public override void Intialize(AIGameManger _aIGameManger) { proprity = GentleProprity; aIGameManger = _aIGameManger; SetObjInfo(); player = GameObject.Find("Player"); audioController = Role.GetComponent <AudioController>(); nav = Role.GetComponent <NavMeshAgent>(); targetPos = Role.transform.GetChild(2).GetComponent <CapsuleCollider>(); targetPos.transform.parent = null; ResetTargetPos(targetPos); ModelPrefab = Role.transform.GetChild(1).gameObject; //m_anim = Role.transform.GetChild(1).GetComponent<Animator>(); m_anim = ModelPrefab.GetComponent <Animator>(); p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; p_health.Proprity = proprity; m_aiState = EnemyAIState.IDLE; CanEscape = true; SetValue(); particileControl = Role.GetComponent <ParticileControl>(); DropProp = true; RenderGamObjs = ModelPrefab.transform.GetComponentsInChildren <Renderer>(); //EventManager.StartListening("DeadEnemy", DeadEnemy); }
private void FilterSlots(int indexStruc) { //Get the cloth slots from the selected body structure int idStruc = bodyStrucList [indexStruc].ID; bodyStrucSlots = bodyStrucTable.GetClothSlotList(idStruc); selectedSlots = new bool[bodyStrucSlots.Count]; //Get the body subtypes from the selected structure modelsList.Clear(); List <BodySubtypeTable.BodySubtype> tList = bodySubType.GetList(); BodyStructureTable.BodyStructure tRecord = bodyStrucTable.GetRecord(idStruc); for (int i = 0; i < tRecord.IDBodySubtype.Count; i++) { ModelPrefab toAdd = new ModelPrefab(); toAdd.IDSubtype = tRecord.IDBodySubtype [i]; toAdd.SubtypeName = tList.Find(x => x.ID == tRecord.IDBodySubtype [i]).Name; modelsList.Add(toAdd); } }
private void FilterSlots(int indexStruc) { //Get the cloth slots from the selected body structure int idStruc = bodyStrucList [indexStruc].ID; bodyStrucSlots = bodyStrucTable.GetPropSlotList(idStruc); System.Array.Resize(ref propSlotsOptions, bodyStrucSlots.Count); for (int i = 0; i < bodyStrucSlots.Count; i++) { propSlotsOptions [i] = bodyStrucSlots [i].SlotName; } modelsList.Clear(); List <BodySubtypeTable.BodySubtype> tList = bodySubType.GetList(); BodyStructureTable.BodyStructure tRecord = bodyStrucTable.GetRecord(idStruc); for (int i = 0; i < tRecord.IDBodySubtype.Count; i++) { ModelPrefab toAdd = new ModelPrefab(); toAdd.IDSubtype = tRecord.IDBodySubtype [i]; toAdd.SubtypeName = tList.Find(x => x.ID == tRecord.IDBodySubtype [i]).Name; modelsList.Add(toAdd); } }
public virtual void DefendIntialize(AIGameManger _aIGameManger) { aIGameManger = _aIGameManger; SetObjInfo(); player = GameObject.Find("Player"); audioController = Role.GetComponent <AudioController>(); nav = Role.GetComponent <NavMeshAgent>(); targetPos = Role.transform.GetChild(2).GetComponent <CapsuleCollider>(); targetPos.transform.parent = null; ResetTargetPos(targetPos); ModelPrefab = Role.transform.GetChild(1).gameObject; //m_anim = Role.transform.GetChild(1).GetComponent<Animator>(); m_anim = ModelPrefab.GetComponent <Animator>(); p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; p_health.Proprity = proprity; CanEscape = false; SetValue(); Tower = GameObject.FindObjectOfType <StageChallange>().gameObject; particileControl = Role.GetComponent <ParticileControl>(); DropProp = false; RenderGamObjs = ModelPrefab.transform.GetComponentsInChildren <Renderer>(); EventManager.StartListening("DeadEnemy", DeadEnemy); }
