コード例 #1
0
    public void DoBreakBoneAnimation(
        ref Character _CharacterRef,
        int _PartIndex = 0 /* <= 0, for random */)
    {
        if (_PartIndex <= 0)
        {
            _PartIndex = Random.Range(1, _CharacterRef.mesh.m_nPartCount);
        }

        GlobalSingleton.DEBUG("DoBreakBoneAnimation Obj = "
                              + _CharacterRef.ToString()
                              + ", nPartIndex = "
                              + _PartIndex);

        s_DummyIndex = (s_DummyIndex + 1) % m_DummyPoints.Count;
        GameObject obj = m_DummyPoints[s_DummyIndex];

        obj.transform.position = _CharacterRef.transform.position;
        _CharacterRef.mesh.BreakPart(_PartIndex, obj);

        BoneAnimation boneAnimation = obj.AddComponent <BoneAnimation>();

        boneAnimation.m_StartPoint = _CharacterRef.transform.position;
        boneAnimation.m_EndPoint   = new Vector3(
            Random.Range(-32.0f, 32.0f),
            Random.Range(-1.0f, 1.0f),
            Random.Range(-10.0f, 5.0f));

        Invoke("OnBoneAnimationFinish", 5.0f);
    }
コード例 #2
0
    void OnAction(Character _CharRef, Character _OtherRef, int _ChunkIndex, ActionKey _Action)
    {
        GlobalSingleton.DEBUG(_CharRef.name + "," + _ChunkIndex + "," + _Action);
        switch (_Action)
        {
        case ActionKey.Attack:
            _CharRef.DoChangeModel(_ChunkIndex, MODELTYPE.E_ATTACK);
            _CharRef.DoAction(_ChunkIndex, AnimationState.Attack, 1.2f);
            _CharRef.SetOpponentTarget(_ChunkIndex);

            _OtherRef.DoAction(_ChunkIndex, AnimationState.Hitted, 1.2f);
            _OtherRef.SetOpponentTarget(_ChunkIndex);
            break;

        case ActionKey.Defend:
            _CharRef.DoChangeModel(_ChunkIndex, MODELTYPE.E_DEFENSE);
            _OtherRef.ClearOpponentTarget(_ChunkIndex);
            // _CharRef.DoAction(_ChunkIndex, AnimationState.Defend, 2.0f);
            break;

        case ActionKey.Concentrate:
            _CharRef.DoChangeModel(_ChunkIndex, MODELTYPE.E_CONCENTRATE);
            _OtherRef.ClearOpponentTarget(_ChunkIndex);
            break;
        }
    }
コード例 #3
0
    public virtual void Draw(GameObject _Root)
    {
        GlobalSingleton.DEBUG("Draw, size = " + m_nSize + ", sizeof vertices = " + m_Vertices.Length);

        for (int i = 0; i < m_Vertices.Length; ++i)
        {
            int voxel = m_Vertices[i];
            if (voxel > 0)
            {
                GameObject obj = Object.Instantiate(Resources.Load(s_VoxelPrefab)) as GameObject;
                m_VoxelCache.Add(obj);

                Vector3 localScale = _Root.transform.localScale;

                obj.transform.parent   = _Root.transform;
                obj.transform.position = _Root.transform.position
                                         + new Vector3(
                    localScale.x * (i % m_nSize - m_nSize / 2),
                    localScale.y * (m_nSize / 2 - i / m_nSize),
                    0);

                // use Sprites-Default material
#if VERTEX_COLOR_256 || VERTEX_COLOR_8
                MeshFilter cube     = obj.GetComponent <MeshFilter>();
                Vector3[]  vertices = cube.mesh.vertices;
#if VERTEX_COLOR_256
                int colorScale = 256;
#elif VERTEX_COLOR_8
                int colorScale = 8;
#endif
#if GRAY_SCALE_COLOR
                float grayScale = (voxel % colorScale) / (float)colorScale;
                float r = grayScale, g = grayScale, b = grayScale;
#else
                float r = (voxel % colorScale) / (float)colorScale;
                float g = (voxel % colorScale) / (float)colorScale;
                float b = (voxel % colorScale) / (float)colorScale;
#endif
                Color[] colors = Enumerable.Repeat(
                    new Color(r, g, b, 1.0f),
                    vertices.Length).ToArray();
                cube.mesh.colors = colors;
#endif
            }
        }
    }
コード例 #4
0
    public virtual bool DoParse()
    {
        GlobalSingleton.DEBUG("DoParse, SourceStr = " + m_SourceStr);

