.s.platform == Settings.Platform.Xbox360 ||
                 Settings.s.platform == Settings.Platform.PS3) &&
                !hasTransit && Settings.s.game != Settings.Game.Dinosaur)
            {
                Pointer off_lightMapTexture = Pointer.Read(reader);                 // g_p_stLMTexture
                Pointer.DoAt(ref reader, off_lightMapTexture, () => {
                    lightmapTexture = TextureInfo.Read(reader, off_lightMapTexture);
                });
                if (Settings.s.game == Settings.Game.R3)
                {
                    Pointer off_overlightTexture = Pointer.Read(reader);                     // *(_DWORD *)(GLI_BIG_GLOBALS + 370068)
                    Pointer.DoAt(ref reader, off_overlightTexture, () => {
                        overlightTexture = TextureInfo.Read(reader, off_overlightTexture);
                    });
                }
            }
            Pointer off_animBankLvl = null;

            if (Settings.s.game == Settings.Game.Dinosaur)
            {
                // animation bank is read right here.
                off_animBankLvl = Pointer.Current(reader);                 // Note: only one 0x104 bank in fix.
                print("Lvl animation bank address: " + off_animBankLvl);
                animationBanks = new AnimationBank[5];
                AnimationBank[] banks = AnimationBank.Read(reader, off_animBankLvl, 0, 1, files_array[Mem.LvlKeyFrames]);
                animationBanks[0] = banks[0];
            }
            loadingState = "Loading globals";
            await WaitIfNecessary();

            globals.off_transitDynamicWorld = null;
            globals.off_actualWorld         = Pointer.Read(reader);
            globals.off_dynamicWorld        = Pointer.Read(reader);
            if (Settings.s.game == Settings.Game.R3 &&
                (Settings.s.platform == Settings.Platform.PC ||
                 Settings.s.platform == Settings.Platform.Xbox ||
                 Settings.s.platform == Settings.Platform.Xbox360 ||
                 Settings.s.platform == Settings.Platform.PS3))
            {
                reader.ReadUInt32();                 // ???
            }
            globals.off_inactiveDynamicWorld = Pointer.Read(reader);
            globals.off_fatherSector         = Pointer.Read(reader);     // It is I, Father Sector.
            globals.off_firstSubMapPosition  = Pointer.Read(reader);
            globals.num_always      = reader.ReadUInt32();
            globals.spawnablePersos = LinkedList <Perso> .ReadHeader(reader, Pointer.Current(reader), LinkedList.Type.Double);

            globals.off_always_reusableSO       = Pointer.Read(reader);       // There are (num_always) empty SuperObjects starting with this one.
            globals.off_always_reusableUnknown1 = Pointer.Read(reader);       // (num_always) * 0x2c blocks
            globals.off_always_reusableUnknown2 = Pointer.Read(reader);       // (num_always) * 0x4 blocks

            // Read object types
            objectTypes = new ObjectType[3][];
            for (uint i = 0; i < 3; i++)
            {
                Pointer off_names_header = Pointer.Current(reader);
                Pointer off_names_first  = Pointer.Read(reader);
                Pointer off_names_last   = Pointer.Read(reader);
                uint    num_names        = reader.ReadUInt32();

                ReadObjectNamesTable(reader, off_names_first, num_names, i);
            }

            Pointer off_light = Pointer.Read(reader);             // the offset of a light. It's just an ordinary light.
            Pointer off_characterLaunchingSoundEvents = Pointer.Read(reader);
            Pointer off_collisionGeoObj       = Pointer.Read(reader);
            Pointer off_staticCollisionGeoObj = Pointer.Read(reader);

            if (!hasTransit)
            {
                reader.ReadUInt32();                 // viewport related <--- cameras in here
            }

            Pointer off_unknown_first = Pointer.Read(reader);
            Pointer off_unknown_last  = Pointer.Read(reader);
            uint    num_unknown       = reader.ReadUInt32();

            families = LinkedList <Family> .ReadHeader(reader, Pointer.Current(reader), type : LinkedList.Type.Double);