private void SelectRecord(int id) { selectedRecord = id; propRecord = propTable.GetRecord(id); bodyStrucSelected = bodyStrucList.FindIndex(x => x.ID == propRecord.IDBodyStructure); FilterSlots(bodyStrucSelected); selectedSlot = bodyStrucSlots.FindIndex(x => x.IDSlot == propRecord.IDSlot); //Update models list List <PropTable.PropModels> mList = propTable.GetModelsList(selectedRecord); for (int i = 0; i < mList.Count; i++) { ModelPrefab tRec = modelsList.Find(x => x.IDSubtype == mList [i].IDBodySubtype); tRec.PrefabName = mList [i].ModelName; //Try to find the object GameObject prefabToLoad = (GameObject)Resources.Load(_config.GetPathName(CSConfig.PathTypeEnum.PropPath) + "/" + tRec.PrefabName); if (prefabToLoad != null) { tRec.Prefab = prefabToLoad; tRec.PrefabSelected = prefabToLoad; } else { tRec.PrefabError = true; } } flagEdit = 2; }
public override void Intialize(AIGameManger _aIGameManger) { aIGameManger = _aIGameManger; SetObjInfo(); player = GameObject.Find("Player"); audioController = Role.GetComponent <AudioController>(); nav = Role.GetComponent <NavMeshAgent>(); selectable = Role.GetComponent <Selectable>(); if (selectable != null) { selectable.ai = this; } targetPos = Role.transform.GetChild(2).GetComponent <CapsuleCollider>(); targetPos.transform.parent = null; ResetTargetPos(targetPos); ModelPrefab = Role.transform.GetChild(1).gameObject; particileControl = Role.GetComponent <ParticileControl>(); Debug.Log("ModelName" + ModelPrefab.name); m_anim = ModelPrefab.GetComponent <Animator>(); p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; p_health.Proprity = proprity; m_aiState = AIState.IDLE; SetValue(); RenderGamObjs = ModelPrefab.transform.GetComponentsInChildren <Renderer>(); }
public override void Intialize(AIGameManger _aIGameManger) { aIGameManger = _aIGameManger; SetObjInfo(); //player = GameObject.Find("Player"); audioController = Role.GetComponent <AudioController>(); //nav = Role.GetComponent<NavMeshAgent>(); //targetPos = Role.transform.GetChild(2).GetComponent<CapsuleCollider>(); //targetPos.transform.parent = null; //ResetTargetPos(targetPos); ModelPrefab = Role.transform.GetChild(1).gameObject; if (Role.transform.Find("Explosion") != null) { Explosion = Role.transform.Find("Explosion").gameObject; } //m_anim = Role.transform.GetChild(1).GetComponent<Animator>(); m_anim = ModelPrefab.GetComponent <Animator>(); m_anim = null; p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; m_aiState = GroupAIState.IDLE; SetValue(); particileControl = Role.GetComponent <ParticileControl>(); Tower = GameObject.FindObjectOfType <StageChallange>().gameObject; stageChallange = GameObject.FindObjectOfType <StageChallange>(); }
public virtual void ChangeModel() { IsGroup = true; GameObject go = Resources.Load <GameObject>(ChangePfbSln); go.name = "CA"; GameObject.Destroy(ModelPrefab.gameObject); ModelPrefab = GameObject.Instantiate(go, Role.transform.position, Role.transform.rotation, Role.transform); m_anim = ModelPrefab.GetComponent <Animator>(); //Snap = ModelPrefab.transform.GetChild(0).gameObject; }