        // remove unused char(space, new line, etc...)
        m_SourceStr = System.Text.RegularExpressions.Regex.Replace(m_SourceStr, @"\t|\n|\r| ", string.Empty);
        string[] attrSegment = m_SourceStr.Split(';');

        for (int i = 0; i < attrSegment.Length; ++i)
        {
            string[] element = attrSegment[i].Split(':');
            if (element[0] == "name")
            {
                m_Name = element[1];
            }
            else if (element[0] == "size")
            {
                int.TryParse(element[1], out m_nSize);
            }
            else if (element[0] == "vertices")
            {
                string   valueStr    = element[1];
                string[] verticesStr = valueStr.Split(',');
                m_Vertices = System.Array.ConvertAll(verticesStr, s => int.Parse(s));
            }
            else if (element[0] == "partmask")
            {
                string   valueStr    = element[1];
                string[] verticesStr = valueStr.Split(',');
                m_PartMask = System.Array.ConvertAll(verticesStr, s => int.Parse(s));

                // calculate part count
                while (System.Array.IndexOf(m_PartMask, m_nPartCount + 1) >= 0)
                {
                    m_nPartCount++;
                }
            }
        }

        return(true);
    }
コード例 #5
0
    public virtual void BreakPart(int _PartIndex, GameObject _Root)
    {
        GlobalSingleton.DEBUG("BreakPart, part index = " + _PartIndex);

        // size of m_Vertices and m_PartMask should be the same.
        if ((m_PartMask == null) || (m_PartMask.Length != m_Vertices.Length))
        {
            return;
        }

        int voxelIndex = -1;

        for (int i = 0; i < m_PartMask.Length; ++i)
        {
            int voxel = m_Vertices[i];
            if (voxel > 0)
            {
                voxelIndex++;
            }

            if (m_PartMask[i] != _PartIndex)
            {
                continue;
            }

            GameObject obj        = Object.Instantiate(Resources.Load(s_VoxelPrefab)) as GameObject;
            Vector3    localScale = _Root.transform.localScale;

            obj.transform.parent   = _Root.transform;
            obj.transform.position = _Root.transform.position
                                     + new Vector3(
                localScale.x * (i % m_nSize - m_nSize / 2),
                localScale.y * (m_nSize / 2 - i / m_nSize),
                0);

            // use Sprites-Default material
#if VERTEX_COLOR_256 || VERTEX_COLOR_8
            MeshFilter cube     = obj.GetComponent <MeshFilter>();
            Vector3[]  vertices = cube.mesh.vertices;
#if VERTEX_COLOR_256
            int colorScale = 256;
#elif VERTEX_COLOR_8
            int colorScale = 8;
#endif
#if GRAY_SCALE_COLOR
            float grayScale = (voxel % colorScale) / (float)colorScale;
            float r = grayScale, g = grayScale, b = grayScale;
#else
            float r = (voxel % colorScale) / (float)colorScale;
            float g = (voxel % colorScale) / (float)colorScale;
            float b = (voxel % colorScale) / (float)colorScale;
#endif
            Color[] colors = Enumerable.Repeat(
                new Color(r, g, b, 1.0f),
                vertices.Length).ToArray();
            cube.mesh.colors = colors;
#endif

            // hide the voxelerase
            m_VoxelCache[voxelIndex].SetActive(false);
            // erase the flag
            m_PartMask[i] = 0;
        }
    }
コード例 #6
0
ファイル: Mesh_VoxelChunk.cs プロジェクト: valkidy/crushpiec
    public Mesh_VoxelChunk(string _SourceStr) : base(_SourceStr)
    {
        GlobalSingleton.DEBUG("Ctor for String");

        m_SourceStr = _SourceStr;
    }
コード例 #7
0
ファイル: Mesh_VoxelChunk.cs プロジェクト: valkidy/crushpiec
    public override bool DoParse()
    {
        GlobalSingleton.DEBUG(typename + "DoParse, SourceStr = " + m_SourceStr);

        // remove unused char(space, new line, etc...)
        m_SourceStr = System.Text.RegularExpressions.Regex.Replace(m_SourceStr, @"\t|\n|\r| ", string.Empty);
        string[] attrSegment = m_SourceStr.Split(';');

        for (int i = 0; i < attrSegment.Length; ++i)
        {
            string[] element = attrSegment[i].Split(':');
            if (element[0] == "name")
            {
                m_Name = element[1];
            }
            else if (element[0] == "chunk")
            {
                char[]   trim   = { '[', ']' };
                string[] chunks = element[1].Trim(trim).Split('#');

                GlobalSingleton.DEBUG(element[1]);

                for (int j = 1; j < chunks.Length; ++j)
                {
                    string[] chunkSegment = chunks[j].Split('|');
                    // if (chunkSegment.Length < 5)
                    //    continue;

                    string   name          = chunkSegment[0];
                    string   model         = chunkSegment[1];
                    string[] vector3String = chunkSegment[2].Split(',');
                    Vector3  localPosition = new Vector3
                                             (
                        float.Parse(vector3String[0]),
                        float.Parse(vector3String[1]),
                        float.Parse(vector3String[2])
                                             );

