Esempio n. 1
0
        public override void renderUpdate(int front, CameraBase camra, ref DrawBuffer draw_buffer)
        {
            var step  = 32f;
            var ratio = 1f;
            var x     = 80f;
            int v     = (int)(value_ * 8f);

            for (var i = 0; i < 8; ++i)
            {
                MySprite.Kind kind;
                float         y;
                if (i < 4)
                {
                    kind = v <= i ? MySprite.Kind.GaugeB_S : MySprite.Kind.GaugeR_S;
                    step = 16f;
                    y    = -290f;
                }
                else if (i < 7)
                {
                    kind = v <= i ? MySprite.Kind.GaugeB_M : MySprite.Kind.GaugeR_M;
                    step = 24f;
                    y    = -288f;
                }
                else
                {
                    kind = v <= i ? MySprite.Kind.GaugeB_L : MySprite.Kind.GaugeR_L;
                    step = 34f;
                    y    = -280f;
                }
                x += step;
                MySprite.Instance.put(front, -x, y, ratio, kind, MySprite.Type.Full);
                MySprite.Instance.put(front, x, y, ratio, kind, MySprite.Type.Full, true /* reverse */);
            }
        }
Esempio n. 2
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 public void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
 {
     for (var it = first_; it != null; it = it.next_)
     {
         it.renderUpdate(front, camera, ref draw_buffer);
     }
 }
Esempio n. 3
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 public override void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
 {
     // const float LENGTH = 2.5f;
     // var tail = rigidbody_.transform_.position_ - rigidbody_.velocity_.normalized * LENGTH;
     Beam.Instance.renderUpdate(front,
                                beam_id_,
                                ref rigidbody_.transform_.position_,
                                ref prev_position_);
 }
 public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
 {
     if (active_)
     {
         draw_buffer.registCamera(ref transform_);
         var view_matrix       = transform_.getTRS();
         var projection_matrix = SystemManager.Instance.ProjectionMatrix;
         screen_matrix_ = projection_matrix * view_matrix.inverse;
     }
 }
Esempio n. 5
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        public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
        {
            var offset = new Vector3(0f, 0f, 15f);
            var pos    = rigidbody_.transform_.position_ + rigidbody_.transform_.rotation_ * offset;

            pos -= (rigidbody_.transform_.rotation_ * offset_rotation_) * offset;
            var rot = rigidbody_.transform_.rotation_ * offset_rotation_;

            applyTransform(ref pos, ref rot);
            base.renderUpdate(front, dummy, ref draw_buffer);
        }
Esempio n. 6
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        public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
        {
            if (active_)
            {
                draw_buffer.registCamera(ref rigidbody_.transform_);

                var view_matrix = Matrix4x4.TRS(rigidbody_.transform_.position_,
                                                rigidbody_.transform_.rotation_,
                                                CV.Vector3One);
                var projection_matrix = SystemManager.Instance.ProjectionMatrix;
                screen_matrix_ = projection_matrix * view_matrix.inverse;
            }
        }
Esempio n. 7
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        public override void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
        {
            const float LENGTH = 20f;
            var         diff   = rigidbody_.transform_.position_ - fired_position_;
            var         length = diff.magnitude;
            Vector3     tail;

            if (length < LENGTH)
            {
                tail = fired_position_;
            }
            else
            {
                tail = rigidbody_.transform_.position_ - rigidbody_.velocity_.normalized * LENGTH;
            }
            Beam2.Instance.renderUpdate(front,
                                        beam_id_,
                                        ref rigidbody_.transform_.position_,
                                        ref tail);
        }
Esempio n. 8
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        public void end(int front, CameraBase camera)
        {
            const float SIZE = 16f;
            float       size = SIZE;

            switch (phase_)
            {
            case 0:
                cnt_  = MyRandom.Range(300, 400);
                cnt1_ = 0;
                ++phase_;
                break;

