コード例 #1
0
    bool CreateCurrentInstanceEffect(GameObject gameObj)
    {
        NgUtil.LogDevelop("CreateCurrentInstanceEffect() - gameObj - " + gameObj);
        GameObject parentObj = GetInstanceRoot();

        // 이전거 삭제
        NgObject.RemoveAllChildObject(parentObj, true);

        // 새로 생성
        if (gameObj != null)
        {
            GameObject createObj = (GameObject)Instantiate(gameObj);
            NsEffectManager.PreloadResource(createObj);

            createObj.transform.parent = parentObj.transform;
            m_InstanceEffectObject     = createObj;
#if (UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
            NgObject.SetActiveRecursively(createObj, true);
#endif
            m_FXMakerControls.SetStartTime();

            return(true);
        }
        m_InstanceEffectObject = null;
        return(false);
    }
コード例 #2
0
ファイル: FXMakerMain.cs プロジェクト: qipa/BattleCard
    public GameObject ClearCurrentEffectObject(GameObject effectRoot, bool bClearEventObject)
    {
        if (m_bApplicationQuit)
        {
            return(null);
        }

        if (bClearEventObject)
        {
            GameObject parentObj = GetInstanceRoot();
            if (parentObj != null)
            {
                NgObject.RemoveAllChildObject(parentObj, true);
            }
        }

        NgObject.RemoveAllChildObject(effectRoot, true);
        if (m_OriginalEffectObject != null)
        {
            DestroyImmediate(m_OriginalEffectObject);
        }
        CreateCurrentInstanceEffect(null);
        if (GetFXMakerHierarchy() != null)
        {
            GetFXMakerHierarchy().ShowHierarchy(null);
        }
        GameObject backPrefab = m_OriginalEffectPrefab;

        m_OriginalEffectPrefab = null;

        return(backPrefab);
    }
コード例 #3
0
 public void ClearCurrentEffectObject(GameObject effectRoot, bool bClearEventObject)
 {
     if (bClearEventObject)
     {
         GameObject instanceRoot = this.GetInstanceRoot();
         if (instanceRoot != null)
         {
             NgObject.RemoveAllChildObject(instanceRoot, true);
         }
     }
     NgObject.RemoveAllChildObject(effectRoot, true);
     this.m_OriginalEffectObject = null;
     this.CreateCurrentInstanceEffect(null);
 }
コード例 #4
0
    // Control Function -----------------------------------------------------------------
    void InitCloneObject()
    {
//      Debug.Log("Duration.InitCloneObject");

        if (m_ClonObject == null)
        {
            // clone ----------------
            m_ClonObject = (GameObject)CreateGameObject(gameObject);

            // Cancel ActiveControl
            HideNcDelayActive(m_ClonObject);

            // Remove Dup
            NcDuplicator durCom = m_ClonObject.GetComponent <NcDuplicator>();
            if (durCom != null)
            {
                DestroyImmediate(durCom);
            }

            // Remove NcDelayActive
            NcDelayActive delCom = m_ClonObject.GetComponent <NcDelayActive>();
            if (delCom != null)
            {
                DestroyImmediate(delCom);
            }

            // this ----------------
            // remove OtherComponent
            Component[] coms = transform.GetComponents <Component>();
            for (int n = 0; n < coms.Length; n++)
            {
                if ((coms[n] is Transform) == false && (coms[n] is NcDuplicator) == false)
                {
                    Destroy(coms[n]);
                }
            }

            // removeChild
#if (UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
            NgObject.RemoveAllChildObject(gameObject, false);
#else
            NgObject.RemoveAllChildObject(gameObject, true);
#endif
        }
        else
        {
            return;
        }
    }
コード例 #5
0
    public void ClearCurrentEffectObject(GameObject effectRoot, bool bClearEventObject)
    {
        if (bClearEventObject)
        {
            GameObject parentObj = GetInstanceRoot();
            if (parentObj != null)
            {
                NgObject.RemoveAllChildObject(parentObj, true);
            }
        }

        NgObject.RemoveAllChildObject(effectRoot, true);
        m_OriginalEffectObject = null;
        CreateCurrentInstanceEffect(null);
    }
コード例 #6
0
    private bool CreateCurrentInstanceEffect(GameObject gameObj)
    {
        NgUtil.LogDevelop("CreateCurrentInstanceEffect() - gameObj - " + gameObj);
        GameObject instanceRoot = this.GetInstanceRoot();

