void EnterActor(ActorInfo info, ActorInfo.ActorState actorState, float posX) { CreateActorRoot(info, actorState); GameObject go = GameObject.Find(info.actorName); //actorState.dataArray[ i ].parentname + "/" + actorState ); if (go != null) { Vector3 pos = go.transform.localPosition; pos.x = posX; go.transform.localPosition = pos; } for (int i = 0; i < actorState.dataArray.Length; i++) { actorState.dataArray[i].parentname = info.actorName; actorState.dataArray[i].sclZ = 1f; SceneCreator.Create(actorState.dataArray[i]); /* * go = GameObject.Find( actorState.dataArray[ i ].parentname + "/" + actorState.dataArray[ i ].name ); * if( go != null ){ * Vector3 pos = go.transform.localPosition; * pos.x = posX; * go.transform.localPosition = pos; * } * //*/ } }
public bool destroy; // If Checked destroy and start , there is a bug when Starting a Scenario . // Update is called once per frame void Update() { if (create) { create = false; SceneCreator.CreateScene(_SCENE_DATA, true); if (_AUTO_ALIGN) { AlignUnderThisObject(); } } if (destroy) { destroy = false; SceneCreator.DestroyScene(gameObject, false); } if (_SET_PANEL_ALPHA_ZERO) { _SET_PANEL_ALPHA_ZERO = false; SetPanelsAlpha(0f); } if (_CLEAR_TEXTURE_UNDER_CHILDREN) { _CLEAR_TEXTURE_UNDER_CHILDREN = false; ClearTextureUnderChildren(); } }
//初期シーンのセット public CurrentSceneOwner(SceneCreator sceneCreator, IUnitySceneController unitySceneController) { this.unitySceneController = unitySceneController; unitySceneController.SetScene(); currentScene = sceneCreator(); }
public RepoController(string host, string apiKey, string teamspace, string modelId) { this.host = host; this.apiKey = apiKey; this.teamspace = teamspace; this.modelId = modelId; sceneCreator = new SceneCreator(); }
void CreateChildLayer(ActorInfo info, ActorInfo.ActorState actorState) { for (int i = 0; i < actorState.dataArray.Length; i++) { actorState.dataArray[i].parentname = info.actorName; actorState.dataArray[i].sclZ = 1f; SceneCreator.Create(actorState.dataArray[i]); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
void Awake() { m_Instance = this; if (Application.isPlaying) { if (awakeAndDestroy) { // Debug.Log( "Awake and Destroy ADV SCENE..."); DestroySceneImmediate(this.gameObject); } } }
// Wrapper of exitactor. void exitscene(Hashtable param) { bool fadein = false; if (param.ContainsKey("fade")) { string fade = param["fade"] as string; fadein = (fade == "true") ? true : false; } ViNoSceneManager sm = ViNoSceneManager.Instance; SceneCreator.DestroyScene(sm.theSavedPanel, !fadein); // Fade and Destroy Actor. }
private void Awake() { _sceneCreator = GetComponent <SceneCreator>(); _spawnController = GetComponent <SpawnController>(); _blocksMovementController = GetComponent <SingleBlocksMovementController>(); _scoreController = GetComponent <ScoreController>(); _gameField = GetComponent <GameField>(); _sceneCreator.BuildScene(Row, Column); _spawnController.CreateSpawnPoints(_sceneCreator.CreateSpawnPoints(Row, Column), Column, Row); _spawnController.CreatePoolOfSingleBlocks(); }
public override UnityEngine.Object Create() { UnityEngine.Material newMat = SceneCreator.GetNewDefaultMaterial(); newMat.name = name; if (texture != null) { newMat.mainTexture = texture; } newMat.color = color; return(newMat); }
GameObject CreateActorRoot(ActorInfo info, ActorInfo.ActorState actorState) { float scl = actorState.sizeInPercent / 100f; SceneData.SceneNodeData actorNodeData = new SceneData.SceneNodeData(); actorNodeData.name = info.actorName; actorNodeData.parentname = ViNoSceneManager.Instance.theSavedPanel.name; actorNodeData.sclX = scl; actorNodeData.sclY = scl; actorNodeData.sclZ = 1f; actorNodeData.alpha = 1f; actorNodeData.show = true; GameObject actorGO = SceneCreator.Create(actorNodeData); // m_ActorGOMap[ info.actorName ] = actorGO; return(actorGO); }