public virtual void MotionCollapse() { if (!IsCollapse) { //if (stageChallange.ChallangeStart && !stageChallange.IsPass) //{ // aIGameManger.StartCoroutineEvent(Revenge(1f)); // if (Explosion != null) // { // particileControl.Play(2, 5, Role.transform.position + new Vector3(0, 2, 0)); // ModelPrefab.SetActive(false); // Explosion.SetActive(true); // } //} //else if (!stageChallange.ChallangeStart && !stageChallange.IsPass) //{ // if (Explosion != null) // { // particileControl.Play(2, 5, Role.transform.position + new Vector3(0, 2, 0)); // ModelPrefab.SetActive(false); // Explosion.SetActive(true); // } //} //else if (stageChallange.ChallangeStart && stageChallange.IsPass) //{ // if (Explosion != null) // { // particileControl.Play(2, 5, Role.transform.position + new Vector3(0,2,0)); // ModelPrefab.SetActive(false); // Explosion.SetActive(true); // } //} IsCollapse = true; //for (int i = 0; i < CurrentBeeNum; i++) //{ // int creatnum = Random.Range(0, CreatPos.Length); // Vector3 P = CreatPos[creatnum].position; // BeeMonsterStateController enemyai = new BeeMonsterStateController(); // aIGameManger.CreatGroupRoleRevenge(enemyai, "Enemy/" + "BeeM", P, Quaternion.identity, this); //} aIGameManger.StartCoroutineEvent(Revenge(1f, CurrentBeeNum)); if (Explosion != null) { ModelPrefab.SetActive(false); Explosion.SetActive(true); } MotionDead(); } }
private void SpawnItemModel(Item item) { if (item.Data == null || item.Data.Model == null) { return; } ModelPrefab = Instantiate(item.Data.Model, transform); outlineRegister = ModelPrefab.AddComponent <OutlineRegister>(); var rarityColor = ItemDataCollection.Instance.ItemColorsByRarity[item.Data.Rarity].Color; outlineRegister.SetTintColor(rarityColor); }
public override void Start() { _gridPrefab = new ModelPrefab("Hexa Tile"); _gridPrefab.Transform.LocalScale = new Vector3(TileScale, 0.5f * TileScale, TileScale); _gridPrefab.Transform.Rotation = new Vector3(0, MathHelper.Pi / 6, 0); _gridPrefab.LoadModel("Models/hexagone"); _gridPrefab.Renderer.Material = new SimpleMaterial(sceneObject.Scene); _gridPrefab.Renderer.Material.Texture = Application.Content.Load <Texture2D>("Models/hexagone_basic"); _gridPrefab.Enabled = false; sceneObject.Scene.Add(_gridPrefab); _hexWidth = _gridPrefab.Renderer.BoundingSphere.Radius * 2 * 0.85f * Margin; _hexDepth = _gridPrefab.Renderer.BoundingSphere.Radius * 2 * Margin; GenerateHexaGrid(); }
public ModelPrefab AddModelFromTemp(string assetName) { var sceneObject = new ModelPrefab(assetName); try { var model = LoadTempModel(assetName); sceneObject.SetModel(model); _scene.Add(sceneObject); } catch (Exception ex) { Debug.Log(ex.Message); } return(sceneObject); }
public void InstanceCubes() { cubes = new List <GameObject>(); indices = new List <int>(); //Inicialización cuboModel = this; //Estado de juego play = true; //Posicion de la cámara camara.position = new Vector3(numerCubos / 2, numerCubos / 2.2f, 8); //Instancia los cubos y el número de cubos en el inspector for (int i = 1; i < numerCubos; i++) { for (int j = 0; j < numerCubos; j++) { cubes.Add(Instantiate(cubo, new Vector3(j, i, 0), Quaternion.identity)); } } }
public override void Intialize(AIGameManger _aIGameManger) { aIGameManger = _aIGameManger; SetObjInfo(); player = GameObject.Find("Player"); audioController = Role.GetComponent <AudioController>(); nav = Role.GetComponent <NavMeshAgent>(); targetPos = Role.transform.GetChild(2).GetComponent <CapsuleCollider>(); targetPos.transform.parent = null; ResetTargetPos(targetPos); ModelPrefab = Role.transform.GetChild(1).gameObject; initialPosition = ModelPrefab.transform.position; m_anim = ModelPrefab.GetComponent <Animator>(); p_health = Role.GetComponent <PlayerHealth>(); p_health.stateController = this; currentState = MonsterState.STAND; SetValue(); particileControl = Role.GetComponent <ParticileControl>(); //layersChecked = LayerMask.NameToLayer("Combine"); }
