コード例 #1
0
ファイル: EventToSpawner.cs プロジェクト: Farl/SSCore2017
    protected override void OnEvent(bool paramBool)
    {
        if (paramBool)
        {
            if (spawnTemplate != null)
            {
                return;
            }

            if (m_spawnRef != null)
            {
                ResourceSystem.Load <GameObject>(m_spawnRef, OnLoadComplete);
            }
            else if (string.IsNullOrEmpty(m_spawnResource))
            {
                ResourceSystem.Load <GameObject>(m_spawnResource, OnLoadComplete);
            }
            else if (m_spawnObj != null)
            {
                OnLoadComplete(m_spawnObj);
            }
        }
        else
        {
            if (spawnedObj)
            {
                Destroy(spawnedObj);
            }
        }
    }
コード例 #2
0
 public bool PlayAnimation(string path, AnimPlayType type, float speed = 1.0f, bool loop = false, bool reverse = false, float fadeLength = 0.15f, float time = 0.0f, bool async = true)
 {
     if (type == AnimPlayType.Priority)
     {
         Debug.LogError("高优先级动画请用PlayPriorityAnimation播放!");
         return(false);
     }
     if (string.IsNullOrEmpty(path))
     {
         return(false);
     }
     if (async)
     {
         // 未来Lambda改成Request
         ResourceSystem.LoadAsync <AnimationClip>(path, (o) =>
         {
             AnimationClip c = o as AnimationClip;
             if (c == null)
             {
                 return;
             }
             PlayClipAnimation(c, c.name, type, speed * mAnimSpeed, loop, reverse, fadeLength, time);
         });
     }
     else
     {
         AnimationClip c = ResourceSystem.Load <AnimationClip>(path);
         if (c == null)
         {
             return(false);
         }
         PlayClipAnimation(c, c.name, type, speed * mAnimSpeed, loop, reverse, fadeLength, time);
     }
     return(true);
 }
コード例 #3
0
ファイル: ChildObject.cs プロジェクト: midgithub/ProjectC
    public static ChildObject CreateChildObject(int id, Character owner, Transform parentObj, Vector3 targetPos, Character target = null)
    {
        excel_child_object data = excel_child_object.Find(id);

        if (data == null)
        {
            Debug.LogError("未找到ID为" + id + "的子物体");
            return(null);
        }
        GameObject go = ResourceSystem.Load <GameObject>("Particles/Prefabs/" + data.path);

        if (go == null)
        {
            return(null);
        }
        go = GameObject.Instantiate(go);
        ChildObject childObject = go.GetComponent <ChildObject>();

        if (childObject == null)
        {
            childObject = go.AddComponent <ChildObject>();
        }
        if (!childObject.gameObject.activeSelf)
        {
            childObject.gameObject.SetActive(true);
        }

        childObject.Reset();
        childObject.mVanish = false;
        childObject.mContext.Reset();
        childObject.mContext.mOwner        = owner;
        childObject.mContext.mChildObject  = childObject;
        childObject.mContext.SkillTargetID = target == null ? 0 : target.gid;
        childObject.mContext.TargetPos     = targetPos;
        childObject.mData      = data;
        childObject.mParentObj = null;

        childObject.Init(parentObj);

        return(childObject);
    }
コード例 #4
0
ファイル: UIRoot3D.cs プロジェクト: midgithub/ProjectC
    private void Awake()
    {
        MessageSystem.Instance.MsgRegister(MessageType.InitHeadBar, OnInitHeadBar);

        GameObject spawnPoolGO = new GameObject("HeadTextPool");

        spawnPoolGO.transform.position   = Vector3.zero;
        spawnPoolGO.transform.rotation   = Quaternion.identity;
        spawnPoolGO.transform.localScale = Vector3.one;
        mHeadTextPool                   = spawnPoolGO.AddComponent <SpawnPool>();
        mHeadTextPool.poolName          = "HeadTextPool";
        mHeadTextPool.dontDestroyOnLoad = true;

        headTextTransform = ResourceSystem.Load <Transform>("GUI/UI_HeadText");
        PrefabPool refabPool = new PrefabPool(headTextTransform);

        //默认初始化两个Prefab
        refabPool.preloadAmount = 0;
        //开启限制
        refabPool.limitInstances = true;
        //关闭无限取Prefab
        refabPool.limitFIFO = false;
        //限制池子里最大的Prefab数量
        refabPool.limitAmount = 20;
        //开启自动清理池子
        refabPool.cullDespawned = true;
        //最终保留
        refabPool.cullAbove = 5;
        //多久清理一次
        refabPool.cullDelay = 20;
        //每次清理几个
        refabPool.cullMaxPerPass = 10;
        //初始化内存池
        mHeadTextPool._perPrefabPoolOptions.Add(refabPool);
        mHeadTextPool.CreatePrefabPool(mHeadTextPool._perPrefabPoolOptions[mHeadTextPool.Count]);
    }
コード例 #5
0
ファイル: Scene.cs プロジェクト: midgithub/ProjectC
    void OnInitPlayers(byte[] data)
    {
        NotifyStartGame startGame = ProtoBufUtils.Deserialize <NotifyStartGame>(data);
        excel_scn_list  scnList   = SceneSystem.Instance.mCurrentScene.mScnLists;

