コード例 #1
0
    // @Brief  : Create
    // @Param  : pParent    => Object parent
    //           pData      => Character data
    // @Return : KrCharagekiUI2DCharacter instance
    public static KrCharagekiUILive2DCharacter Create(Transform pParent, KrCharagekiUICharacterData pData)
    {
        GameObject pPrefab = KrResources.LoadDataInApp <GameObject>(c_pPREFAB_PATH);
        GameObject pObject = Instantiate <GameObject>(pPrefab);

        pObject.transform.SetParent(pParent, false);
        KrCharagekiUILive2DCharacter pCharacter = pObject.GetComponent <KrCharagekiUILive2DCharacter>();

        pCharacter.Initialize(pData);
        return(pCharacter);
    }
コード例 #2
0
 // @Brief : Initialize
 // @Param : pData   => Character data
 protected override void Initialize(KrCharagekiUICharacterData pData)
 {
     base.Initialize(pData);
     m_pActionSpriteDic = new Dictionary <uint, Sprite>();
     foreach (KeyValuePair <uint, string> pKeyValue in KrCharagekiDef.s_p2D_CHARA_ACTION_IMAGE)
     {
         string pDataPath = KrCharagekiDef.s_pASSET_BASE_PATH + string.Format(pKeyValue.Value, m_pCharaData.GetCharacterId());
         Sprite pSprite   = KrResources.LoadSprite(pDataPath, KrCharagekiDef.IsLoadingFromResources());
         m_pActionSpriteDic.Add(pKeyValue.Key, pSprite);
     }
     Hide();
 }
    //::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    // PUBLIC FUNCTION
    //::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    // @Brief : Load
    // @Param : uCharaId    => character id
    public void Load(uint uCharaId)
    {
        KrDebug.Assert(KrCharagekiDef.s_pCHARA_DIC.ContainsKey(uCharaId), "Invalid KrCharagekiDef.s_CHARA_DIC key = " + uCharaId, typeof(KrCharagekiUICharacterContainer));
        KrCharagekiUICharacterData pData = KrCharagekiDef.s_pCHARA_DIC[uCharaId];

        KrDebug.Assert(!m_pCharaContainer.ContainsKey(uCharaId), "It is already registered key = " + uCharaId, typeof(KrCharagekiUICharacterContainer));
        KrCharagekiUICharacter pChara = null;

        // 2D SPRITE
        if (m_eMode == eVIEW_MODE.SPRITE)
        {
            pChara = KrCharagekiUI2DCharacter.Create(m_pCharaParent, pData);
        }
        // LIVE 2D
        else if (m_eMode == eVIEW_MODE.LIVE2D)
        {
            pChara = KrCharagekiUILive2DCharacter.Create(m_pCharaParent, pData);
        }

        m_pCharaContainer.Add(uCharaId, pChara);
    }
コード例 #4
0
    //::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    // PROTECTED FUNCTION
    //::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    // @Brief : Initialize
    // @Param : pData   => Character data
    protected override void Initialize(KrCharagekiUICharacterData pData)
    {
        base.Initialize(pData);
        string pMocPath = KrCharagekiDef.s_pASSET_BASE_PATH + string.Format(KrCharagekiDef.s_pLIVE2D_MCO_FILE_FORMAT, pData.GetCharacterId());

        string[] pTexturePaths = new string[KrCharagekiDef.s_pLIVE2D_MODEL_TEXTURES_FORMAT.Length];
        for (int sIndex = 0; sIndex < KrCharagekiDef.s_pLIVE2D_MODEL_TEXTURES_FORMAT.Length; sIndex++)
        {
            string pTexturePath = KrCharagekiDef.s_pASSET_BASE_PATH + string.Format(KrCharagekiDef.s_pLIVE2D_MODEL_TEXTURES_FORMAT[sIndex], pData.GetCharacterId());
            pTexturePaths[sIndex] = pTexturePath;
        }
        List <string> pMotions = new List <string>();

        m_MotionDic = new Dictionary <uint, string>();
        foreach (KeyValuePair <uint, string> pKeyValue in KrCharagekiDef.s_pLIVE2D_MOTION_FILE_DIC)
        {
            string pDataPath = KrCharagekiDef.s_pASSET_BASE_PATH + string.Format(pKeyValue.Value, m_pCharaData.GetCharacterId());
            m_MotionDic.Add(pKeyValue.Key, pDataPath);
            pMotions.Add(pDataPath);
        }

        m_pLive2DModel = KrLive2DModel.Create(pMocPath, pTexturePaths, pMotions.ToArray(), KrCharagekiDef.IsLoadingFromResources(), transform);
        Hide();
    }
コード例 #5
0
 // @Brief : Initialize
 // @Param : pData   => Character data
 protected virtual void Initialize(KrCharagekiUICharacterData pData)
 {
     m_pCharaData = pData;
 }