void load() { live2DModel = Live2DModelUnity.loadModel(mocFile.bytes); // モーションのインスタンスの作成(mtnの読み込み)と設定 motionAppeal = Live2DMotion.loadMotion(mtnFiles[0].bytes); motionAppeal.setFadeOut(5000); motionAppeal.setLoop(this.isMotionLoop); motionManager = new MotionQueueManager(); //モーション管理クラスの作成. //play motionManager.startMotion(motionAppeal, true); for (int i = 0; i < textureFiles.Length; i++) { live2DModel.setTexture(i, textureFiles[i]); } float modelWidth = live2DModel.getCanvasWidth(); live2DCanvasPos = Matrix4x4.Ortho(0, modelWidth, modelWidth, 0, -50.0f, 50.0f); if (physicsFile != null) { physics = L2DPhysics.load(physicsFile.bytes); } }
protected override void Awake() { if (base.CheckInstance()) { Live2D.init(); this.motionMgr = new MotionQueueManager(); this.IsStop = false; this.isOneDraw = false; this.isOnePlay = false; this.isLive2DModel = false; this.myCamera = base.GetComponent <Camera>(); } }
private void OnDestroy() { Mem.DelAry(ref textureFiles); if (live2DModelUnity != null) { live2DModelUnity.releaseModel(); } live2DModelUnity = null; motionMgr = null; motionFile = null; mocFile = null; textureFiles = null; motion = null; }
void Start() { modelManager = GetComponent <LAppModelProxy>(); live2DModel = modelManager.GetModel().getLive2DModel(); motionMgr = new MotionQueueManager(); motion = Live2DMotion.loadMotion(motionFile.bytes); int i = 0; foreach (TextAsset t in motionFiles) { motions[i] = Live2DMotion.loadMotion(motionFiles[i].bytes); i++; } InvokeRepeating("RandomMotion", 10, 10); }
void Start() { modelManager = GetComponent <LAppModelProxy>(); live2DModel = modelManager.GetModel().getLive2DModel(); motionMgr = new MotionQueueManager(); motion = Live2DMotion.loadMotion(motionFile.bytes); target = GameObject.FindGameObjectWithTag("Player"); AtkMotion = Live2DMotion.loadMotion(AttackMotion.bytes); attack = StartCoroutine(Attack()); int Stage = PlayerPrefs.GetInt("stage", 1); Damage = 20 + (5 * Stage); HP = 100 + (10 * Stage); }
private int motioncnt = 0; // ファイル項番 /// <summary> /// 初期化処理 /// </summary> void Start() { // JSONを読込 Json_Read(); // Live2D初期化 Live2D.init(); // モーション管理クラスのインスタンス motionManager = new MotionQueueManager(); // モーションのインスタンス motion = Live2DMotion.loadMotion(mtnFiles[0].bytes); // モーションの再生 motionManager.startMotion(motion, false); // 表示位置 float modelWidth = live2DModel.getCanvasWidth(); live2DCanvasPos = Matrix4x4.Ortho(0, modelWidth, modelWidth, 0, -50.0f, 50.0f); }
void load() { live2DModel = Live2DModelUnity.loadModel(mocFile.bytes); // モーションのインスタンスの作成(mtnの読み込み)と設定 motionAppeal = Live2DMotion.loadMotion( mtnFiles[ 0 ].bytes ); motionAppeal.setFadeOut (5000); motionAppeal.setLoop( this.isMotionLoop ); motionManager = new MotionQueueManager();//モーション管理クラスの作成. //play motionManager.startMotion(motionAppeal,true); for (int i = 0; i < textureFiles.Length; i++) { live2DModel.setTexture(i, textureFiles[i]); } float modelWidth = live2DModel.getCanvasWidth(); live2DCanvasPos = Matrix4x4.Ortho(0, modelWidth, modelWidth, 0, -50.0f, 50.0f); if (physicsFile != null) physics = L2DPhysics.load(physicsFile.bytes); }
void load() { // .moc.bytesファイルをロードしてセット m_live2DModel = Live2DModelUnity.loadModel(m_mocFile.bytes); // テクスチャのファイル数だけ読み込んでセット for (int i = 0; i < m_textureFiles.Length; i++) { m_live2DModel.setTexture(i, m_textureFiles[i]); } // キャンバスを用意 float modelWidth = m_live2DModel.getCanvasWidth(); m_live2DCanvasPos = Matrix4x4.Ortho(0, modelWidth, modelWidth, 0, -50.0f, 50.0f); // 物理設定ファイルが空ならロード if (m_physicsFile != null) m_physics = L2DPhysics.load(m_physicsFile.bytes); // モーション管理用変数を用意 m_motionMgr = new MotionQueueManager(); // モーションファイルの数だけモーション管理用配列を確保 m_motions = new Live2DMotion[m_motionFiles.Length]; // モーションファイルの数だけモーションを読み込み for (int i = 0; i < m_motionFiles.Length; i++) { m_motions[i] = Live2DMotion.loadMotion(m_motionFiles[i].bytes); } }