            case 1:
                --cnt_;
                if (cnt_ < 0)
                {
                    cnt_ = 16;
                    size = 0f;
                    ++phase_;
                }
                break;

            case 2:
                size = (float)(16 - cnt_) / 16f * SIZE;
                --cnt_;
                if (cnt_ < 0)
                {
                    cnt_ = 12;
                    ++phase_;
                }
                break;

            case 3:
                --cnt_;
                if (cnt_ < 0)
                {
                    cnt_ = 4;
                    ++phase_;
                }
                break;

            case 4:
                --cnt_;
                if (cnt_ < 0)
                {
                    cnt_ = 12;
                    ++cnt1_;
                    if (cnt1_ > 8)
                    {
                        phase_ = 0;
                    }
                    else
                    {
                        --phase_;
                    }
                }
                break;
            }

            if (phase_ != 2 && phase_ != 3)
            {
                return;
            }

            for (var i = 0; i < regist_index_; ++i)
            {
                var spos = (camera != null ?
                            camera.getScreenPoint(ref positions_[i]) :
                            positions_[i]);
                float size0 = spos.z > 1f ? size : 0f;
                vertices_[front][i * 6 + 0].x = spos.x + size0;
                vertices_[front][i * 6 + 0].y = spos.y;
                vertices_[front][i * 6 + 1].x = spos.x;
                vertices_[front][i * 6 + 1].y = spos.y + size0;
                vertices_[front][i * 6 + 2].x = spos.x - size0;
                vertices_[front][i * 6 + 2].y = spos.y;
                vertices_[front][i * 6 + 3].x = spos.x;
                vertices_[front][i * 6 + 3].y = spos.y - size0;
                vertices_[front][i * 6 + 4].x = spos.x + size0 * 2f;
                vertices_[front][i * 6 + 4].y = spos.y - size0 * 3f;
                vertices_[front][i * 6 + 5].x = spos.x + size0 * 4f;
                vertices_[front][i * 6 + 5].y = spos.y - size0 * 3f;
            }
        }
Esempio n. 9
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 public abstract void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer);
Esempio n. 10
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 public override void renderUpdate(int front, CameraBase camra, ref DrawBuffer draw_buffer)
 {
     muscle_motion_.renderUpdate(ref draw_buffer, DrawBuffer.Type.MuscleMotionPlayer);
 }
 public override void renderUpdate(int front, CameraBase dummy, ref DrawBuffer draw_buffer)
 {
     applyTransform(ref rigidbody_.transform_.position_, ref rigidbody_.transform_.rotation_);
 }
 public void setup(CameraBase prev_camera)
 {
     rigidbody_.setPositionAndRotation(ref prev_camera.transform_);
 }
Esempio n. 13
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        private void main_loop()
        {
            PerformanceMeter.Instance.beginUpdate();
            int updating_front = get_front();

            // fetch
            Controller.Instance.fetch(updating_front, update_time_);

            var controller = Controller.Instance.getLatest();

            if (!pause_ && controller.isPauseButtonDown())
            {
                pause_ = true;
            }
#if UNITY_EDITOR
            else if (pause_ && controller.isPauseButtonDown())
            {
                pause_ = false;
            }
#endif

            // update
            if (!pause_)
            {
                int loop_num = 1;
                if (PerformanceMeter.Instance.wasSlowLoop())
                {
                    loop_num = 2;
                }
                for (var loop = 0; loop < loop_num; ++loop)
                {
                    GameManager.Instance.update(dt_, update_time_);
                    TaskManager.Instance.update(dt_, update_time_);
                    MyCollider.calculate();
                    WaterSplash.Instance.update(update_time_);
                    ++update_frame_;
                    update_time_ += dt_;
                }
            }
            PerformanceMeter.Instance.endUpdate();

