/// <summary> /// キャラ画像の設定 /// </summary> /// <param name="unitID"></param> /// <param name="assetLoadCharaImageList"></param> public void SetUpCharImage(uint storyCharaID, List <AssetLoadStoryViewResource> assetLoadCharaImageList) { //------------------------------------------- // ユニット画像の設定 //------------------------------------------- if (storyCharaID > 0) { AssetLoadStoryViewResource assetResource = assetLoadCharaImageList.Find(v => v.m_fix_id == storyCharaID && v.Type == AssetLoadStoryViewResource.ResourceType.CHARA); Context.CharaTexture = (assetResource != null) ? assetResource.GetTexture() : null; Context.CharaTexture_mask = (assetResource != null) ? assetResource.GetTextureMask() : null; // UVの設定 if (assetResource != null && assetResource.CharaMasterData != null) { MasterDataStoryChara charaMaster = assetResource.CharaMasterData; Context.CharaUV = new Rect(charaMaster.img_offset_x * 0.001f , charaMaster.img_offset_y * 0.001f , charaMaster.img_tiling * 0.001f , charaMaster.img_tiling * 0.001f); } else { Context.CharaUV = new Rect(0, 0, 1, 1); } } }
void SetupStoryCharaMaster(int index) { //-------------------------------- // アクセス番号決定 //-------------------------------- if (index >= m_StoryCharaMasterArray.Length) { index = 0; } if (index < 0) { index = m_StoryCharaMasterArray.Length - 1; } MasterDataStoryChara storyCharaMaster = m_StoryCharaMasterArray[index]; m_CurrentStoryCharaMaster = storyCharaMaster; m_Index = index; m_DebugPartyOffset.CheckAdjustUV(); m_CharaResource = new AssetLoadStoryViewResource(); m_DebugPartyOffset.NameText = "MasterDataStoryChara"; m_DebugPartyOffset.m_IdInputField.text = storyCharaMaster.fix_id.ToString(); m_DebugPartyOffset.SetupUV(m_OffsetXArray[m_Index] , m_OffsetYArray[m_Index] , m_TilingArray[m_Index] ); m_DebugPartyOffset.SetupAdjustUV(storyCharaMaster.img_offset_x * 0.001f, storyCharaMaster.img_offset_y * 0.001f, storyCharaMaster.img_tiling * 0.001f); m_DebugPartyOffset.CheckAdjustUV(); m_CharaResource.SetStoryCharaId(storyCharaMaster.fix_id); StartCoroutine(LoopAssetLoad(() => { m_DebugPartyOffset.ThirdUnitMaterial.SetTexture("_MainTex", m_CharaResource.GetTexture()); SetUpUVParam(); })); }