Esempio n. 1
0
    public static void FF9FieldCharDispatch(Int32 uid, Int32 Parm, Int32 Arg1, Int32 Arg2, Int32 Arg3)
    {
        FF9FieldCharState ff9FieldCharState = FF9StateSystem.Field.FF9Field.loc.map.charStateArray[uid];
        FF9Char           ff9Char           = FF9StateSystem.Common.FF9.charArray[uid];

        switch (Parm)
        {
        case 0:
            if ((Arg1 & 255) == 255)
            {
                ff9Char.attr = (UInt32)((UInt64)ff9Char.attr & 18446744073709486079UL);
            }
            else
            {
                if (Arg1 != (Int32)ff9FieldCharState.arate)
                {
                    ff9Char.attr |= 262144u;
                }
                ff9Char.attr |= 65536u;
            }
            ff9FieldCharState.arate = (SByte)Arg1;
            break;

        case 4:
            if (Arg1 != 0)
            {
                fldchar.geoSlice(ff9Char.geo, Arg2);
                ff9Char.attr |= 1048576u;
            }
            else
            {
                ff9Char.attr = (UInt32)((UInt64)ff9Char.attr & 18446744073708503039UL);
            }
            break;

        case 8:
        case 9:
        case 10:
        case 11:
        {
            FF9FieldCharMirror ff9FieldCharMirror = ff9FieldCharState.mirror;
            FF9Char            ff9Char2;
            if (ff9FieldCharMirror == null)
            {
                ff9FieldCharMirror          = (ff9FieldCharState.mirror = new FF9FieldCharMirror());
                ff9Char2                    = (ff9FieldCharMirror.chr = ff9Char);
                ff9Char2.attr               = 0u;
                ff9FieldCharMirror.geo      = ModelFactory.CreateModel(FF9BattleDB.GEO.GetValue((Int32)ff9Char.evt.model), false);
                ff9FieldCharMirror.geo.name = ff9Char.geo.name + "_mirror";
                Shader     shader = ShadersLoader.Find("PSX/FieldMapActor");
                Renderer[] componentsInChildren = ff9FieldCharMirror.geo.GetComponentsInChildren <Renderer>();
                Renderer[] array = componentsInChildren;
                for (Int32 i = 0; i < (Int32)array.Length; i++)
                {
                    Renderer renderer = array[i];
                    renderer.material.shader = shader;
                    renderer.material.SetColor("_Color", new Color(0.5f, 0.5f, 0.5f));
                    if (FF9StateSystem.Common.FF9.fldMapNo == 2653 || FF9StateSystem.Common.FF9.fldMapNo == 2654)
                    {
                        renderer.material.renderQueue = 2000;
                    }
                }
                ff9FieldCharMirror.geo.transform.SetParent(ff9Char.geo.transform.transform.parent);
                ff9FieldCharMirror.evt = ff9Char.evt;
                ff9FieldCharMirror.geo.transform.localScale       = new Vector3(-1f, 1f, 1f);
                ff9FieldCharMirror.geo.transform.localEulerAngles = Vector3.zero;
                ff9FieldCharMirror.geo.transform.localPosition    = Vector3.zero;
                ff9FieldCharMirror.actor = ff9FieldCharMirror.geo.AddComponent <FieldMapActor>();
                ff9FieldCharMirror.actor.meshRenderer = ff9FieldCharMirror.geo.GetComponentsInChildren <Renderer>();
                ff9FieldCharMirror.parent             = ff9Char;
                ff9FieldCharMirror.point  = Vector3.zero;
                ff9FieldCharMirror.normal = Vector3.zero;
                ff9FieldCharMirror.clr[0] = 0;
            }
            ff9Char2 = ff9FieldCharMirror.chr;
            if (FF9Char.ff9charptr_attr_test(ff9FieldCharMirror.chr, 1) == 0)
            {
                ff9Char2.evt = ff9Char.evt;
                FF9Char.ff9charptr_attr_set(ff9FieldCharMirror.chr, 33554433);
            }
            switch (Parm)
            {
            case 8:
                if (Arg1 != 0)
                {
                    FF9Char.ff9charptr_attr_set(ff9FieldCharMirror.chr, 16777216);
                    ff9FieldCharMirror.geo.SetActive(true);
                }
                else
                {
                    FF9Char.ff9charptr_attr_clear(ff9FieldCharMirror.chr, 16777216);
                    ff9FieldCharMirror.geo.SetActive(false);
                }
                break;