        NgObject.RemoveAllChildObject(instanceRoot, true);
        if (gameObj != null)
        {
            GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(gameObj);
            NcEffectBehaviour.PreloadTexture(gameObject);
            gameObject.transform.parent = instanceRoot.transform;
            this.m_InstanceEffectObject = gameObject;
            NgObject.SetActiveRecursively(gameObject, true);
            this.m_FXMakerControls.SetStartTime();
            return(true);
        }
        this.m_InstanceEffectObject = null;
        return(false);
    }
コード例 #7
0
ファイル: NgAsset.cs プロジェクト: boyjimeking/yuanli
    // 특정폴더의 prefab을 로드해서 target 밑으로 생성한다.
    public static void LoadPrefabList(string strPrefabDir, GameObject targetObject)
    {
#if UNITY_WEBPLAYER
        Debug.LogError("In WEB_PLAYER mode, you cannot run the FXMaker.");
        Debug.Break();
        return;
#else
        if (strPrefabDir[strPrefabDir.Length - 1] != '/' && strPrefabDir[strPrefabDir.Length - 1] != '\\')
        {
            strPrefabDir = strPrefabDir + "/";
        }

        // load Current Group
        DirectoryInfo dir = new DirectoryInfo(strPrefabDir);

        // CheckDir
        if (dir.Exists == false)
        {
            Debug.LogError("Directory not found - " + strPrefabDir);
        }

        FileInfo[] info = dir.GetFiles();

        NgUtil.LogDevelop("BuildPrefabList() - LoadDir - " + strPrefabDir);
//		Object[]	objs	= AssetDatabase.LoadAllAssetsAtPath(loaddir);

        // 기존것 모두 삭제
        NgObject.RemoveAllChildObject(targetObject, true);

        // 선택된 그룹폴더 asset 로드 (project to Hierarchy)
        foreach (FileInfo fileInfo in info)
        {
            NgUtil.LogDevelop("BuildPrefabList() - FindFile - " + fileInfo.Name);
            GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(strPrefabDir + fileInfo.Name, typeof(GameObject));
            NgUtil.LogDevelop("BuildPrefabList() - " + prefab.name);
            GameObject obj = NgObject.CreateGameObject(targetObject, prefab);
            NgObject.SetActiveRecursively(obj, false);
        }
#endif
    }
コード例 #8
0
ファイル: FXMakerMain.cs プロジェクト: qipa/BattleCard
    bool CreateCurrentInstanceEffect(GameObject gameObj)
    {
        NgUtil.LogDevelop("CreateCurrentInstanceEffect() - gameObj - " + gameObj);
        GameObject parentObj = GetInstanceRoot();

        m_bFrameCreateInstance = true;

        // 이전거 삭제
        NgObject.RemoveAllChildObject(parentObj, true);

        // 순환 참조 prefab 검사
        NcEffectBehaviour.PreloadTexture(gameObj);

        // 새로 생성
        if (gameObj != null)
        {
            GameObject createObj = (GameObject)Instantiate(gameObj);

            createObj.transform.parent = parentObj.transform;
            FxmInfoIndexing.CreateInstanceIndexing(gameObj.transform, createObj.transform, false, false);
            m_InstanceEffectObject = createObj;

            RemoveInvaildComponent(createObj);

            // Grayscale
            GetFXMakerHierarchy().OnCreateInstanceEffect(m_InstanceEffectObject, true, null);

#if (UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
            NgObject.SetActiveRecursively(createObj, true);
#endif

            m_FXMakerControls.SetStartTime();

            return(true);
        }
        m_InstanceEffectObject = null;
        return(false);
    }
コード例 #9
0
    void SetCurrentBackgroundInfo(GameObject setPrefab)
    {
        // clear current
        NgObject.RemoveAllChildObject(m_CurrentBackgroundRoot, true);
        if (m_CurrentBackgroundInfo != null)
        {
            DestroyImmediate(m_CurrentBackgroundInfo.gameObject);
        }

        if (setPrefab != null)
        {
            GameObject obj = NgAsset.LoadPrefab(setPrefab, m_CurrentBackgroundRoot);
            obj.name = obj.name.Replace("(Clone)", "(Original)");
            m_CurrentBackgroundInfo = obj.GetComponent <FxmInfoBackground>();
            m_CurrentBackgroundInfo.SetActive();
            if (FXMakerMain.inst.IsLoadingProject() == false)
            {
                FXMakerAsset.SetPingObject(setPrefab, m_CurrentBackgroundInfo);
            }

            FXMakerMain.inst.GetFXMakerMouse().UpdateCamera();
        }
    }
コード例 #10
0
    bool CreateCurrentInstanceEffect(GameObject gameObj)
    {
        NgUtil.LogDevelop("CreateCurrentInstanceEffect() - gameObj - " + gameObj);
        GameObject parentObj = GetInstanceRoot();

        // 이전거 삭제
        NgObject.RemoveAllChildObject(parentObj, true);

        // 새로 생성
        if (gameObj != null)
        {
            GameObject createObj = (GameObject)Instantiate(gameObj);
            NcEffectBehaviour.PreloadTexture(createObj);

            createObj.transform.parent = parentObj.transform;
            m_InstanceEffectObject     = createObj;
            m_FXMakerControls.SetStartTime();

            return(true);
        }
        m_InstanceEffectObject = null;
        return(false);
    }