            PerformanceMeter.Instance.beginRenderUpdate();
            CameraBase current_camera = spectator_mode_ ? spectator_camera_ : my_camera_;
            // begin
            MySprite.Instance.begin();
            MyFont.Instance.begin();
            Spark.Instance.begin();
            Beam.Instance.begin(updating_front);
            Beam2.Instance.begin(updating_front);
            Explosion.Instance.begin();
            Hahen.Instance.begin();
            Shield.Instance.begin();
            Sight.Instance.begin(updating_front);

            // renderUpdate
            draw_buffer_[updating_front].beginRender();
            WaterSurface.Instance.renderUpdate(updating_front);
            WaterSplash.Instance.renderUpdate(updating_front);
            TaskManager.Instance.renderUpdate(updating_front,
                                              current_camera,
                                              ref draw_buffer_[updating_front]);
            draw_buffer_[updating_front].endRender();

            // performance meter
#if UTJ_MULTI_THREADED
            bool multi_threading = true;
#else
            bool multi_threading = false;
#endif
            PerformanceMeter.Instance.drawMeters(updating_front, multi_threading);

            // end
            Sight.Instance.end(updating_front, current_camera);
            Shield.Instance.end(updating_front);
            Hahen.Instance.end(updating_front);
            Explosion.Instance.end(updating_front);
            Beam2.Instance.end();
            Beam.Instance.end();
            Spark.Instance.end(updating_front);
            MyFont.Instance.end(updating_front);
            MySprite.Instance.end(updating_front);

            PerformanceMeter.Instance.endRenderUpdate();
        }
Esempio n. 14
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        private IEnumerator initialize()
        {
            camera_final_         = camera_final_holder_.GetComponent <Camera>();
            camera_final_.enabled = false;
            UnityPluginIF.Load("UnityPlugin");

            Application.targetFrameRate = (int)RENDER_FPS;
            DontDestroyOnLoad(gameObject);

            stopwatch_ = new System.Diagnostics.Stopwatch();
            stopwatch_.Start();
            rendering_front_ = 0;

#if UTJ_MULTI_THREADED
            manual_reset_event_ = new System.Threading.ManualResetEvent(false);
            update_sync_frame_  = 0;
#endif
            setFPS(DefaultFps);
            update_frame_      = 0;
            update_time_       = 0f;
            render_frame_      = 0;
            render_sync_frame_ = 0;
            pause_             = false;
            spectator_mode_    = auto_;
            canvas_.SetActive(false);

            camera_          = camera_holder_.GetComponent <Camera>();
            ProjectionMatrix = camera_.projectionMatrix;

            BoxingPool.init();
            InputManager.Instance.init();
            Controller.Instance.init(auto_);
            TaskManager.Instance.init();
            MyCollider.createPool();
            Bullet.createPool();
            EnemyBullet.createPool();
            EnemyLaser.createPool();
            Enemy.createPool();
            WaterSurface.Instance.init(water_surface_input_material_, water_surface_distortion_, water_surface_line_render_);
            WaterSurfaceRenderer.Instance.init(camera_.transform);
            Spark.Instance.init(spark_material_);
            Beam.Instance.init(beam_material_);
            BeamRenderer.Instance.init(Beam.Instance);
            Beam2.Instance.init(beam2_material_);
            Beam2Renderer.Instance.init(Beam2.Instance);
            WaterSplash.Instance.init(water_splash_material_, WaterSurfaceRenderer.Instance.getReflectionTexture());
            WaterSplashRenderer.Instance.init(WaterSplash.Instance);
            AuraEffect.Instance.init();
            Explosion.Instance.init(explosion_material_);
            ExplosionRenderer.Instance.init(Explosion.Instance);
            Hahen.Instance.init(hahen_material_);
            HahenRenderer.Instance.init(Hahen.Instance);
            Shield.Instance.init(shield_material_);
            ShieldRenderer.Instance.init(Shield.Instance);
            Debris.Instance.init(debris_material_);
            Dust.Instance.init(dust_material_);
            LightEnvironmentController.Instance.init();
            Sight.Instance.init(sight_material_);
            SightRenderer.Instance.init(Sight.Instance);
            MySprite.Instance.init(sprites_, sprite_material_);
            MySpriteRenderer.Instance.init(camera_);
            MyFont.Instance.init(font_, font_material_);
            MyFontRenderer.Instance.init();
            GaugeJump.Create();

