Esempio n. 1
0
        void Start()
        {
            TaskManager.Instance.init();
            // Sight.Instance.init();
            LockTarget.createPool();
            list_ = new List <TestTask>();
            GameObject prefab = null;

            for (var i = 0; i < MAX; ++i)
            {
                GameObject go;
                if (prefab == null)
                {
                    prefab = GameObject.Find("Cube");
                    go     = prefab;
                }
                else
                {
                    float range = 8;
                    go = Instantiate(prefab, new Vector3(Random.Range(-range, range),
                                                         Random.Range(-range, range),
                                                         Random.Range(-range, range)),
                                     Quaternion.identity) as GameObject;
                }
                var task = new TestTask();
                var pos  = go.transform.position;
                var rot  = go.transform.rotation;
                task.init();
                task.rigidbody_.init(ref pos, ref rot);
                var lock_target = LockTarget.create(task, new LockTarget.CalcPosition(task.calc_position));
                task.lock_target_ = lock_target;
                task.owner_       = go;
                list_.Add(task);
            }
            camera_ = Camera.main;

            player_ = Player.create();
        }
Esempio n. 2
0
        // private DrawBuffer dummy_draw_buffer_;

        void Start()
        {
            TaskManager.Instance.init();
            Sight.Instance.init(null /* material */);
            LockTarget.createPool();
            list_ = new List <TestTask>();
            GameObject prefab = null;

            for (var i = 0; i < MAX; ++i)
            {
                GameObject go;
                if (prefab == null)
                {
                    prefab = GameObject.Find("Cube");
                    go     = prefab;
                }
                else
                {
                    float range = 8;
                    go = Instantiate(prefab, new Vector3(Random.Range(-range, range),
                                                         Random.Range(-range, range),
                                                         Random.Range(-range, range)),
                                     Quaternion.identity) as GameObject;
                }
                var task = new TestTask();
                var pos  = go.transform.position;
                var rot  = go.transform.rotation;
                task.init(ref pos, ref rot);
                var lock_target = LockTarget.create(task, ref CV.Vector3Zero);
                task.lock_target_ = lock_target;
                task.owner_       = go;
                list_.Add(task);
            }
            camera_ = Camera.main;

            my_camera_ = MyCamera.create();
            // dummy_draw_buffer_ = new DrawBuffer();
        }
Esempio n. 3
0
        void Awake()
        {
#if UNITY_PSP2
            UnityEngine.PSVita.Diagnostics.enableHUD = true;
#endif

            Application.targetFrameRate = 60;
            DontDestroyOnLoad(gameObject);

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

            Instance.init();
            Options.Instance.init();
            InputManager.Instance.init();
            GameManager.Instance.init();
            TaskManager.Instance.init();
            MyCollider.createPool();
            LockTarget.createPool();
            Missile.createPool();
            Bullet.createPool();
            Enemy.createPool();
            EnemyBullet.createPool();
            Debris.Instance.init(debris_material_);
            Spark.Instance.init(spark_material_);
            Beam.Instance.init(beam_material_);
            Trail.Instance.init(trail_material_);
            Explosion.Instance.init(explosion_material_);
            Hahen.Instance.init(hahen_material_);
            HUD.Instance.init();

            draw_buffer_ = new DrawBuffer[2];
            for (int i = 0; i < 2; ++i)
            {
                draw_buffer_[i].init();
            }
            manual_reset_event_ = new System.Threading.ManualResetEvent(false);
            setFPS(DefaultFps);
            update_frame_      = 0;
            update_sync_frame_ = 0;
            update_time_       = 0f;
            render_frame_      = 0;
            render_sync_frame_ = 0;
            pause_             = false;

            camera_          = GameObject.Find("MainCamera").GetComponent <Camera>(); // Camera.main;
            ProjectionMatrix = camera_.projectionMatrix;
            camera_.enabled  = false;
            if (player_prefab_ != null)
            {
                player_go_ = Instantiate(player_prefab_) as GameObject;
            }

            if (zako_prefab_ != null)
            {
                zako_pool_ = new GameObject[ZAKO_MAX];
                for (var i = 0; i < ZAKO_MAX; ++i)
                {
                    zako_pool_[i] = Instantiate(zako_prefab_) as GameObject;
                    zako_pool_[i].SetActive(false);
                }
            }

            uv_scroller_list_ = new UVScroller[8];

