public static void EnableSkinSwap(
     String swap_name_in,
     bool active,
     CreatureManager creature_manager,
     CreatureAsset creature_asset,
     ref bool skin_swap_active,
     ref string skin_swap_name,
     ref int[] skin_swap_triangles,
     ref List <int> final_skin_swap_indices)
 {
     skin_swap_active = active;
     if (!skin_swap_active)
     {
         skin_swap_name          = "";
         skin_swap_triangles     = null;
         final_skin_swap_indices = null;
     }
     else
     {
         skin_swap_name = swap_name_in;
         if (creature_asset.creature_meta_data != null)
         {
             final_skin_swap_indices = new List <int>();
             creature_asset.creature_meta_data.buildSkinSwapIndices(
                 skin_swap_name,
                 creature_manager.GetCreature().render_composition,
                 final_skin_swap_indices);
             skin_swap_triangles = new int[final_skin_swap_indices.Count];
         }
     }
 }
Esempio n. 2
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    public void CreateBendPhysics(string anim_clip)
    {
        if (bend_physics_data != null)
        {
            bend_physics_data.clearPhysicsChain();
            bend_physics_data = null;
        }

        CreatureManager cur_manager = creature_renderer.creature_manager;

        if (physics_container != null)
        {
            Destroy(physics_container);
        }

        cur_manager.RunAtTime(cur_manager.GetActiveAnimationStartTime());

        physics_container = new GameObject("CreaturePhysicsContainer");
        bend_physics_data =
            CreatureModule.CreaturePhysicsData.PhysicsUtil.CreateBendPhysicsChain(
                physics_container,
                creature_renderer.gameObject,
                cur_manager.GetCreature().render_composition,
                anim_clip,
                creature_renderer.creature_asset.physics_assets);
    }
        public override void initData(CreatureManager creature_manager, CreatureAsset creature_asset)
        {
            var cur_char = creature_manager.GetCreature();

            m_isValid    = false;
            m_numIndices = cur_char.total_num_indices;
        }
    public void setupMeshModifier(CreatureManager creature_manager)
    {
        getPackData();
        var cur_char        = creature_manager.GetCreature();
        int max_indices_num = m_maxIndicesNum + cur_char.total_num_indices;

        mesh_modifier = new ParticlesMeshModifier(
            max_indices_num,
            (m_maxParticlesNum * 4) + cur_char.total_num_pts,
            this);
        mesh_modifier.m_maxIndice = max_indices_num;
    }
        /// <summary>
        ///GetCreature 的测试
        ///</summary>
        public void GetCreatureTestHelper <T>()
            where T : BaseCreature
        {
            CreatureManager <T> target = new CreatureManager <T>(); // TODO: 初始化为适当的值
            long iCreatureId           = 0;                         // TODO: 初始化为适当的值
            T    expected = default(T);                             // TODO: 初始化为适当的值
            T    actual;

            actual = target.GetCreature(iCreatureId);
            Assert.AreEqual(expected, actual);
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
        public override void update(
            CreatureManager creature_manager,
            bool counter_clockwise,
            ref Vector3[] vertices,
            ref Vector3[] normals,
            ref Vector4[] tangents,
            ref Color32[] colors,
            ref Vector2[] uvs,
            CreatureAsset creature_asset,
            float region_overlap_z_delta,
            bool skin_swap_active,
            string skin_swap_name,
            string active_animation_name,
            ref List <int> final_indices,
            ref List <int> final_skin_swap_indices,
            ref int[] triangles,
            ref int[] skin_swap_triangles)
        {
            m_isValid = false;
            var meta_data = creature_asset.creature_meta_data;

            if (meta_data == null)
            {
                // Meta Data not loaded
                return;
            }

            var cur_anim_name = creature_manager.GetActiveAnimationName();

            if (!p_asset.m_ClipDataOffsets.ContainsKey(cur_anim_name))
            {
                // No animation
                return;
            }

            // Copy over Character data first
            var cur_char     = creature_manager.GetCreature();
            int char_num_pts = cur_char.total_num_pts;
            var char_pts     = cur_char.render_pts;

            CopyFloatsToVec3Array(char_pts, 0, char_pts.Count, ref vertices, 0);

            var char_uvs = cur_char.global_uvs;

            CopyFloatsToUVArray(char_uvs, 0, char_uvs.Count, ref uvs, 0);
            CopyBytesToColorArray(cur_char.render_colours, 0, cur_char.render_colours.Count, ref colors, 0);