            PerformanceMeter.Instance.init();

            draw_buffer_ = new DrawBuffer[2];
            for (int i = 0; i < 2; ++i)
            {
                draw_buffer_[i].init();
            }

            yield return(Player.Instance.initialize());

            my_camera_        = MyCamera.create();
            spectator_camera_ = SpectatorCamera.create();
            set_camera(spectator_mode_);

            if (player_prefab_ != null)
            {
                GameObject go = Instantiate(player_prefab_);
                // player_renderer_ = go.GetComponent<PlayerRenderer>();
                muscle_motion_renderer_player_ = go.GetComponent <MuscleMotionRenderer>();
                muscle_motion_renderer_player_.init();
            }
            if (enemy_zako_prefab_ != null)
            {
                enemy_zako_pool_ = new GameObject[ENEMY_ZAKO_MAX];
                for (var i = 0; i < ENEMY_ZAKO_MAX; ++i)
                {
                    enemy_zako_pool_[i] = Instantiate(enemy_zako_prefab_) as GameObject;
                    enemy_zako_pool_[i].SetActive(false);
                }
            }
            if (dragon_head_prefab_ != null)
            {
                dragon_head_pool_ = new GameObject[DRAGON_HEAD_MAX];
                for (var i = 0; i < DRAGON_HEAD_MAX; ++i)
                {
                    dragon_head_pool_[i] = Instantiate(dragon_head_prefab_) as GameObject;
                    dragon_head_pool_[i].SetActive(false);
                }
            }
            if (dragon_body_prefab_ != null)
            {
                dragon_body_pool_ = new GameObject[DRAGON_BODY_MAX];
                for (var i = 0; i < DRAGON_BODY_MAX; ++i)
                {
                    dragon_body_pool_[i] = Instantiate(dragon_body_prefab_) as GameObject;
                    dragon_body_pool_[i].SetActive(false);
                }
            }
            if (dragon_tail_prefab_ != null)
            {
                dragon_tail_pool_ = new GameObject[DRAGON_TAIL_MAX];
                for (var i = 0; i < DRAGON_TAIL_MAX; ++i)
                {
                    dragon_tail_pool_[i] = Instantiate(dragon_tail_prefab_) as GameObject;
                    dragon_tail_pool_[i].SetActive(false);
                }
            }

            // audio
            audio_sources_bullet_ = new AudioSource[AUDIOSOURCE_BULLET_MAX];
            for (var i = 0; i < AUDIOSOURCE_BULLET_MAX; ++i)
            {
                audio_sources_bullet_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_bullet_[i].clip   = se_bullet_;
                audio_sources_bullet_[i].volume = 0.04f;
            }
            audio_source_bullet_index_ = 0;
            audio_sources_explosion_   = new AudioSource[AUDIOSOURCE_EXPLOSION_MAX];
            for (var i = 0; i < AUDIOSOURCE_EXPLOSION_MAX; ++i)
            {
                audio_sources_explosion_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_explosion_[i].clip   = se_explosion_;
                audio_sources_explosion_[i].volume = 0.025f;
            }
            audio_source_explosion_index_ = 0;
            audio_sources_laser_          = new AudioSource[AUDIOSOURCE_LASER_MAX];
            for (var i = 0; i < AUDIOSOURCE_LASER_MAX; ++i)
            {
                audio_sources_laser_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_laser_[i].clip   = se_laser_;
                audio_sources_laser_[i].volume = 0.025f;
            }
            audio_source_laser_index_ = 0;
            audio_sources_shield_     = new AudioSource[AUDIOSOURCE_SHIELD_MAX];
            for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i)
            {
                audio_sources_shield_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_shield_[i].clip   = se_shield_;
                audio_sources_shield_[i].volume = 0.020f;
            }
            audio_source_shield_index_ = 0;
            audio_sources_shield_      = new AudioSource[AUDIOSOURCE_SHIELD_MAX];
            for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i)
            {
                audio_sources_shield_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_shield_[i].clip   = se_shield_;
                audio_sources_shield_[i].volume = 0.025f;
            }
            audio_source_shield_index_ = 0;
            audio_sources_bgm_         = gameObject.AddComponent <AudioSource>();
            audio_sources_bgm_.clip    = bgm01_;
            audio_sources_bgm_.volume  = 0.05f;
            audio_sources_bgm_.loop    = true;
            is_bgm_playing_            = false;