            case 9:
                ff9FieldCharMirror.point = new Vector3((Single)Arg1, (Single)Arg2, (Single)Arg3);
                break;

            case 10:
                ff9FieldCharMirror.normal = new Vector3((Single)(Arg1 >> 12), (Single)(Arg2 >> 12), (Single)(Arg3 >> 12));
                break;

            case 11:
                ff9FieldCharMirror.clr[0] = (Byte)Arg1;
                ff9FieldCharMirror.clr[1] = (Byte)Arg2;
                ff9FieldCharMirror.clr[2] = (Byte)Arg3;
                ff9FieldCharMirror.clr[3] = 2;
                break;
            }
            break;
        }

        case 16:
        case 17:
        case 18:
        case 19:
        {
            FF9FieldCharSound ff9FieldCharSound;
            if ((ff9FieldCharSound = FF9Snd.ff9fieldSoundGetChar(ff9Char, Arg1, Arg2)) == null && Parm != 19)
            {
                ff9FieldCharSound = FF9Snd.ff9fieldSoundNewChar(ff9Char, Arg1, Arg2);
            }
            switch (Parm)
            {
            case 16:
                ff9FieldCharSound.sndEffectID[0] = (UInt16)Arg3;
                break;

            case 17:
                ff9FieldCharSound.sndEffectID[1] = (UInt16)Arg3;
                break;

            case 18:
                ff9FieldCharSound.pitchRand = (SByte)((Arg3 == 0) ? 0 : 1);
                break;

            case 19:
                FF9Snd.ff9fieldSoundDeleteChar(ff9Char, Arg1, Arg2);
                break;
            }
            break;
        }
        }
    }
Esempio n. 2
0
    public static void ff9fieldCharEffectService()
    {
        Dictionary <Int32, FF9Char>           charArray      = FF9StateSystem.Common.FF9.charArray;
        Dictionary <Int32, FF9FieldCharState> charStateArray = FF9StateSystem.Field.FF9Field.loc.map.charStateArray;

        if (charArray == null)
        {
            return;
        }
        List <Int32> list = new List <Int32>(charArray.Keys);

        foreach (Int32 key in list)
        {
            if (charArray.ContainsKey(key))
            {
                FF9Char ff9Char = charArray[key];
                if (charStateArray.ContainsKey(key))
                {
                    FF9FieldCharState ff9FieldCharState = charStateArray[key];
                    UInt32            num  = (UInt32)(ff9Char.attr & 65536u);
                    Int32             num2 = (Int32)((UInt64)(ff9FieldCharState.attr & 65536u) ^ (UInt64)((Int64)num));
                    Int32             num3 = FF9Char.ff9charptr_attr_test(ff9Char, 262144);
                    Int32             num4 = FF9Char.ff9charptr_attr_test(ff9Char, 131072);
                    Boolean           flag = num2 != 0 || num3 != 0 || num4 != 0;
                    if (ff9Char.geo)
                    {
                        Renderer[] componentsInChildren = ff9Char.geo.GetComponentsInChildren <Renderer>();
                        if (flag)
                        {
                            if (FF9Char.ff9charptr_attr_test(ff9Char, 65536) != 0)
                            {
                                Shader     shader = ShadersLoader.Find("PSX/Actor_Abr_" + ff9FieldCharState.arate);
                                Renderer[] array  = componentsInChildren;
                                for (Int32 i = 0; i < (Int32)array.Length; i++)
                                {
                                    Renderer   renderer  = array[i];
                                    Material[] materials = renderer.materials;
                                    for (Int32 j = 0; j < (Int32)materials.Length; j++)
                                    {
                                        Material material = materials[j];
                                        material.shader = shader;
                                    }
                                }
                            }
                            else
                            {
                                Shader shader2 = ShadersLoader.Find("PSX/FieldMapActor");

