コード例 #1
0
    private void ExportUpdate()
    {
        SECTR_Chunk myChunk = (SECTR_Chunk)target;

        if (myChunk)
        {
            SECTR_Sector mySector = myChunk.GetComponent <SECTR_Sector>();
            if (mySector)
            {
                switch (modiferMode)
                {
                case ModifierMode.Export:
                    SECTR_StreamExport.ExportToChunk(mySector);
                    break;

                case ModifierMode.Import:
                    SECTR_StreamExport.ImportFromChunk(mySector);
                    break;

                case ModifierMode.Revert:
                    SECTR_StreamExport.DeleteExportedSector(mySector);
                    myChunk.enabled = true;
                    break;

                case ModifierMode.None:
                default:
                    break;
                }
            }
            modiferMode = ModifierMode.None;
        }
        EditorApplication.update -= ExportUpdate;
    }
コード例 #2
0
ファイル: Modifier.cs プロジェクト: AG4W/AxiomaticKangaroo
    public Modifier(float value, ModifierMode mode, ModifierTarget target)
    {
        _value = value;

        _mode   = mode;
        _target = target;
    }
コード例 #3
0
        public override void Decode(MinecraftStream stream)
        {
            EntityId = stream.ReadVarInt();
            int count = stream.ReadInt();

            for (int i = 0; i < count; i++)
            {
                string key   = stream.ReadString();
                double value = stream.ReadDouble();

                int        propCount = stream.ReadVarInt();
                Modifier[] modifiers = new Modifier[propCount];

                for (int y = 0; y < modifiers.Length; y++)
                {
                    UUID         uuid   = new UUID(stream.ReadUuid().ToByteArray());
                    double       amount = stream.ReadDouble();
                    ModifierMode op     = (ModifierMode)stream.ReadByte();

                    modifiers[y] = EntityProperty.Factory.CreateModifier(uuid, amount, op);
                }

                EntityProperty prop = EntityProperty.Factory.Create(key, value, modifiers);

                if (!Properties.ContainsKey(prop.Key))
                {
                    Properties.Add(prop.Key, prop);
                }
            }
        }
コード例 #4
0
 public void Reset()
 {
     Name                = string.Empty;
     Resolution          = 20;
     Range               = 1;
     Radius              = 5;
     RadiusModifier      = ModifierMode.None;
     RadiusModifierCurve = AnimationCurve.Linear(0, 0, 1, 0);
     Z                = 0;
     ZModifier        = ModifierMode.None;
     ZModifierCurve   = AnimationCurve.Linear(0, 0, 1, 0);
     Z                = 0;
     m                = 0;
     n1               = 1;
     n2               = 3;
     n3               = 4;
     a                = 1;
     b                = 1;
     WeldThreshold    = 0.1f;
     AutoRefresh      = true;
     AutoRefreshSpeed = 0;
 }
コード例 #5
0
ファイル: EffectCommand.cs プロジェクト: 01010100b/AoE2Lang
        public AttributeModifierCommand(YTY.AocDatLib.Effect effect)
        {
            UnitId    = effect.Arg1;
            Class     = (UnitClass)effect.Arg2;
            Attribute = (Attribute)effect.Arg3;
            Amount    = effect.Arg4;

            switch (effect.Command)
            {
            case 0: Mode = ModifierMode.Set; break;

            case 4: Mode = ModifierMode.Add; break;

            case 5: Mode = ModifierMode.Multiply; break;
            }

            ArmorId = 0;
            if (Attribute == Attribute.Armor || Attribute == Attribute.Attack)
            {
                var a = (int)Amount;
                ArmorId = a / 256;
                Amount  = a % 256;
            }
        }
コード例 #6
0
    public override void OnInspectorGUI()
    {
        SECTR_Chunk  myChunk  = (SECTR_Chunk)target;
        SECTR_Sector mySector = myChunk.GetComponent <SECTR_Sector>();

        EditorGUILayout.BeginHorizontal();
        bool editMode        = !EditorApplication.isPlaying && !EditorApplication.isPaused;
        bool alreadyExported = myChunk && System.IO.File.Exists(SECTR_Asset.UnityToOSPath(myChunk.NodeName));

        GUI.enabled = editMode;
        if (mySector.Frozen)
        {
            // Import
            if (alreadyExported &&
                GUILayout.Button(new GUIContent("Import", "Imports this Sector into the scene.")))
            {
                modiferMode = ModifierMode.Import;
            }
            // Export
            GUI.enabled = false;
            GUILayout.Button(new GUIContent("Export", "Exports this Sector into a Chunk scene."));
            GUI.enabled = editMode;
        }
        else
        {
            // Revert
            if (alreadyExported &&
                GUILayout.Button(new GUIContent("Revert", "Discards changes to this Sector.")))
            {
                modiferMode = ModifierMode.Revert;
            }
            // Export
            if (GUILayout.Button(new GUIContent("Export", "Exports this Sector into a Chunk scene.")))
            {
                modiferMode = ModifierMode.Export;
            }
        }
        EditorGUILayout.EndHorizontal();

        base.OnInspectorGUI();

        if (!mySector.Frozen)
        {
            proxyFoldout = EditorGUILayout.Foldout(proxyFoldout, "Proxy Mesh Tool");
            if (proxyFoldout)
            {
                EditorGUILayout.BeginVertical();