void Start() { Live2D.init(); if (figure == Figure.Catwoman) { Lines = new AudioClip[12]; Lines = Resources.LoadAll <AudioClip>("Voice/L2D"); III = transform.gameObject.AddComponent <AudioSource>(); III.playOnAwake = false; } modelUnity = Live2DModelUnity.loadModel(textAsset.bytes); for (int i = 0; i < texture2Ds.Length; i++) { modelUnity.setTexture(i, texture2Ds[i]); } float mo = modelUnity.getCanvasWidth(); matrix4X4 = Matrix4x4.Ortho(0, mo, mo, 0, -50.0f, 50.0f); queueManager = new MotionQueueManager(); dMotion = Live2DMotion.loadMotion(textAssets[0].bytes); content = new string[12]; if (figure == Figure.YoungerSister) { if (!File.Exists(Application.dataPath + "Lottery")) { content[0] = "第一次免费帮你占卜吧"; content[1] = "今天运气非常好,消灭敌人有概率获得极品道具哦"; content[2] = "商城今天会刷新一大批道具快去购买吧"; content[3] = "我们主城堡隐藏着某个神秘的道具"; content[4] = "<color=red>今天真糟糕,把道具都放在箱子里面吧</color>"; content[5] = "<color=red>仍有风云,小心谨慎</color>"; content[6] = "心情不好不要哭,让我来陪陪你吧"; content[7] = "<color=blue>每次进入副本建议别重要的装备放仓库里,不然死亡之后什么都没有啦</color>"; content[8] = "<color=red>一闪一闪亮晶晶,每天都是小星星</color>"; content[9] = "<color=blue>太累了吧,休息一下吧,我在这等你哦</color>"; content[10] = "<color=red>他们说游戏里其实是另一个世界</color>"; content[11] = "<color=blue>好好珍惜你身边的所有人,也许有那么一天就····</color>"; } } else if (figure == Figure.Sorceress) { if (!File.Exists(Application.dataPath + "Lottery")) { content[0] = "给老娘1000金币老娘帮你占卜一次"; content[1] = "今天运气一般,杀敌也不会获得极品道具哪"; content[2] = "存钱干嘛,商城每天都会刷新一大批道具快去买那"; content[3] = "别看了,天上不会掉馅饼那"; content[4] = "<color=red>呵呵,把道具都带在身上,不会死的那</color>"; content[5] = "<color=red>这么担心干嘛那,没了就充钱买那</color>"; content[6] = "<color=blue>管他三七二十一,别影响打游戏</color>"; content[7] = "<color=blue>去去去,哪凉快哪呆着去</color>"; content[8] = "<color=blue>你个沙雕,没事就知道调戏老娘</color>"; content[9] = "1 2 3画个圈圈诅咒你"; content[10] = "<color=red>今天在主城堡找神秘宝箱,谁趁老娘不注意,在地上扔香蕉皮,害得我屁股现在都痛</color>"; content[11] = "<color=red>往地上扔香蕉皮的就是你吧,你完蛋了</color>"; } } else if (figure == Figure.Catwoman) { if (!File.Exists(Application.dataPath + "Lottery")) { content[0] = "欢迎来到《LastProject》"; content[1] = "没有账号可以去注册一个新的账号哦"; content[2] = "登录失败不要慌,仔细想想应该可以想起来"; content[3] = "一个账号可以注册多个角色呢"; content[4] = "<color=red>不要盲目的删除角色,因为删除之后就永远不存在了</color>"; content[5] = "<color=red>如果你非常无聊不妨来试试这款游戏吧</color>"; content[6] = "<color=blue>适当游戏益脑,沉迷游戏伤身</color>"; content[7] = "<color=blue>用心创造快乐</color>"; content[8] = "<color=blue>人是铁饭是钢,吃饱了才有力气玩游戏</color>"; content[9] = "副本难度不要太高,小心打不过哦"; content[10] = "<color=red>有朋自远方来,交个朋友吧</color>"; content[11] = "<color=red>我们这个世界需要你来守护</color>"; } } else if (figure == Figure.Recyclebin) { if (!File.Exists(Application.dataPath + "Lottery")) { content[0] = "这里是柚子回收站,你想出售什么道具吗"; content[1] = "高价回收、电冰箱、旧电脑、旧手机、旧电视·····"; content[2] = "想好了在出售哦我可是不给你退货的"; content[3] = "今天又想出售什么东西呢"; content[4] = "<color=red>没道具了,快去杀怪掉落吧</color>"; content[5] = "<color=red>柚子回收站24小时开放哦</color>"; content[6] = "<color=blue>你的旧装备都可以在这里出售哦</color>"; content[7] = "<color=blue>没钱了,不妨出售装备吧</color>"; content[8] = "<color=blue>人是铁饭是钢,吃饱了才有力气卖装备</color>"; content[9] = "装备全靠打,一键回收9999"; content[10] = "<color=red>今天你肝了吗,不肝没装备卖了</color>"; content[11] = "<color=red>以前这里有多个回收站的,后来就····</color>"; } } his = transform.Find("ChatBubble").GetComponent <FalseHis>(); }