Esempio n. 1
0
        void EnterActor(ActorInfo info, ActorInfo.ActorState actorState, float posX)
        {
            CreateActorRoot(info, actorState);
            GameObject go = GameObject.Find(info.actorName);              //actorState.dataArray[ i ].parentname + "/" + actorState );

            if (go != null)
            {
                Vector3 pos = go.transform.localPosition;
                pos.x = posX;
                go.transform.localPosition = pos;
            }

            for (int i = 0; i < actorState.dataArray.Length; i++)
            {
                actorState.dataArray[i].parentname = info.actorName;
                actorState.dataArray[i].sclZ       = 1f;

                SceneCreator.Create(actorState.dataArray[i]);

/*
 *                              go = GameObject.Find( actorState.dataArray[ i ].parentname + "/" + actorState.dataArray[ i ].name );
 *                              if( go != null ){
 *                                      Vector3 pos = go.transform.localPosition;
 *                                      pos.x = posX;
 *                                      go.transform.localPosition = pos;
 *                              }
 * //*/
            }
        }
Esempio n. 2
0
        void CreateChildLayer(ActorInfo info, ActorInfo.ActorState actorState)
        {
            for (int i = 0; i < actorState.dataArray.Length; i++)
            {
                actorState.dataArray[i].parentname = info.actorName;
                actorState.dataArray[i].sclZ       = 1f;

                SceneCreator.Create(actorState.dataArray[i]);
            }
        }
Esempio n. 3
0
        GameObject CreateActorRoot(ActorInfo info, ActorInfo.ActorState actorState)
        {
            float scl = actorState.sizeInPercent / 100f;

            SceneData.SceneNodeData actorNodeData = new SceneData.SceneNodeData();
            actorNodeData.name       = info.actorName;
            actorNodeData.parentname = ViNoSceneManager.Instance.theSavedPanel.name;
            actorNodeData.sclX       = scl;
            actorNodeData.sclY       = scl;
            actorNodeData.sclZ       = 1f;
            actorNodeData.alpha      = 1f;
            actorNodeData.show       = true;
            GameObject actorGO = SceneCreator.Create(actorNodeData);

//			m_ActorGOMap[ info.actorName ] = actorGO;
            return(actorGO);
        }
Esempio n. 4
0
        void OnEnterActor(string actorName, ActorPosition actorPos)
        {
            if (actorLib != null)
            {
//				for( int i=0;i<actorLib.actorEntries.Length;i++){
//					ActorInfo actorInfo = actorLib.actorEntries[ i ];
//					if( actorInfo.actorName == actorName ){
                if (m_ActorMap.ContainsKey(actorName))
                {
                    ActorInfo actorInfo = m_ActorMap[actorName];
//						Debug.Log( "matched Actor Name  ," + actorName + " and Enter this actor." );
                    ActorInfo.ActorState currentActorState = actorInfo.baseActorState;
                    float posX = GetPositionX(actorPos);
                    EnterActor(actorInfo, currentActorState, posX);
                    return;
                }
            }
//			}
            else
            {
                Debug.Log("ActorLibrary not attached. couldn't enter actor : " + actorName);
            }
        }
Esempio n. 5
0
/*		IEnumerator Shake( GameObject obj ){
 *                      yield return new WaitForSeconds(  );
 *
 *              }
 * //*/

        void EnterActor(ActorInfo info, ActorInfo.ActorState actorState)
        {
            CreateActorRoot(info, actorState);
            CreateChildLayer(info, actorState);
        }
Esempio n. 6
0
        void changestate(Hashtable param)
        {
//			Debug.Log( "OnChangeState" );
            if (actorLib != null)
            {
                string actorName = param["name"] as string;
                string state     = param["state"] as string;
                bool   fadein    = false;
                if (param.ContainsKey("fade"))
                {
                    string fade = param["fade"] as string;
                    fadein = (fade == "true") ? true : false;
                }
                // Fade in Start ?.
                ISpriteFactory._FADEIN_AT_CREATE = fadein;

                // Fadeout and destroy childs.
                if (fadein)
                {
                    string     destroyRootName = actorName + " will_Destroy";
                    GameObject _destroyRoot    = GameObject.Find(destroyRootName);
                    if (_destroyRoot == null)
                    {
                        _destroyRoot = new GameObject(destroyRootName);
                    }

                    GameObject actor    = GameObject.Find(actorName);
                    Transform  actorTra = actor.transform;
                    int        childNum = actorTra.GetChildCount();
                    // Rename Actors.
                    while (childNum > 0)
                    {
                        Transform tra = actorTra.GetChild(0);
                        tra.name = tra.name + "_";
//						Debug.Log( "Destroy:" + tra.name );
                        tra.parent = _destroyRoot.transform;

                        childNum = actorTra.GetChildCount();
                    }
//					_destroyRoot.transform.parent =	.transform;

                    SceneCreator.DestroyScene(_destroyRoot, !fadein);                           // Fade and Destroy Actor.
                }

//				Debug.Log ( "State:" + state );
                if (m_ActorMap.ContainsKey(actorName))
                {
                    ActorInfo actorInfo = m_ActorMap[actorName];
//					Debug.Log ( "Actor Matched.:" + actorName );
                    for (int k = 0; k < actorInfo.actorStates.Length; k++)
                    {
                        if (actorInfo.actorStates[k].stateName == state)
                        {
                            ActorInfo.ActorState actorState = actorInfo.actorStates[k];
                            CreateChildLayer(actorInfo, actorState);
                            break;
                        }
                    }
                }
            }
        }