Esempio n. 1
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            // Process properties first, as some NiNodes such as NiGeomControl will add a mesh renderer which needs the material
            if (propertyCount > 0)
            {
                // Create a new material for the properties to modify

                //Material = new Material(material);
                foreach (var property in properties)
                {
                    niFile.NiObjects[property].NiParent = this;
                }
            }

            // Process Extra Data
            if (extraData != -1)
            {
                niFile.NiObjects[extraData].ProcessNiObject(this);
            }

            // Process Controller
            if (controller != -1)
            {
                niFile.NiObjects[controller].ProcessNiObject(this);
            }
        }
Esempio n. 2
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            var animation = niObject.GameObject.AddComponent <Animation>();

            animation.AddClip(clip, clip.name);
            animation.clip = clip;
        }
Esempio n. 3
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            base.ProcessNiObject(niObject);

            // Create a skinned Mesh Renderer if skin is not null
            if (skin.Target != null)
            {
                skin.Target.ProcessNiObject(this);
                return;
            }

            // Check for a skinned mesh renderer as a controller may have added it
            if (GameObject.GetComponent <SkinnedMeshRenderer>())
            {
                return;
            }

            if (IsRootCollision)
            {
                GameObject.AddComponent <MeshCollider>().sharedMesh = Mesh;
                return;
            }

            // Create a mesh filer and renderer
            GameObject.AddComponent <MeshFilter>().sharedMesh = Mesh;
            var meshRenderer = GameObject.AddComponent <MeshRenderer>();

            meshRenderer.sharedMaterial    = Material;
            meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.TwoSided;
        }
Esempio n. 4
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 public override void ProcessNiObject(NiObjectNet niObject)
 {
     if (nextExtraData.Target != null)
     {
         nextExtraData.Target.ProcessNiObject(niObject);
     }
 }
Esempio n. 5
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            var transform = Camera.main.transform;

            transform.SetParent(niObject.GameObject.transform, false);
            transform.localPosition    = position;
            transform.localEulerAngles = new Vector3(90, 0, 0);
        }
Esempio n. 6
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            if (dataIndex == -1)
            {
                return;
            }

            niFile.NiObjects[dataIndex].ProcessNiObject(niObject);
        }
        public override void ProcessNiObject(NiObjectNet niObject)
        {
            // Place this in the same location as the emitter
            var emitter = niFile.NiObjects[this.emitter].GameObject;

            emitter.layer = LayerMask.NameToLayer("Default");             // Emitter layer might be set to hidden, so enable it

            var particleSystem         = emitter.AddComponent <ParticleSystem>();
            var particleSystemRenderer = emitter.GetComponent <ParticleSystemRenderer>();

            particleSystemRenderer.sharedMaterial = niObject.Material;

            // This sets the alpha of the vertex to be transparency
            // Should probably just use a different material, as we want to support soft particles anyway
            particleSystemRenderer.sharedMaterial.EnableKeyword("VERTEX_DIFFUSE");
            particleSystemRenderer.sharedMaterial.EnableKeyword("VERTEX_ALPHA");

            // Duration
            var main = particleSystem.main;

            main.startColor = unknownColor;

            particleSystem.Stop();
            main.duration = stopTime - startTime;             // Don't set while system is playaing?
            particleSystem.Play();

            main.startSize     = size;
            main.startLifetime = lifetime;

            main.maxParticles = numParticles;

            // Speed and Direction
            var velocityOverLifetime = particleSystem.velocityOverLifetime;
            var vertDir = verticalAngle * (speed + speedRandom);

            velocityOverLifetime.x       = new ParticleSystem.MinMaxCurve(-vertDir, vertDir);
            velocityOverLifetime.y       = new ParticleSystem.MinMaxCurve((speed - speedRandom), (speed + speedRandom));
            velocityOverLifetime.z       = new ParticleSystem.MinMaxCurve(-vertDir, vertDir);
            velocityOverLifetime.enabled = true;
            main.startSpeed = 0;

            // Disabling as we want to handle direciton seperately
            var shape = particleSystem.shape;

            shape.enabled = false;