            // pause menu
            pausemenu_canvas_go_ = GameObject.Find("Canvas");
            if (pausemenu_canvas_go_ != null)
            {
                var go = GameObject.Find("FPSValue");
                fps_text_      = go.GetComponent <UnityEngine.UI.Text>();
                fps_text_.text = "1/" + fps_.ToString();
                pausemenu_canvas_go_.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 = 0.05f;
            }
            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 = 0.25f;
            }
            audio_source_explosion_index_ = 0;
            audio_sources_missile_        = new AudioSource[AUDIOSOURCE_MISSILE_MAX];
            for (var i = 0; i < AUDIOSOURCE_MISSILE_MAX; ++i)
            {
                audio_sources_missile_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_missile_[i].clip   = se_missile_;
                audio_sources_missile_[i].volume = 0.25f;
            }
            audio_source_missile_index_ = 0;
            audio_sources_lockon_       = new AudioSource[AUDIOSOURCE_LOCKON_MAX];
            for (var i = 0; i < AUDIOSOURCE_LOCKON_MAX; ++i)
            {
                audio_sources_lockon_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_lockon_[i].clip   = se_lockon_;
                audio_sources_lockon_[i].volume = 0.25f;
            }
            audio_source_lockon_index_ = 0;

            audio_sources_voice_ikuyo_           = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_ikuyo_.clip      = se_voice_ikuyo_;
            audio_sources_voice_ikuyo_.volume    = 0.75f;
            audio_sources_voice_uwaa_            = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_uwaa_.clip       = se_voice_uwaa_;
            audio_sources_voice_uwaa_.volume     = 0.75f;
            audio_sources_voice_sorosoro_        = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_sorosoro_.clip   = se_voice_sorosoro_;
            audio_sources_voice_sorosoro_.volume = 0.75f;
            audio_sources_voice_ototo_           = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_ototo_.clip      = se_voice_ototo_;
            audio_sources_voice_ototo_.volume    = 0.75f;
            audio_sources_voice_yoshi_           = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_yoshi_.clip      = se_voice_yoshi_;
            audio_sources_voice_yoshi_.volume    = 0.75f;

            audio_sources_bgm_        = gameObject.AddComponent <AudioSource>();
            audio_sources_bgm_.clip   = bgm01_;
            audio_sources_bgm_.volume = 0.5f;
            audio_sources_bgm_.loop   = true;

            gc_start_count_ = System.GC.CollectionCount(0 /* generation */);
        }
Esempio n. 4
0
        private void initialize()
        {
#if UNITY_PSP2
            UnityEngine.PSVita.Diagnostics.enableHUD = true;
#endif

            DontDestroyOnLoad(gameObject);

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

            camera_           = GameObject.Find("MainCamera").GetComponent <Camera>(); // Camera.main;
            camera_.eventMask = 0;

            {
                player_go_            = Instantiate(player_prefab_) as GameObject;
                player_arm_transform_ = player_go_.transform.Find("fighter_arm");
                {
                    var go = new GameObject();
                    go.name = "LockonRangeRenderer";
                    go.transform.position = CV.Vector3Zero;
                    go.transform.rotation = CV.QuaternionIdentity;
                    var lr = go.AddComponent <LockonRangeRenderer>();
                    LockonRangeRenderer.setInstance(lr);
                    go.transform.SetParent(player_go_.transform);
                    go.transform.localPosition = new Vector3(0f, 0.5f, 0f);
                }
                {
                    var go = new GameObject();
                    go.name = "ShieldRenderer";
                    go.transform.position = Vector3.zero;
                    go.transform.rotation = Quaternion.identity;
                    go.AddComponent <ShieldRenderer>();
                    go.transform.SetParent(player_go_.transform);
                    go.transform.localPosition = new Vector3(0f, 0f, 0f);
                }
            }