/// <summary> /// Imports the corresponding asset. /// </summary> public override void Import() { var isImporterDirty = false; // Instantiate model source and model. var model = Model3Json.ToModel(CubismImporter.OnPickMaterial, CubismImporter.OnPickTexture, ShouldImportAsOriginalWorkflow); var moc = model.Moc; // Create moc asset. if (MocAsset == null) { AssetDatabase.CreateAsset(moc, AssetPath.Replace(".model3.json", ".asset")); MocAsset = moc; isImporterDirty = true; } // Create model prefab. if (ModelPrefab == null) { // Trigger event. CubismImporter.SendModelImportEvent(this, model); foreach (var texture in Model3Json.Textures) { CubismImporter.SendModelTextureImportEvent(this, model, texture); } // Create prefab and trigger saving of changes. #if UNITY_2018_3_OR_NEWER ModelPrefab = PrefabUtility.SaveAsPrefabAsset(model.gameObject, AssetPath.Replace(".model3.json", ".prefab")); #else ModelPrefab = PrefabUtility.CreatePrefab(AssetPath.Replace(".model3.json", ".prefab"), model.gameObject); #endif isImporterDirty = true; } // Update model prefab. else { var cubismModel = ModelPrefab.FindCubismModel(); if (cubismModel.Moc == null) { CubismModel.ResetMocReference(cubismModel, AssetDatabase.LoadAssetAtPath <CubismMoc>( AssetPath.Replace(".model3.json", ".asset"))); } // Copy all user data over from previous model. var source = Object.Instantiate(ModelPrefab).FindCubismModel(); CopyUserData(source, model); Object.DestroyImmediate(source.gameObject, true); // Trigger events. CubismImporter.SendModelImportEvent(this, model); foreach (var texture in Model3Json.Textures) { CubismImporter.SendModelTextureImportEvent(this, model, texture); } // Reset moc reference. CubismModel.ResetMocReference(model, MocAsset); // Replace prefab. #if UNITY_2018_3_OR_NEWER ModelPrefab = PrefabUtility.SaveAsPrefabAsset(model.gameObject, AssetPath.Replace(".model3.json", ".prefab")); #else ModelPrefab = PrefabUtility.ReplacePrefab(model.gameObject, ModelPrefab, ReplacePrefabOptions.ConnectToPrefab); #endif // Log event. CubismImporter.LogReimport(AssetPath, AssetDatabase.GUIDToAssetPath(_modelPrefabGuid)); } // Clean up. Object.DestroyImmediate(model.gameObject, true); // Update moc asset. if (MocAsset != null) { EditorUtility.CopySerialized(moc, MocAsset); // Revive by force to make instance using the new Moc. CubismMoc.ResetUnmanagedMoc(MocAsset); EditorUtility.SetDirty(MocAsset); } // Save state and assets. if (isImporterDirty) { Save(); } else { AssetDatabase.SaveAssets(); } }
