コード例 #1
0
ファイル: UFPlayerInfo.cs プロジェクト: wardd64/UnityFaction
    public void Set(LevelData level, int levelLayer, int playerLayer, int skyLayer,
                    string rflPath, bool pcFog)
    {
        this.levelRFLPath = rflPath;

        this.levelName   = level.name;
        this.author      = level.author;
        this.playerStart = level.playerStart;
        this.multiplayer = level.multiplayer;
        this.spawnPoints = level.spawnPoints;

        this.levelMask   = LayerMask.GetMask(LayerMask.LayerToName(levelLayer));
        this.playerLayer = playerLayer;
        this.skyMask     = LayerMask.GetMask(LayerMask.LayerToName(skyLayer));

        this.useFog    = level.nearPlane <= level.farPlane && level.farPlane > 0f;
        this.fogStart  = 0f;
        this.clipPlane = level.farPlane;
        if (this.clipPlane <= 0f)
        {
            this.clipPlane = 1000f;
        }
        if (pcFog && level.nearPlane > 0f && level.nearPlane <= level.farPlane)
        {
            Debug.LogWarning("Found non trivial value " + level.nearPlane +
                             " for fog start (near plane). By Default RF behaviour this value was ignored. " +
                             "Please set in the UFPlayerInfo script if you which to use the value.");
        }
        if (level.nearPlane > 0f && level.nearPlane > level.farPlane)
        {
            Debug.LogWarning("Value for fog start (near plane) was greater than the value " +
                             "for the far clipping plane. As a result, by default RF behaviour, fog has " +
                             "been disabled. Visit the UFPlayerInfo object if this was not intended.");
        }

        this.fogColor     = level.fogColor;
        this.ambientColor = level.ambientColor;

        bool foundSkyRoom = false;
        Room skyRoom      = default(Room);

        AxisAlignedBoundingBox levelBox = level.staticGeometry.rooms[0].aabb;

        foreach (Room room in level.staticGeometry.rooms)
        {
            levelBox = AxisAlignedBoundingBox.Join(levelBox, room.aabb);

            if (room.isSkyRoom)
            {
                foundSkyRoom = true;
                skyRoom      = room;
                continue;
            }

            float roomRadius = .5f * room.aabb.GetSize().magnitude;
            MakeEAX(room.eaxEffect, room.aabb.GetCenter(), roomRadius);
        }

        BoxCollider bc = gameObject.AddComponent <BoxCollider>();

        bc.isTrigger = true;
        bc.center    = (levelBox.min + levelBox.max) / 2f;
        bc.size      = levelBox.max - levelBox.min;

        if (foundSkyRoom)
        {
            GameObject camG        = new GameObject("SkyCamera");
            Vector3    skyPos      = (skyRoom.aabb.min + skyRoom.aabb.max) / 2f;
            Vector3    skyDiagonal = skyRoom.aabb.max - skyRoom.aabb.min;
            camG.transform.SetParent(transform);
            camG.transform.position = skyPos;
            skyCamera                 = camG.AddComponent <Camera>();
            skyCamera.depth           = -10;
            skyCamera.clearFlags      = CameraClearFlags.SolidColor;
            skyCamera.backgroundColor = fogColor;
            skyCamera.farClipPlane    = skyDiagonal.magnitude / 2f;
            skyCamera.cullingMask     = skyMask;
        }
    }