                    GlobalSingleton.DEBUG("chunk = "
                                          + name + ","
                                          + localPosition);

                    Chunk c = new Chunk();
                    c.Model    = model;
                    c.LocalPos = localPosition;
                    // c.Scale = localScale;
                    // c.Size = size;
                    m_ChunkMap.Add(name, c);
                }
            }
            else if (!m_ModelMap.ContainsKey(element[0]))
            {
                if (element.Length < 5)
                {
                    continue;
                }

                string[] pos3String    = element[1].Split(',');
                Vector3  localPosition = new Vector3
                                         (
                    float.Parse(pos3String[0]),
                    float.Parse(pos3String[1]),
                    float.Parse(pos3String[2])
                                         );

                string[] scale2String = element[2].Split(',');
                Vector2  localScale   = new Vector2
                                        (
                    float.Parse(scale2String[0]),
                    float.Parse(scale2String[1])
                                        );

                string[] size2String = element[3].Split(',');
                Vector2  size        = new Vector2
                                       (
                    float.Parse(size2String[0]),
                    float.Parse(size2String[1])
                                       );

                GlobalSingleton.DEBUG("add model: " + element[0]);

                string   valueStr    = element[4];
                string[] verticesStr = valueStr.Split(',');

                Chunk c = new Chunk();
                c.Model    = element[0];
                c.LocalPos = localPosition;
                c.Scale    = localScale;
                c.Size     = size;
                c.Vertex   = System.Array.ConvertAll(verticesStr, s => int.Parse(s));
                m_ModelMap.Add(element[0], c);
            }
        }

        GlobalSingleton.DEBUG(typename + "DoParse End : " + m_ChunkMap.Count());

        return(true);
    }
コード例 #8
0
ファイル: Mesh_VoxelChunk.cs プロジェクト: valkidy/crushpiec
 public override void BreakPart(int _PartIndex, GameObject _Root)
 {
     GlobalSingleton.DEBUG(typename + "BreakPart, part index = " + _PartIndex);
 }
コード例 #9
0
ファイル: Mesh_VoxelChunk.cs プロジェクト: valkidy/crushpiec
    public void AttachModel(string chunk, string model, Chunk c)
    {
        // if (m_ChunkCache.ContainsKey(chunk) && c.Model == model)
        //    return;

        List <GameObject> Purge;

        if (m_ChunkCache.TryGetValue(chunk, out Purge))
        {
            foreach (GameObject o in Purge)
            {
                GameObject.Destroy(o);
            }
            m_ChunkCache.Remove(chunk);
        }

        Chunk c0;

        if (m_ModelMap.TryGetValue(model, out c0))
        {
            Vector2 size      = c0.Size;
            Vector2 scale     = c0.Scale;
            Vector3 objectPos = c.LocalPos + c0.LocalPos;
            int[]   vertex    = c0.Vertex;
            m_ChunkMap[chunk].Model = model;
            m_ChunkCache.Add(chunk, new List <GameObject>());

            GlobalSingleton.DEBUG("AttachModel:"
                                  + chunk + ","
                                  + model + ","
                                  + scale + ","
                                  + objectPos + ","
                                  + size);

            int _w    = (int)size.x;
            int _h    = (int)size.y;
            int _size = _w * _h;
            for (int i = 0; i < _size /*vertex.Length*/; ++i)
            {
                int voxel = vertex[i];
                if (voxel > 0)
                {
                    GameObject obj = Object.Instantiate(Resources.Load(s_VoxelPrefab)) as GameObject;
                    m_ChunkCache[chunk].Add(obj);

                    Vector3 localScale = root.transform.localScale;
                    obj.transform.parent     = root.transform;
                    obj.transform.localScale = new Vector3(
                        localScale.x * scale.x,
                        localScale.y * scale.y,
                        localScale.z);
                    obj.transform.position = this.CalculatePositionFromRootPosition(root.transform.position
                                                                                    , localScale, scale, objectPos, _w, _h, i);

#if VERTEX_COLOR_256 || VERTEX_COLOR_8
                    Color color = CalculateColorFromRootPosition(voxel);

                    MeshFilter cube     = obj.GetComponent <MeshFilter>();
                    Vector3[]  vertices = cube.mesh.vertices;
                    Color[]    colors   = Enumerable.Repeat(color, vertices.Length).ToArray();
                    cube.mesh.colors = colors;
#else
                    // use Sprites-Default material
#endif
                }
            }
        }
    }