            Pointer off_alwaysActiveCharacters_first = Pointer.Read(reader);
            Pointer off_alwaysActiveCharacters_last  = Pointer.Read(reader);
            uint    num_alwaysActiveChars            = reader.ReadUInt32();

            if (!hasTransit)
            {
                Pointer off_mainCharacters_first   = Pointer.Read(reader);
                Pointer off_mainCharacters_last    = Pointer.Read(reader);
                uint    num_mainCharacters_entries = reader.ReadUInt32();
            }

            reader.ReadUInt32();             // only used if there was no transit in the previous lvl. Always 00165214 in R3GC?
            reader.ReadUInt32();             // related to "SOL". What is this? Good question.
            reader.ReadUInt32();             // same
            if (Settings.s.game != Settings.Game.Dinosaur)
            {
                reader.ReadUInt32();                 // same
            }
            Pointer off_cineManager  = Pointer.Read(reader);
            byte    unk              = reader.ReadByte();
            byte    IPO_numRLItables = reader.ReadByte();

            reader.ReadUInt16();
            Pointer off_COL_taggedFacesTable = Pointer.Read(reader);
            uint    num_COL_maxTaggedFaces   = reader.ReadUInt32();

            off_collisionGeoObj       = Pointer.Read(reader);
            off_staticCollisionGeoObj = Pointer.Read(reader);

            // The ptrsTable seems to be related to sound events. Perhaps cuuids.
            reader.ReadUInt32();
            if (Settings.s.game == Settings.Game.Dinosaur)
            {
                for (int i = 0; i < 50; i++)
                {
                    reader.ReadUInt32();
                }
                // Actually, the previous uint is an amount for this array of uints, but it's padded to always be 50 long
            }
            uint num_ptrsTable = reader.ReadUInt32();

            if (Settings.s.game == Settings.Game.R3)
            {
                uint bool_ptrsTable = reader.ReadUInt32();
            }
            Pointer off_ptrsTable = Pointer.Read(reader);


            uint num_internalStructure = num_ptrsTable;

            if (Settings.s.mode == Settings.Mode.Rayman3GC)
            {
                reader.ReadUInt32();
            }
            Pointer off_internalStructure_first = Pointer.Read(reader);
            Pointer off_internalStructure_last  = Pointer.Read(reader);

            if (!hasTransit && Settings.s.game == Settings.Game.R3)
            {
                uint    num_geometric              = reader.ReadUInt32();
                Pointer off_array_geometric        = Pointer.Read(reader);
                Pointer off_array_geometric_RLI    = Pointer.Read(reader);
                Pointer off_array_transition_flags = Pointer.Read(reader);
            }
            else if (Settings.s.game == Settings.Game.RA ||
                     Settings.s.game == Settings.Game.RM ||
                     Settings.s.game == Settings.Game.Dinosaur ||
                     Settings.s.game == Settings.Game.DDPK)
            {
                uint    num_unk   = reader.ReadUInt32();
                Pointer unk_first = Pointer.Read(reader);
                if (Settings.s.game != Settings.Game.Dinosaur)
                {
                    Pointer unk_last = Pointer.Read(reader);
                }
            }
            uint    num_visual_materials       = reader.ReadUInt32();
            Pointer off_array_visual_materials = Pointer.Read(reader);

            if (Settings.s.mode != Settings.Mode.RaymanArenaGC &&
                Settings.s.mode != Settings.Mode.RaymanArenaGCDemo &&
                Settings.s.mode != Settings.Mode.DonaldDuckPKGC)
            {
                Pointer off_dynamic_so_list = Pointer.Read(reader);

                // Parse SO list
                Pointer.DoAt(ref reader, off_dynamic_so_list, () => {
                    LinkedList <SuperObject> .ReadHeader(reader, off_dynamic_so_list);

                    /*Pointer off_so_list_first = Pointer.Read(reader);
                     * Pointer off_so_list_last = Pointer.Read(reader);
                     * Pointer off_so_list_current = off_so_list_first;
                     * uint num_so_list = reader.ReadUInt32();*/
                    /*if (experimentalObjectLoading) {
                     * for (uint i = 0; i < num_so_list; i++) {
                     * R3Pointer.Goto(ref reader, off_so_list_current);
                     * R3Pointer off_so_list_next = R3Pointer.Read(reader);
                     * R3Pointer off_so_list_prev = R3Pointer.Read(reader);
                     * R3Pointer off_so_list_start = R3Pointer.Read(reader);
                     * R3Pointer off_so = R3Pointer.Read(reader);
                     * R3Pointer.Goto(ref reader, off_so);
                     * ParseSuperObject(reader, off_so, true, true);
                     * off_so_list_current = off_so_list_next;
                     * }
                     * }*/
                });
            }