/// <summary> /// Imports the corresponding asset. /// </summary> public override void Import() { var isImporterDirty = false; // Instantiate model source and model. var model = Model3Json.ToModel(CubismImporter.OnPickMaterial, CubismImporter.OnPickTexture); var moc = model.Moc; // Create moc asset. if (MocAsset == null) { AssetDatabase.CreateAsset(moc, AssetPath.Replace(".model3.json", ".asset")); MocAsset = moc; isImporterDirty = true; } // Update moc asset. else { EditorUtility.CopySerialized(moc, MocAsset); EditorUtility.SetDirty(MocAsset); } // Create model prefab. if (ModelPrefab == null) { // Trigger event. CubismImporter.SendModelImportEvent(this, model); foreach (var texture in Model3Json.Textures) { CubismImporter.SendModelTextureImportEvent(this, model, texture); } // Create prefab and trigger saving of changes. ModelPrefab = PrefabUtility.CreatePrefab(AssetPath.Replace(".model3.json", ".prefab"), model.gameObject); isImporterDirty = true; } // Update model prefab. else { // Copy all user data over from previous model. var source = Object.Instantiate(ModelPrefab).FindCubismModel(); CopyUserData(source, model); Object.DestroyImmediate(source.gameObject, true); // Trigger events. CubismImporter.SendModelImportEvent(this, model); foreach (var texture in Model3Json.Textures) { CubismImporter.SendModelTextureImportEvent(this, model, texture); } // Replace prefab. EditorUtility.CopySerialized(model.gameObject, ModelPrefab); CopyUserData(model, ModelPrefab.FindCubismModel(), true); EditorUtility.SetDirty(ModelPrefab); // Log event. CubismImporter.LogReimport(AssetPath, AssetDatabase.GUIDToAssetPath(_modelPrefabGuid)); } // Clean up. Object.DestroyImmediate(model.gameObject, true); // Save state and assets. if (isImporterDirty) { Save(); } else { AssetDatabase.SaveAssets(); } }
public override void Initialize() { base.Initialize(); // Skybox RenderSettings.Skybox.Generate(Application.GraphicsDevice, Application.Content, DemoGame.StarsSkybox); // Camera var camera = new CameraPrefab("camera"); camera.Transform.Translate(0, 25, 0); camera.AddComponent <DemoBehaviour>(); camera.AddComponent <PostProcessSwitcher>(); Add(camera); var orbitController = camera.AddComponent <OrbitController>(); // Light var lightPrefab = new LightPrefab("light", LightType.Directional); lightPrefab.Transform.Rotation = new Vector3(-1, 1, 0); lightPrefab.Light.ShadowGenerator.SetShadowMapSize(Application.GraphicsDevice, 1024); lightPrefab.EnableShadows = true; lightPrefab.Light.Intensity = 0.5f; lightPrefab.Light.FallOf = 5.0f; Add(lightPrefab); // Terrain var terrainMaterial = new StandardMaterial(scene); terrainMaterial.Texture = Application.Content.Load <Texture2D>("Textures/Terrain/Rock"); terrainMaterial.Shininess = 50; terrainMaterial.Tiling = new Vector2(8); var terrain = new TerrainPrefab("terrain"); terrain.Renderer.Geometry.Size = new Vector3(2); terrain.Renderer.ReceiveShadow = true; terrain.Randomize(4, 15, 0.086, 0.25, true); terrain.Renderer.Material = terrainMaterial; terrain.Transform.Translate(-terrain.Width >> 1, 0, -terrain.Depth / 2); Add(terrain); // Lava var lava = new LavaPrefab("water"); Add(lava); lava.Generate("Textures/lava_texture", "Textures/lava_bump", new Vector3(terrain.Width * 0.5f)); var jack = new ModelPrefab("Jack"); jack.Transform.Rotate(-MathHelper.PiOver2, MathHelper.Pi, 0); jack.Transform.Translate(0, 35, 0); jack.Transform.LocalScale = new Vector3(4); jack.LoadModel("Models/Jack/JackOLantern"); var jackMaterial = new StandardMaterial(this); jackMaterial.EmissiveColor = new Color(0.2f, 0.005f, 0); jackMaterial.Texture = Application.Content.Load <Texture2D>("Models/Jack/PumpkinColor"); jack.Renderer.Material = jackMaterial; Add(jack); orbitController.LookAt(jack.Transform); orbitController.Distance = 150.0f; }