            GameManager.Instance.init();

#if UTJ_MULTI_THREADED
            update_thread_          = new Thread(thread_entry);
            update_thread_.Priority = System.Threading.ThreadPriority.Highest;
            update_thread_.Start();
#endif

#if UNITY_PS4 || UNITY_EDITOR
            int rw = 1920;
            int rh = 1080;
#elif UNITY_PSP2
            int rw = 480;
            int rh = 272;
#else
            int rw = 568;
            int rh = 320;
#endif
            render_texture_ = new RenderTexture(rw, rh, 24 /* depth */, RenderTextureFormat.ARGB32);
            render_texture_.Create();
            camera_.targetTexture       = render_texture_;
            final_material_.mainTexture = render_texture_;

            initialized_          = true;
            camera_final_.enabled = true;
        }
Esempio n. 15
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 public override void renderUpdate(int front, CameraBase camera, ref DrawBuffer draw_buffer)
 {
     on_render_update_(front, ref draw_buffer);
 }
Esempio n. 16
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        void main_loop()
        {
            PerformanceMeter.Instance.beginUpdate();
            int updating_front = get_front();

            // fetch
            Controller.Instance.fetch(update_time_);
            var controller = Controller.Instance.getLatest();

            // update
            float dt = dt_;

            if (pause_)
            {
                dt = 0f;
            }
            spectator_camera_.rotateOffsetRotation(-controller.flick_y_, controller.flick_x_);
            UnityEngine.Profiling.Profiler.BeginSample("Task update");
            GameManager.Instance.update(dt, update_time_);
            TaskManager.Instance.update(dt, update_time_);
            UnityEngine.Profiling.Profiler.EndSample();
            ++update_frame_;
            update_time_ += dt;

            UnityEngine.Profiling.Profiler.BeginSample("MissileManager.update");
            MissileManager.Instance.update(dt, update_time_);
            UnityEngine.Profiling.Profiler.EndSample();
            PerformanceMeter.Instance.endUpdate();

            PerformanceMeter.Instance.beginRenderUpdate();
            CameraBase current_camera = spectator_mode_ ? spectator_camera_ as CameraBase : debug_camera_ as CameraBase;

            // begin
            UnityEngine.Profiling.Profiler.BeginSample("renderUpdate_begin");
            MySprite.Instance.begin();
            MyFont.Instance.begin();
            Spark.Instance.begin();
            UnityEngine.Profiling.Profiler.EndSample();

            // renderUpdate
            UnityEngine.Profiling.Profiler.BeginSample("renderUpdate");
            draw_buffer_[updating_front].beginRender();
            TaskManager.Instance.renderUpdate(updating_front,
                                              current_camera,
                                              ref draw_buffer_[updating_front]);
            draw_buffer_[updating_front].endRender();
            UnityEngine.Profiling.Profiler.EndSample();

            // performance meter
            if (meter_draw_)
            {
                PerformanceMeter.Instance.drawMeters(updating_front);
            }

            // end
            UnityEngine.Profiling.Profiler.BeginSample("renderUpdate_end");
            Spark.Instance.end();
            MyFont.Instance.end();
            MySprite.Instance.end();
            UnityEngine.Profiling.Profiler.EndSample();

            PerformanceMeter.Instance.endRenderUpdate();
        }