            // Parse materials list
            loadingState = "Loading visual materials";
            await WaitIfNecessary();

            Pointer.DoAt(ref reader, off_array_visual_materials, () => {
                for (uint i = 0; i < num_visual_materials; i++)
                {
                    Pointer off_material = Pointer.Read(reader);
                    Pointer.DoAt(ref reader, off_material, () => {
                        //print(Pointer.Current(reader));
                        visualMaterials.Add(VisualMaterial.Read(reader, off_material));
                    });
                }
            });

            if (hasTransit)
            {
                loadingState = "Loading transit memory";
                await WaitIfNecessary();

                Pointer off_transit = new Pointer(16, files_array[Mem.Transit]);                 // It's located at offset 20 in transit
                Pointer.DoAt(ref reader, off_transit, () => {
                    if (Settings.s.platform == Settings.Platform.PC ||
                        Settings.s.platform == Settings.Platform.Xbox ||
                        Settings.s.platform == Settings.Platform.Xbox360 ||
                        Settings.s.platform == Settings.Platform.PS3)
                    {
                        Pointer off_lightMapTexture = Pointer.Read(reader);                         // g_p_stLMTexture
                        Pointer.DoAt(ref reader, off_lightMapTexture, () => {
                            lightmapTexture = TextureInfo.Read(reader, off_lightMapTexture);
                        });
                        if (Settings.s.game == Settings.Game.R3)
                        {
                            Pointer off_overlightTexture = Pointer.Read(reader);                             // *(_DWORD *)(GLI_BIG_GLOBALS + 370068)
                            Pointer.DoAt(ref reader, off_overlightTexture, () => {
                                overlightTexture = TextureInfo.Read(reader, off_overlightTexture);
                            });
                        }
                    }
                    globals.off_transitDynamicWorld  = Pointer.Read(reader);
                    globals.off_actualWorld          = Pointer.Read(reader);
                    globals.off_dynamicWorld         = Pointer.Read(reader);
                    globals.off_inactiveDynamicWorld = Pointer.Read(reader);
                });
            }

            // Parse actual world & always structure
            loadingState = "Loading families";
            await WaitIfNecessary();

            ReadFamilies(reader);
            loadingState = "Loading superobject hierarchy";
            await WaitIfNecessary();

            ReadSuperObjects(reader);
            loadingState = "Loading always structure";
            await WaitIfNecessary();

            ReadAlways(reader);


            Pointer.DoAt(ref reader, off_cineManager, () => {
                cinematicsManager = CinematicsManager.Read(reader, off_cineManager);
            });

            // off_current should be after the dynamic SO list positions.

            // Parse transformation matrices and other settings(state? :o) for fix characters
            loadingState = "Loading settings for persos in fix";
            await WaitIfNecessary();

            uint num_perso_with_settings_in_fix = (uint)persoInFix.Length;

            if (Settings.s.game == Settings.Game.R3)
            {
                num_perso_with_settings_in_fix = reader.ReadUInt32();
            }
            for (int i = 0; i < num_perso_with_settings_in_fix; i++)
            {
                Pointer     off_perso_so_with_settings_in_fix = null, off_matrix = null;
                SuperObject so = null;
                Matrix      mat = null;
                if (Settings.s.game == Settings.Game.R3)
                {
                    off_perso_so_with_settings_in_fix = Pointer.Read(reader);
                    off_matrix = Pointer.Current(reader);
                    mat        = Matrix.Read(reader, off_matrix);
                    reader.ReadUInt32();                     // is one of these the state? doesn't appear to change tho
                    reader.ReadUInt32();
                    so = SuperObject.FromOffset(off_perso_so_with_settings_in_fix);
                }
                else if (Settings.s.game == Settings.Game.RA ||
                         Settings.s.game == Settings.Game.RM ||
                         Settings.s.game == Settings.Game.Dinosaur)
                {
                    off_matrix = Pointer.Current(reader);
                    mat        = Matrix.Read(reader, off_matrix);
                    so         = superObjects.FirstOrDefault(s => s.off_data == persoInFix[i]);
                }
                if (so != null)
                {
                    so.off_matrix = off_matrix;
                    so.matrix     = mat;
                    if (so.Gao != null)
                    {
                        so.Gao.transform.localPosition = mat.GetPosition(convertAxes: true);
                        so.Gao.transform.localRotation = mat.GetRotation(convertAxes: true);
                        so.Gao.transform.localScale    = mat.GetScale(convertAxes: true);
                    }
                }
            }
            if (Settings.s.platform == Settings.Platform.GC)
            {
                reader.ReadBytes(0x800);                 // floats
            }
            loadingState = "Loading animation banks";
            await WaitIfNecessary();