                _BuildChildControls(myChunk.transform, true);

                if (GUILayout.Button("Create Proxy Mesh"))
                {
                    Dictionary <Material, List <CombineInstance> > meshHash = new Dictionary <Material, List <CombineInstance> >();
                    Matrix4x4 chunkWorldToLocal = myChunk.transform.worldToLocalMatrix;
                    foreach (Renderer renderer in checkState.Keys)
                    {
                        if (checkState[renderer])
                        {
                            MeshFilter meshFilter   = renderer.GetComponent <MeshFilter>();
                            int        numSubMeshes = meshFilter.sharedMesh.subMeshCount;
                            for (int submeshIndex = 0; submeshIndex < numSubMeshes; ++submeshIndex)
                            {
                                Material material = renderer.sharedMaterials[submeshIndex];
                                List <CombineInstance> materialMeshes = null;
                                if (!meshHash.TryGetValue(material, out materialMeshes))
                                {
                                    materialMeshes     = new List <CombineInstance>();
                                    meshHash[material] = materialMeshes;
                                }

                                CombineInstance instance = new CombineInstance();
                                instance.transform    = chunkWorldToLocal * renderer.transform.localToWorldMatrix;
                                instance.mesh         = renderer.GetComponent <MeshFilter>().sharedMesh;
                                instance.subMeshIndex = submeshIndex;
                                materialMeshes.Add(instance);
                            }
                        }
                    }
                    if (meshHash.Count > 0)
                    {
                        List <CombineInstance> combinedMeshes    = new List <CombineInstance>();
                        List <Material>        combinedMaterials = new List <Material>();
                        foreach (Material material in meshHash.Keys)
                        {
                            CombineInstance instance = new CombineInstance();
                            instance.mesh = new Mesh();
                            instance.mesh.CombineMeshes(meshHash[material].ToArray(), true, true);
                            combinedMeshes.Add(instance);
                            combinedMaterials.Add(material);
                        }

                        string sceneDir;
                        string sceneName;
                        string exportFolder = SECTR_Asset.MakeExportFolder("Proxies", false, out sceneDir, out sceneName);
                        myChunk.ProxyMesh = SECTR_Asset.Create <Mesh>(exportFolder, myChunk.name + "_Proxy", new Mesh());
                        myChunk.ProxyMesh.CombineMeshes(combinedMeshes.ToArray(), false, false);
                        myChunk.ProxyMaterials = combinedMaterials.ToArray();

                        int numCombined = combinedMeshes.Count;
                        for (int combinedIndex = 0; combinedIndex < numCombined; ++combinedIndex)
                        {
                            Mesh.DestroyImmediate(combinedMeshes[combinedIndex].mesh);
                        }
                        SECTR_VC.WaitForVC();
                    }
                    else
                    {
                        EditorUtility.DisplayDialog("Proxy Error", "Must have at least one mesh selected to create a proxy.", "Ok");
                    }
                }
                EditorGUILayout.EndVertical();
            }
        }
        GUI.enabled = true;

        if (modiferMode != ModifierMode.None)
        {
            EditorApplication.update += ExportUpdate;
        }
    }
コード例 #7
0
 public AbilityModifier(IResolvable source, string property, ModifierMode mode, Ability value) : base(source, property, mode)
 {
     Value = value;
 }
コード例 #8
0
 public Modifier(IResolvable source, string property, ModifierMode mode)
 {
     Source   = source;
     Property = property;
     Mode     = mode;
 }
コード例 #9
0
ファイル: SplineShaper.cs プロジェクト: shaunvxc/Infamy
 public void Reset()
 {
     Name = string.Empty;
     Resolution = 20;
     Range = 1;
     Radius = 5;
     RadiusModifier = ModifierMode.None;
     RadiusModifierCurve = AnimationCurve.Linear(0, 0, 1, 0);
     Z = 0;
     ZModifier = ModifierMode.None;
     ZModifierCurve = AnimationCurve.Linear(0, 0, 1, 0);
     Z = 0;
     m = 0;
     n1 = 1;
     n2 = 3;
     n3 = 4;
     a = 1;
     b = 1;
     WeldThreshold = 0.1f;
     AutoRefresh = true;
     AutoRefreshSpeed = 0;
 }
コード例 #10
0
 public StringModifier(IResolvable source, string property, ModifierMode mode, string value) : base(source, property, mode)
 {
     Value = value;
 }
コード例 #11
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 public CardTypeModifier(IResolvable source, string property, ModifierMode mode, CardType?value) : base(source, property, mode)
 {
     Value = value;
 }
コード例 #12
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 public ColorModifier(IResolvable source, string property, ModifierMode mode, ManaColor value) : base(source, property, mode)
 {
     Value = value;
 }
コード例 #13
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 public virtual Modifier CreateModifier(UUID uuid, double amount, ModifierMode modifierMode)
 {
     return(new Modifier(uuid, amount, modifierMode));
 }
コード例 #14
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 public Modifier(UUID uuid, double amount, ModifierMode mode)
 {
     Uuid      = uuid;
     Amount    = amount;
     Operation = mode;
 }
コード例 #15
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 public VitalModifier(VitalType type, float value, ModifierMode mode, ModifierTarget target) : base(value, mode, target)
 {
     _type = type;
 }
コード例 #16
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    public FleetVitalModifier(string reason, int duration, float value, FleetVitalType type, ModifierSetting setting, ModifierMode mode, ModifierTarget target) : base(value, mode, target)
    {
        _reason   = reason;
        _duration = duration;

        _type    = type;
        _setting = setting;

        isInfinite = duration < 0;
    }