            Options.Instance.init();
            InputManager.Instance.init();
            GameManager.Instance.init();
            TaskManager.Instance.init();
            MyCollider.createPool();
            LockTarget.createPool();
            Missile.createPool();
            Bullet.createPool();
            Enemy.createPool();
            EnemyBullet.createPool();
            Shutter.createPool();
            Debris.Instance.init(debris_material_);
            Spark.Instance.init(spark_material_);
            Beam.Instance.init(beam_material_);
            Beam2.Instance.init(beam2_material_);
            Trail.Instance.init(trail_material_);
            Explosion.Instance.init(explosion_material_);
            Hahen.Instance.init(hahen_material_);
            Shockwave.Instance.init(shockwave_material_);
            // HUD.Instance.init();
            LockonRange.Instance.init(lockon_range_material_);
            LockonRangeRenderer.Instance.init(camera_);
            Shield.Instance.init(shield_material_);
            Sight.Instance.init(sight_material_);
            if (SightRenderer.Instance)
            {
                SightRenderer.Instance.init(camera_);
            }
            VRSprite.Instance.init(sprites_, vrsprite_material_);
            if (VRSpriteRenderer.Instance)
            {
                VRSpriteRenderer.Instance.init(camera_);
            }
            Notice.createPool();
            MySprite.Instance.init(sprites_, sprite_material_);
            MySpriteRenderer.Instance.init(camera_);
            MyFont.Instance.init(font_, font_material_);
            MyFontRenderer.Instance.init(camera_);

            draw_buffer_ = new DrawBuffer[2];
            for (int i = 0; i < 2; ++i)
            {
                draw_buffer_[i].init();
            }
            manual_reset_event_ = new System.Threading.ManualResetEvent(false);
#if UNITY_PS4
            setFPS(120);
#else
            setFPS(90);
#endif
            update_frame_      = 0;
            update_sync_frame_ = 0;
            update_time_       = 0f;
            render_frame_      = 0;
            render_sync_frame_ = 0;

            camera_holder_transform_ = camera_holder_.transform;
            ProjectionMatrix         = camera_.projectionMatrix;

            if (zako_prefab_ != null)
            {
                zako_pool_ = new GameObject[ZAKO_MAX];
                for (var i = 0; i < ZAKO_MAX; ++i)
                {
                    zako_pool_[i] = Instantiate(zako_prefab_) as GameObject;
                    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);
                }
            }
            if (shutter_prefab_ != null)
            {
                shutter_pool_ = new GameObject[SHUTTER_MAX];
                for (var i = 0; i < SHUTTER_MAX; ++i)
                {
                    shutter_pool_[i] = Instantiate(shutter_prefab_) as GameObject;
                    shutter_pool_[i].SetActive(false);
                }
            }

            uv_scroller_list_ = new UVScroller[8];

            // 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 = 0.4f;
            }
            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 = 0.25f;
            }
            audio_source_explosion_index_ = 0;
            audio_sources_missile_        = new AudioSource[AUDIOSOURCE_MISSILE_MAX];
            for (var i = 0; i < AUDIOSOURCE_MISSILE_MAX; ++i)
            {
                audio_sources_missile_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_missile_[i].clip   = se_missile_;
                audio_sources_missile_[i].volume = 0.25f;
            }
            audio_source_missile_index_ = 0;
            audio_sources_lockon_       = new AudioSource[AUDIOSOURCE_LOCKON_MAX];
            for (var i = 0; i < AUDIOSOURCE_LOCKON_MAX; ++i)
            {
                audio_sources_lockon_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_lockon_[i].clip   = se_lockon_;
                audio_sources_lockon_[i].volume = 0.20f;
            }
            audio_source_lockon_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 = 0.25f;
            }
            audio_source_shield_index_ = 0;

            audio_sources_voice_ikuyo_           = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_ikuyo_.clip      = se_voice_ikuyo_;
            audio_sources_voice_ikuyo_.volume    = 0.75f;
            audio_sources_voice_uwaa_            = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_uwaa_.clip       = se_voice_uwaa_;
            audio_sources_voice_uwaa_.volume     = 0.75f;
            audio_sources_voice_sorosoro_        = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_sorosoro_.clip   = se_voice_sorosoro_;
            audio_sources_voice_sorosoro_.volume = 0.75f;
            audio_sources_voice_ototo_           = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_ototo_.clip      = se_voice_ototo_;
            audio_sources_voice_ototo_.volume    = 0.75f;
            audio_sources_voice_yoshi_           = gameObject.AddComponent <AudioSource>();
            audio_sources_voice_yoshi_.clip      = se_voice_yoshi_;
            audio_sources_voice_yoshi_.volume    = 0.75f;

            audio_sources_bgm_        = gameObject.AddComponent <AudioSource>();
            audio_sources_bgm_.clip   = bgm01_;
            audio_sources_bgm_.volume = 0.5f;
            audio_sources_bgm_.loop   = true;
            is_bgm_playing_           = false;

            gc_start_count_ = System.GC.CollectionCount(0 /* generation */);

            my_camera_ = MyCamera.create();
            player_    = Player.create();

            flow_speed_target_ = 0f;
            flow_speed_        = 0f;
        }