            // Rate
            var emission = particleSystem.emission;

            emission.rateOverTime = new ParticleSystem.MinMaxCurve(emitRate);

            if (particleExtra.Target != null)
            {
                particleExtra.Target.ProcessParticleSystem(particleSystem);
            }
        }
Esempio n. 8
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            // If name is Bip01, this is a skinned mesh. (Though it could also be root bone)
            // If name is Bip01, find a transform of the same name and load additively from that
            if (Parent != null && this.Name == "Bip01")
            {
                var bip01 = FindBip01(Parent);
                if (bip01 != null)
                {
                    IsBiped    = true;
                    GameObject = bip01.gameObject;
                    return;
                }
            }

            if (IsBiped && Parent != null && this.Name.Contains("Bip"))
            {
                var child = Parent.transform.Find(this.Name);
                if (child != null)
                {
                    GameObject = child.gameObject;
                    return;
                }
            }

            // If this has no name, use the type as the name
            var name = this.Name;

            if (string.IsNullOrEmpty(name))
            {
                name = GetType().Name;
            }

            // Create the GameObject
            GameObject = new GameObject(name);
            niFile.CreatedObjects.Add(GameObject);
            GameObject.layer = Layer;

            if (Parent != null)
            {
                GameObject.transform.parent = Parent;
            }

            // Process Extra Data
            if (extraData != -1)
            {
                niFile.NiObjects[extraData].ProcessNiObject(this);
            }

            // Process Controller
            if (controller != -1)
            {
                niFile.NiObjects[controller].ProcessNiObject(this);
            }
        }
Esempio n. 9
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            // Add skinned mesh renderer, and set blend shapes
            var skinnedMeshRenderer = target.Target.GameObject.AddComponent <SkinnedMeshRenderer>();

            niFile.NiObjects[dataIndex].ProcessNiObject(target.Target);
            skinnedMeshRenderer.updateWhenOffscreen = alwaysUpdate;

            skinnedMeshRenderer.sharedMesh     = target.Target.Mesh;
            skinnedMeshRenderer.sharedMaterial = target.Target.Material;
        }
Esempio n. 10
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            switch (data)
            {
            case "NCO":
            case "NCC":
                niObject.GameObject.tag = "No Collider";
                break;

            case "MRK":
                niObject.GameObject.tag = "Marker";
                break;
            }
        }
Esempio n. 11
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            var root      = niObject.GameObject.transform.root.gameObject;
            var animation = root.GetComponent <Animation>();

            if (animation == null)
            {
                animation = root.AddComponent <Animation>();
            }

            foreach (var clipInfo in niFile.animationCache)
            {
                animation.AddClip(clipInfo.Value.clip, clipInfo.Value.clip.name);
            }
        }
Esempio n. 12
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            var zWrite = flags.HasFlag(ZBufferFlags.Enabled);

            niObject.Material.SetInt("_ZWrite", zWrite ? 1 : 0);

            var compareOp = (CompareOp)((int)flags >> 2);

            switch (compareOp)
            {
            case CompareOp.Always:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Always);
                break;

            case CompareOp.Less:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Less);
                break;

            case CompareOp.Equal:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Equal);
                break;

            case CompareOp.LessOrEqual:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Greater);
                break;

            case CompareOp.Greater:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Greater);
                break;

            case CompareOp.NotEqual:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.NotEqual);
                break;

            case CompareOp.GreaterOrEqual:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.GreaterEqual);
                break;

            case CompareOp.Never:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Never);
                break;

            default:
                niObject.Material.SetInt("_ZTest", (int)CompareFunction.Disabled);
                break;
            }
        }
Esempio n. 13
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            // Process properties first, as some NiNodes such as NiGeomControl will add a mesh renderer which needs the material
            if (propertyCount > 0)
            {
                // Create a new material for the properties to modify

                //Material = new Material(material);
                foreach (var property in properties)
                {
                    niFile.NiObjects[property].NiParent = this;
                }
            }

            // Process Extra Data
            if (extraData != -1)
            {
                niFile.NiObjects[extraData].ProcessNiObject(this);
            }