            if (Settings.s.game != Settings.Game.Dinosaur)
            {
                off_animBankLvl = Pointer.Read(reader);                 // Note: 4 0x104 banks in lvl.
                print("Lvl animation bank address: " + off_animBankLvl);
                animationBanks = new AnimationBank[5];
                if (off_animBankFix != off_animBankLvl)
                {
                    Pointer.DoAt(ref reader, off_animBankFix, () => {
                        animationBanks[0] = AnimationBank.Read(reader, off_animBankFix, 0, 1, files_array[Mem.FixKeyFrames])[0];
                    });
                }
                Pointer.DoAt(ref reader, off_animBankLvl, () => {
                    AnimationBank[] banks = AnimationBank.Read(reader, off_animBankLvl, 1, 4, files_array[Mem.LvlKeyFrames]);
                    for (int i = 0; i < 4; i++)
                    {
                        animationBanks[1 + i] = banks[i];
                    }
                });
                if (off_animBankFix == off_animBankLvl)
                {
                    animationBanks[0] = animationBanks[1];
                }
            }
            // Load additional animation banks
            string extraAnimFolder = "Anim/";

            if (Settings.s.mode == Settings.Mode.RaymanArenaGCDemo)
            {
                extraAnimFolder = lvlName + "/";
            }
            for (int i = 0; i < families.Count; i++)
            {
                if (families[i] != null && families[i].animBank > 4 && objectTypes[0][families[i].family_index].id != 0xFF)
                {
                    int animBank = families[i].animBank;
                    loadingState = "Loading additional animation bank " + animBank;
                    await WaitIfNecessary();

                    int animFileID = objectTypes[0][families[i].family_index].id;
                    if (Settings.s.mode == Settings.Mode.RaymanArenaGCDemo)
                    {
                        animFileID = animBank - 5;
                    }
                    string animName = extraAnimFolder + "ani" + animFileID.ToString();
                    string kfName   = extraAnimFolder + "key" + animFileID.ToString() + "kf";

                    //print(animBank + " - " + objectTypes[0][families[i].family_index].id);
                    int fileID   = animBank + 102;
                    int kfFileID = animBank + 2;                     // Anim bank will start at 5, so this will start at 7
                    if (Settings.s.game == Settings.Game.RM)
                    {
                        fileID = animBank;
                    }

                    // Prepare files for WebGL
                    await PrepareFile(gameDataBinFolder + animName + ".lvl");

                    if (FileSystem.FileExists(gameDataBinFolder + animName + ".lvl"))
                    {
                        await PrepareFile(gameDataBinFolder + animName + ".ptr");
                    }
                    await PrepareFile(gameDataBinFolder + kfName + ".lvl");

                    if (FileSystem.FileExists(gameDataBinFolder + kfName + ".lvl"))
                    {
                        await PrepareFile(gameDataBinFolder + kfName + ".ptr");
                    }

                    FileWithPointers animFile = InitExtraLVL(animName, fileID);
                    FileWithPointers kfFile   = InitExtraLVL(kfName, fileID);
                    if (animFile != null)
                    {
                        if (animBank >= animationBanks.Length)
                        {
                            Array.Resize(ref animationBanks, animBank + 1);
                        }
                        Pointer off_animBankExtra = new Pointer(0, animFile);
                        Pointer.DoAt(ref reader, off_animBankExtra, () => {
                            int alignBytes = reader.ReadInt32();
                            if (alignBytes > 0)
                            {
                                reader.Align(4, alignBytes);
                            }
                            off_animBankExtra        = Pointer.Current(reader);
                            animationBanks[animBank] = AnimationBank.Read(reader, off_animBankExtra, (uint)animBank, 1, kfFile)[0];
                        });
                    }
                }
            }

            loadingState = "Filling in cross-references";
            await WaitIfNecessary();

            ReadCrossReferences(reader);
        }
Esempio n. 8
0
 private void Awake()
 {
     instance = this;
 }
Esempio n. 9
0
 private void Awake()
 {
     _cinematics = GetComponentInChildren <CinematicsManager>();
 }