static public void Do(GameObject advSceneRoot, Object scrSceneDataResource, bool destroy, bool destroyImmediate, bool fadeIn) { #if true if (destroy) { ClearSceneNode.Do(advSceneRoot, destroyImmediate); } #endif Scene sceneData = scrSceneDataResource as Scene; if (sceneData != null) { SceneCreator.CreateScene(sceneData, fadeIn); } else { Debug.LogError("resource cast error ! Not Scene."); } }
private void Awake() { _sceneCreator = GetComponent <SceneCreator>(); _spawnController = GetComponent <SpawnController>(); _blocksMovementController = GetComponent <SingleBlocksMovementController>(); _scoreController = GetComponent <ScoreController>(); _gameField = GetComponent <GameField>(); _balanceController = new BalanceController(); //настройка BalanceController'а и стартового баланса _balanceController.GameController = this; _balanceController.CurrentBalancePreset = CurrentBalancePreset; _balanceController.SetCorrectBalance(0); _scoreController.NumForBalanceChecking = CurrentBalancePreset.DifferenceBetweenLvls + 1; SetCorrectBalance(); //настройка сцены и SpawnController'а _sceneCreator.BuildScene(Row, Column); _spawnController.CreateSpawnPoints(_sceneCreator.CreateSpawnPoints(Row, Column), Column, Row); _spawnController.GlobalMaxHp = CurrentBalancePreset.GlobalMaxHp; _spawnController.CreatePoolOfSingleBlocks(); }
private void positionSceneAtLargestAnchor() { ARPlaneAnchorGameObject largestAnchor = this.CurrentUsedAnchor; foreach (ARPlaneAnchorGameObject arpag in planeAnchorMap.Values) { if (largestAnchor == null || arpag.planeAnchor.extent.magnitude > largestAnchor.planeAnchor.extent.magnitude) { largestAnchor = arpag; } } if (largestAnchor != null && largestAnchor != this.CurrentUsedAnchor) { this.CurrentUsedAnchor = largestAnchor; SceneCreator creator = this.SceneParent.GetComponent <SceneCreator>(); this.SceneParent.SetParent(largestAnchor.gameObject.transform, false); if (!creator.SceneCreated) { creator.CreateScene(); } } }
public override void OnInspectorGUI() { Scene targetData = target as Scene; DrawDefaultInspector(); #if false if (targetData.sceneNodesData == null || targetData.sceneNodesData.Length == 0) { targetData.sceneNodesData = new SceneData.SceneNodeData[1]; targetData.sceneNodesData[0] = new SceneData.SceneNodeData(); } for (int i = 0; i < targetData.sceneNodesData.Length; i++) { DrawSceneNodeField(targetData.sceneNodesData[i], i * 220); } #endif #if true GUICommon.DrawLineSpace(5f, 5f); GUICommon.DrawLineSpace(5f, 5f); #if false if (GUILayout.Button("Save as XML")) { string xmlData = ViNoGameSaveLoad.SerializeObject <SceneData.SceneNodeData[]>(targetData.sceneNodesData); ViNoGameSaveLoad.CreateXML(targetData.name + ".xml", xmlData); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); } EditorGUILayout.BeginHorizontal(); sceneXmlFile = EditorGUILayout.ObjectField(sceneXmlFile, typeof(TextAsset), false) as TextAsset; GUI.enabled = (sceneXmlFile == null) ? false : true; if (GUILayout.Button("Load XML")) { targetData.sceneNodesData = ViNoGameSaveLoad.DeserializeObject <SceneData.SceneNodeData[]>(sceneXmlFile.text) as SceneData.SceneNodeData[]; EditorUtility.SetDirty(targetData); } GUI.enabled = true; EditorGUILayout.EndHorizontal(); #endif if (!Application.isPlaying) { GUI.enabled = false; EditorGUILayout.HelpBox("Save Scene : PlayMode Only. \n Save under the \"ADVScene\" objects data.", MessageType.Info); } EditorGUILayout.BeginHorizontal(); // GUILayout.Space( 20f ); if (GUILayout.Button("Save Scene", GUILayout.Height(44f))) { // if( EditorUtility.DisplayDialog( "Warning" , "Do you really want to overwrite ?" , "ok" , "cancel" ) ){ ViNoSceneManager.FindInstance(); ViNoSceneManager.Instance.SaveSceneNodes(); targetData.sceneNodesData = ViNoSceneManager.Instance.GetSceneData().m_DataArray; // } // Application.CaptureScreenshot( "Assets/A Scene.png" ); } GUI.enabled = true; if (GUILayout.Button("Load Scene", GUILayout.Height(44f))) { // if( EditorUtility.DisplayDialog( "Warning" , "Do you really want to apply ?" , "ok" , "cancel" ) ){ Undo.RegisterSceneUndo("Load Scene"); SceneCreator.Create(targetData); // } } // GUILayout.Space( 20f ); EditorGUILayout.EndHorizontal(); EditorGUILayout.HelpBox("Clear under the \"ADVScene\" objects", MessageType.Info); if (GUILayout.Button("Clear Scene", GUILayout.Height(44f))) { ViNoSceneManager sm = GameObject.FindObjectOfType(typeof(ViNoSceneManager)) as ViNoSceneManager; SceneCreator.DestroySceneImmediate(sm.theSavedPanel); } #endif }