                                Renderer[] array2 = componentsInChildren;
                                for (Int32 k = 0; k < (Int32)array2.Length; k++)
                                {
                                    Renderer renderer2 = array2[k];
                                    renderer2.material.shader = shader2;
                                }
                            }
                            if (FF9Char.ff9charptr_attr_test(ff9Char, 131072) != 0)
                            {
                                FF9Char.ff9charptr_attr_clear(ff9Char, 131072);
                            }
                            FF9Char.ff9charptr_attr_clear(ff9Char, 262144);
                            if (num2 != 0 || num3 != 0)
                            {
                                FF9Char.ff9charptr_attr_set(ff9Char, 131072);
                            }
                            ff9FieldCharState.attr = (ff9FieldCharState.attr & 0xFFFEFFFF) | num;
                        }
                        FF9FieldCharColor ff9FieldCharColor = ff9FieldCharState.clr[0];
                        if (ff9FieldCharColor.active && !FF9StateSystem.Field.isDebugWalkMesh && (Int32)componentsInChildren.Length > 0)
                        {
                            Renderer[] array3 = componentsInChildren;
                            for (Int32 l = 0; l < (Int32)array3.Length; l++)
                            {
                                Renderer   renderer3  = array3[l];
                                Material[] materials2 = renderer3.materials;
                                for (Int32 m = 0; m < (Int32)materials2.Length; m++)
                                {
                                    Material material2 = materials2[m];
                                    Color32  c         = renderer3.material.GetColor("_Color");
                                    c.r = ff9FieldCharColor.r;
                                    c.g = ff9FieldCharColor.g;
                                    c.b = ff9FieldCharColor.b;
                                    material2.SetColor("_Color", c);
                                    ff9FieldCharState.clr[0] = ff9FieldCharState.clr[1];
                                }
                            }
                            ff9FieldCharState.clr[1] = default(FF9FieldCharColor);
                        }
                        FF9FieldCharMirror mirror = ff9FieldCharState.mirror;
                        if (mirror != null && FF9Char.ff9charptr_attr_test(mirror.chr, 16777216) != 0)
                        {
                            FF9Char chr    = mirror.chr;
                            Vector3 vector = mirror.point + ff9Char.geo.transform.localPosition;
                            vector   += mirror.point;
                            vector.y *= -1f;
                            mirror.geo.transform.position    = vector;
                            mirror.geo.transform.eulerAngles = ff9Char.geo.transform.eulerAngles;
                            Animation component  = ff9Char.geo.GetComponent <Animation>();
                            Animation component2 = mirror.geo.GetComponent <Animation>();
                            String    text       = FF9DBAll.AnimationDB.GetValue((Int32)ff9Char.evt.anim);
                            if (component2.GetClip(text) == (UnityEngine.Object)null)
                            {
                                AnimationClip clip = component.GetClip(text);
                                component2.AddClip(clip, text);
                            }
                            component2.Play(text);
                            component2[text].speed = 0f;
                            component2[text].time  = component[text].time;
                            component2.Sample();
                            Renderer[] componentsInChildren2 = mirror.geo.GetComponentsInChildren <Renderer>();
                            if (mirror.clr[3] != 0)
                            {
                                Color32 c2 = default(Color32);
                                c2.r = mirror.clr[0];
                                c2.g = mirror.clr[1];
                                c2.b = mirror.clr[2];
                                Renderer[] array4 = componentsInChildren2;
                                for (Int32 n = 0; n < (Int32)array4.Length; n++)
                                {
                                    Renderer renderer4 = array4[n];
                                    renderer4.material.SetColor("_Color", c2);
                                }
                                Byte[] clr  = mirror.clr;
                                Int32  num5 = 3;
                                clr[num5] = (Byte)(clr[num5] - 1);
                            }
                        }
                    }
                }
            }
        }
    }