            // Generate Particle data
            var pack_objs    = p_asset.m_PackData;
            var clip_data    = p_asset.m_ClipDataOffsets[cur_anim_name];
            var cur_anim     = creature_manager.GetAnimation(cur_anim_name);
            var delta_frames = (int)(Math.Round(creature_manager.getActualRuntime() - cur_anim.start_time));
            int clip_runtime = Math.Min(Math.Max(0, delta_frames), clip_data.num_frames - 1);

            var frame_data = clip_data.particles_lookup[clip_runtime];

            // Now start mesh generation
            int pt_offset      = char_num_pts * 3;
            int uv_offset      = char_num_pts * 2;
            int colors_offset  = char_num_pts;
            int indices_offset = 0;

            m_numIndices = 0;

            var all_regions = cur_char.render_composition.getRegions();
            // Go through each mesh region and check to see if we need to process it considering SkinSwaps as well
            float region_z = 0.0f;

            foreach (var cur_region in all_regions)
            {
                bool is_valid = true;
                if (skin_swap_active)
                {
                    is_valid = (meta_data.skin_swaps[skin_swap_name].Contains(cur_region.getName()));
                }

                if (is_valid)
                {
                    // Copy over base region indices
                    CopyIntsToIntArray(cur_region.store_indices, cur_region.getStartIndex(), cur_region.getNumIndices(), ref final_indices, indices_offset);
                    indices_offset += cur_region.getNumIndices();

                    // Set base region z
                    for (int i = 0; i < cur_region.getNumIndices(); i++)
                    {
                        vertices[cur_region.store_indices[i + cur_region.getStartIndex()]].z = region_z;
                    }

                    int layer_idx = cur_region.getTagId();
                    if (frame_data.ContainsKey(cur_region.getTagId()))
                    {
                        // Process Particles for layer Start
                        var layer_data = frame_data[cur_region.getTagId()];
                        for (int i = 0; i < layer_data.num_particles; i++)
                        {
                            int   rel_offset   = layer_data.offset + (i * 5);
                            var   p_pos_list   = (object[])pack_objs[rel_offset];
                            float p_angle      = (float)pack_objs[rel_offset + 1];
                            int   p_sprite_idx = -(int)pack_objs[rel_offset + 2];
                            var   p_size       = (object[])pack_objs[rel_offset + 3];
                            var   p_color      = (object[])pack_objs[rel_offset + 4];
                            var   p_sprite_uvs = meta_data.uvs_data[p_sprite_idx];

                            var b_uv0   = new Vector2(p_sprite_uvs.uv0.x, p_sprite_uvs.uv0.y);
                            var b_uv1   = new Vector2(p_sprite_uvs.uv1.x, p_sprite_uvs.uv1.y);
                            var b_color = new Vector4((float)p_color[0], (float)p_color[1], (float)p_color[2], (float)p_color[3]);
                            region_z += region_overlap_z_delta * 0.1f;

                            if (p_pos_list.Length == 2)
                            {
                                // No Trail
                                int idx_pt_offset = pt_offset / 3;
                                var b_pos         = new Vector2((float)p_pos_list[0], (float)p_pos_list[1]);

                                setVertData(
                                    b_pos + rotVec2D(new Vector2(-(float)p_size[0], -(float)p_size[1]), p_angle),
                                    region_z,
                                    new Vector2(b_uv0.x, b_uv0.y),
                                    b_color,
                                    ref pt_offset,
                                    ref uv_offset,
                                    ref colors_offset,
                                    ref vertices,
                                    ref uvs,
                                    ref colors
                                    );


                                setVertData(
                                    b_pos + rotVec2D(new Vector2(-(float)p_size[0], (float)p_size[1]), p_angle),
                                    region_z,
                                    new Vector2(b_uv0.x, b_uv1.y),
                                    b_color,
                                    ref pt_offset,
                                    ref uv_offset,
                                    ref colors_offset,
                                    ref vertices,
                                    ref uvs,
                                    ref colors
                                    );

                                setVertData(
                                    b_pos + rotVec2D(new Vector2((float)p_size[0], (float)p_size[1]), p_angle),
                                    region_z,
                                    new Vector2(b_uv1.x, b_uv1.y),
                                    b_color,
                                    ref pt_offset,
                                    ref uv_offset,
                                    ref colors_offset,
                                    ref vertices,
                                    ref uvs,
                                    ref colors
                                    );

                                setVertData(
                                    b_pos + rotVec2D(new Vector2((float)p_size[0], -(float)p_size[1]), p_angle),
                                    region_z,
                                    new Vector2(b_uv1.x, b_uv0.y),
                                    b_color,
                                    ref pt_offset,
                                    ref uv_offset,
                                    ref colors_offset,
                                    ref vertices,
                                    ref uvs,
                                    ref colors
                                    );