            // Process Controller
            if (controller != -1)
            {
                niFile.NiObjects[controller].ProcessNiObject(this);
            }

            foreach (var child in children)
            {
                if (child == -1)
                {
                    continue;
                }

                niFile.NiObjects[child].IsRootCollision = IsRootCollision;
                niFile.NiObjects[child].Layer           = NiParent.Layer;
                niFile.NiObjects[child].IsBiped         = IsBiped;
                niFile.NiObjects[child].Parent          = NiParent.GameObject.transform;
                niFile.NiObjects[child].ProcessNiObject(this);
            }

            foreach (var effect in effects)
            {
                niFile.NiObjects[effect].ProcessNiObject(this);
            }
        }
Esempio n. 14
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            // Process properties first, as some NiNodes such as NiGeomControl will add a mesh renderer which needs the material
            if (propertyCount > 0)
            {
                // Create a new material for the properties to modify

                //Material = new Material(material);
                foreach (var property in properties)
                {
                    niFile.NiObjects[property].NiParent = this;
                }
            }

            base.ProcessNiObject(niObject);

            if (NiParent != null)
            {
                GameObject.tag   = NiParent.GameObject.tag;
                GameObject.layer = NiParent.GameObject.layer;
            }


            if (flags.HasFlag(Flags.Hidden))
            {
                GameObject.tag   = "Hidden";               // Set tag and layer, so we can easily check if an object is hidden/marker etc by checking it's tag
                GameObject.layer = LayerMask.NameToLayer("Hidden");
                //GameObject.hideFlags = HideFlags.HideInHierarchy;
            }

            if (flags.HasFlag(Flags.Shadow))
            {
                GameObject.tag = "Shadow";
            }

            // Set transform (Use localPosition/rotation as this may be already parented)
            GameObject.transform.localPosition = position;
            GameObject.transform.localRotation = rotation;
            GameObject.transform.localScale    = new Vector3(scale, scale, scale);

            if (hasBoundingBox)
            {
                boundingBox.AddCollider(GameObject);
            }
        }
Esempio n. 15
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            base.ProcessNiObject(niObject);

            foreach (var child in children)
            {
                if (child == -1)
                {
                    continue;
                }

                niFile.NiObjects[child].IsRootCollision = IsRootCollision;
                niFile.NiObjects[child].Layer           = GameObject.layer;
                niFile.NiObjects[child].IsBiped         = IsBiped;
                niFile.NiObjects[child].Parent          = GameObject.transform;
                niFile.NiObjects[child].ProcessNiObject(this);
            }

            foreach (var effect in effects)
            {
                niFile.NiObjects[effect].ProcessNiObject(this);
            }
        }
Esempio n. 16
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        public override void ProcessNiObject(NiObjectNet niObject)
        {
            niFile.NiObjects[data].ProcessNiObject(niObject);

            var skinnedMeshRenderer = niObject.GameObject.AddComponent <SkinnedMeshRenderer>();

            skinnedMeshRenderer.sharedMesh     = niObject.Mesh;
            skinnedMeshRenderer.sharedMaterial = niObject.Material;
            skinnedMeshRenderer.rootBone       = niFile.NiObjects[rootBone].GameObject.transform;

            var boneList = new Transform[bones.Length];

            for (var i = 0; i < bones.Length; i++)
            {
                var boneNiObject = niFile.NiObjects[bones[i]];
                var gameObject   = boneNiObject.GameObject;
                var transform    = gameObject.transform;
                boneList[i] = transform;
            }

            skinnedMeshRenderer.bones               = boneList;
            skinnedMeshRenderer.localBounds         = skinnedMeshRenderer.sharedMesh.bounds;
            skinnedMeshRenderer.updateWhenOffscreen = true;
        }
Esempio n. 17
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 public override void ProcessNiObject(NiObjectNet niObject)
 {
 }
Esempio n. 18
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 public virtual void ProcessNiObject(NiObjectNet niObject)
 {
 }
Esempio n. 19
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 public override void ProcessNiObject(NiObjectNet niObject)
 {
     niObject.Mesh.boneWeights = boneWeights;
     niObject.Mesh.bindposes   = bindPoses;
 }
Esempio n. 20
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 public override void ProcessNiObject(NiObjectNet niObject)
 {
     IsRootCollision = true;
     base.ProcessNiObject(niObject);
 }