        GameController.mServerStartTime = startGame.ServerStartTime;
        GameController.mClientStartTime = Time.realtimeSinceStartup;

        for (int i = 0; i < startGame.Players.Count; ++i)
        {
            ScnPlayerInfo playerInfo = startGame.Players[i];

            excel_cha_class chaClass = excel_cha_class.Find(mScnLists.temp);
            if (chaClass == null)
            {
                continue;
            }

            excel_cha_list chaList = excel_cha_list.Find(chaClass.chaListID);

            GameObject o = ResourceSystem.Load <GameObject>(chaList.path);
            if (o != null)
            {
                GameObject mainPlayer = GameObject.Instantiate(o);
                Player     player     = mainPlayer.GetComponent <Player>();
                player.gid      = playerInfo.GID;
                player.UserID   = playerInfo.UserID;
                player.mChaList = chaList;

                mainPlayer.transform.position   = new Vector3(82.51f, 7.25f, 34.82f);
                mainPlayer.transform.localScale = new Vector3(chaList.scale[0], chaList.scale[1], chaList.scale[2]);

                mPlayersList.Add(player);
                mCharacterList.Add(player);
                mPlayers.Add(player.gid, player);
                mCharacters.Add(player.gid, player);

                if (GameController.mUserInfo.uid == playerInfo.UserID)
                {
                    player.mEvent += TargetChgEvent;

                    MessageSystem.Instance.MsgDispatch(MessageType.OnSetChaClass, chaClass);

                    GameController.OnPlayerInit(player);
                }
            }

            //ResourceSystem.LoadAsync<GameObject>(chaList.path, (obj) =>
            //{
            //    GameObject o = obj as GameObject;
            //    if (o != null)
            //    {
            //        GameObject mainPlayer = GameObject.Instantiate(o);
            //        Player player = mainPlayer.GetComponent<Player>();
            //        player.gid = playerInfo.GID;
            //        player.UserID = playerInfo.UserID;
            //        player.mChaList = chaList;

            //        mainPlayer.transform.position = new Vector3(82.51f, 7.25f, 34.82f);
            //        mainPlayer.transform.localScale = new Vector3(chaList.scale[0], chaList.scale[1], chaList.scale[2]);

            //        mPlayersList.Add(player);
            //        mCharacterList.Add(player);
            //        mPlayers.Add(player.gid, player);
            //        mCharacters.Add(player.gid, player);

            //        if (GameController.mUserInfo.uid == playerInfo.UserID)
            //        {
            //            player.mEvent += TargetChgEvent;

            //            MessageSystem.Instance.MsgDispatch(MessageType.OnSetChaClass, chaClass);

            //            GameController.OnPlayerInit(player);
            //        }
            //    }
            //});
        }
    }
コード例 #6
0
    public bool PlayPriorityAnimation(string name, AnimPriority priority, float speed = 1.0f, bool loop = false, bool reverse = false, float fadeLength = 0.15f, float time = 0.0f, bool async = true)
    {
        float curTime = Time.realtimeSinceStartup;

        for (int i = 0; i < (int)priority; ++i)
        {
            float length = mPriorityLength[i];
            if (length < 0)
            {
                return(false);
            }
            float startTime = mPriorityStartTimes[i];
            if (length >= curTime - startTime)
            {
                return(false);
            }
        }
        if (async)
        {
            // 未来Lambda改成Request
            ResourceSystem.LoadAsync <AnimationClip>(name, (o) => {
                AnimationClip c = o as AnimationClip;
                if (c == null)
                {
                    return;
                }
                if (loop)
                {
                    mPriorityLength[(int)priority] = -1.0f;
                }
                else
                {
                    mPriorityLength[(int)priority] = c.length;
                }
                mPriorityStartTimes[(int)priority] = Time.realtimeSinceStartup;
                var state = PlayClipAnimation(c, c.name, AnimPlayType.Priority, speed, loop, reverse, fadeLength, time);
                if (state != null)
                {
                    float sign = 1.0f;
                    if (state.speed < 0.0f)
                    {
                        sign = -1.0f;
                    }
                    state.speed = mAnimSpeed * sign;
                }
            });
        }
        else
        {
            AnimationClip c = ResourceSystem.Load <AnimationClip>(name);
            if (c == null)
            {
                return(false);
            }
            if (loop)
            {
                mPriorityLength[(int)priority] = -1.0f;
            }
            else
            {
                mPriorityLength[(int)priority] = c.length;
            }
            mPriorityStartTimes[(int)priority] = Time.realtimeSinceStartup;
            var state = PlayClipAnimation(c, c.name, AnimPlayType.Priority, speed, loop, reverse, fadeLength, time);
            if (state != null)
            {
                float sign = 1.0f;
                if (state.speed < 0.0f)
                {
                    sign = -1.0f;
                }
                state.speed = mAnimSpeed * sign;
            }
        }
        return(true);
    }