                                // Indices
                                setIndiceData(ref indices_offset, idx_pt_offset + 2, ref final_indices);
                                setIndiceData(ref indices_offset, idx_pt_offset + 1, ref final_indices);
                                setIndiceData(ref indices_offset, idx_pt_offset, ref final_indices);
                                setIndiceData(ref indices_offset, idx_pt_offset + 2, ref final_indices);
                                setIndiceData(ref indices_offset, idx_pt_offset, ref final_indices);
                                setIndiceData(ref indices_offset, idx_pt_offset + 3, ref final_indices);
                            }
                            else if (p_pos_list.Length > 2)
                            {
                                // With Trail
                                int idx_pt_offset = pt_offset / 3;
                                int trail_num     = p_pos_list.Length / 2;

                                var dir_p     = new Vector2(0, 0);
                                var rot_p     = new Vector2(0, 0);
                                var diff_p    = new Vector2(0, 0);
                                var delta_uvs = b_uv1 - b_uv0;
                                for (int j = 0; j < trail_num; j++)
                                {
                                    var p1 = GetParticlePos(p_pos_list, j);

                                    if (j < (trail_num - 1))
                                    {
                                        diff_p = GetParticlePos(p_pos_list, j + 1) - GetParticlePos(p_pos_list, j);
                                    }
                                    else
                                    {
                                        diff_p = GetParticlePos(p_pos_list, trail_num - 1) - GetParticlePos(p_pos_list, trail_num - 2);
                                    }

                                    if (diff_p.magnitude > 0)
                                    {
                                        dir_p = diff_p.normalized;
                                    }

                                    rot_p = rotVec2D_90(dir_p) * (float)p_size[1];
                                    var   cur_uv    = new Vector2(0, 0);
                                    float sub_alpha = Math.Min(1.0f / (float)(trail_num) * (float)(j), 1.0f);

                                    if (j < (trail_num - 1))
                                    {
                                        cur_uv.x = delta_uvs.x / (float)(trail_num) * (float)(j) + b_uv0.x;
                                        cur_uv.y = b_uv0.y;

                                        setVertData(
                                            p1 + rot_p,
                                            region_z,
                                            cur_uv,
                                            b_color * sub_alpha,
                                            ref pt_offset,
                                            ref uv_offset,
                                            ref colors_offset,
                                            ref vertices,
                                            ref uvs,
                                            ref colors
                                            );

                                        cur_uv.y = b_uv1.y;
                                        setVertData(
                                            p1 - rot_p,
                                            region_z,
                                            cur_uv,
                                            b_color * sub_alpha,
                                            ref pt_offset,
                                            ref uv_offset,
                                            ref colors_offset,
                                            ref vertices,
                                            ref uvs,
                                            ref colors
                                            );
                                    }
                                    else
                                    {
                                        // Final trail pos
                                        cur_uv.x = b_uv1.x;
                                        cur_uv.y = b_uv0.y;

                                        setVertData(
                                            p1 + diff_p + rot_p,
                                            region_z,
                                            cur_uv,
                                            b_color * sub_alpha,
                                            ref pt_offset,
                                            ref uv_offset,
                                            ref colors_offset,
                                            ref vertices,
                                            ref uvs,
                                            ref colors
                                            );

                                        cur_uv.y = b_uv1.y;
                                        setVertData(
                                            p1 + diff_p + rot_p,
                                            region_z,
                                            cur_uv,
                                            b_color * sub_alpha,
                                            ref pt_offset,
                                            ref uv_offset,
                                            ref colors_offset,
                                            ref vertices,
                                            ref uvs,
                                            ref colors
                                            );
                                    }
                                }

                                // Indices
                                int delta_trail_indices = 0;
                                for (int j = 0; j < trail_num - 1; j++)
                                {
                                    setIndiceData(ref indices_offset, idx_pt_offset + 2 + delta_trail_indices, ref final_indices);
                                    setIndiceData(ref indices_offset, idx_pt_offset + delta_trail_indices, ref final_indices);
                                    setIndiceData(ref indices_offset, idx_pt_offset + 1 + delta_trail_indices, ref final_indices);

                                    setIndiceData(ref indices_offset, idx_pt_offset + 2 + delta_trail_indices, ref final_indices);
                                    setIndiceData(ref indices_offset, idx_pt_offset + 1 + delta_trail_indices, ref final_indices);
                                    setIndiceData(ref indices_offset, idx_pt_offset + 3 + delta_trail_indices, ref final_indices);

                                    delta_trail_indices += 2;
                                }
                            }
                        }

                        // Process Particles for layer End
                    }
                }

                region_z += region_overlap_z_delta;
            }

            m_numIndices = indices_offset;
            m_isValid    = true;
        }