void changestate(Hashtable param) { // Debug.Log( "OnChangeState" ); if (actorLib != null) { string actorName = param["name"] as string; string state = param["state"] as string; bool fadein = false; if (param.ContainsKey("fade")) { string fade = param["fade"] as string; fadein = (fade == "true") ? true : false; } // Fade in Start ?. ISpriteFactory._FADEIN_AT_CREATE = fadein; // Fadeout and destroy childs. if (fadein) { string destroyRootName = actorName + " will_Destroy"; GameObject _destroyRoot = GameObject.Find(destroyRootName); if (_destroyRoot == null) { _destroyRoot = new GameObject(destroyRootName); } GameObject actor = GameObject.Find(actorName); Transform actorTra = actor.transform; int childNum = actorTra.GetChildCount(); // Rename Actors. while (childNum > 0) { Transform tra = actorTra.GetChild(0); tra.name = tra.name + "_"; // Debug.Log( "Destroy:" + tra.name ); tra.parent = _destroyRoot.transform; childNum = actorTra.GetChildCount(); } // _destroyRoot.transform.parent = .transform; SceneCreator.DestroyScene(_destroyRoot, !fadein); // Fade and Destroy Actor. } // Debug.Log ( "State:" + state ); if (m_ActorMap.ContainsKey(actorName)) { ActorInfo actorInfo = m_ActorMap[actorName]; // Debug.Log ( "Actor Matched.:" + actorName ); for (int k = 0; k < actorInfo.actorStates.Length; k++) { if (actorInfo.actorStates[k].stateName == state) { ActorInfo.ActorState actorState = actorInfo.actorStates[k]; CreateChildLayer(actorInfo, actorState); break; } } } } }
public SceneManagerCreator(SceneCreator sceneCreator) { firstSceneCreator = sceneCreator; }
static void CreateSceneObjects() { SceneCreator.Execute(); }
void OnExitActor(string actorName, bool immediate) { GameObject actor = GameObject.Find(actorName); SceneCreator.DestroyScene(actor, immediate); // Fade and Destroy Actor. }
// ------------- Override --------------------. /// <summary> /// Handles the opcode. /// </summary> public override void OnUpdate() { if (IsFinish()) { return; } // Pomp Message to MessagingHandler. if (m_MessagePompToMsghandler) { if (m_MessagingHandler != null) { bool handled = m_MessagingHandler.HandleOpcode(this); m_MessagePompToMsghandler = !handled; } return; } m_CanTextProgress = false; switch (code[pc]) { case Opcode.STRING: pc = ByteCodeReader.readString(code, pc + 1); m_TextBuilder.Append(loadedString); break; case Opcode.TEXT: pc = ReadText(pc); break; case Opcode.VAR: pc = ByteCodeReader.readVar(code, pc, ref paramHash, ref m_TextBuilder, stubIndent); break; case Opcode.TABLE: pc = ByteCodeReader.readTable(code, pc, ref paramHash); break; case Opcode.ASSIGN_STRING: // Debug.Log("OPCODE>ASSIGN_STRING"); pc = ByteCodeReader.readString(code, pc + 2); leftHand = loadedString; pc = ByteCodeReader.readString(code, pc + 1); rightHand = loadedString; // Debug.Log( "Opcode.ASSIGN key=" + leftHand + " value=\"" + rightHand + "\"" ); // Assign Value to Hashtable ?. #if false symbolTable[leftHand] = rightHand; // Assign Value to FlagTable. #else ScenarioNode scenario = ScenarioNode.Instance; if (scenario != null && scenario.flagTable != null) { scenario.flagTable.SetStringValue(leftHand, rightHand); } #endif leftHand = ""; rightHand = ""; break; case Opcode.NULL: pc++; break; case Opcode.MESSAGING: pc = ByteCodeReader.readString(code, pc + 2); messagingTargetName = loadedString; m_MessagePompToMsghandler = true; bool isIgnoreObj = loadedString.Equals("env"); if (!isIgnoreObj) { if (tweenDataCached.tweenTarget != null) { if (!tweenDataCached.tweenTarget.name.Equals(messagingTargetName)) { tweenDataCached.tweenTarget = GameObject.Find(messagingTargetName); } } else { tweenDataCached.tweenTarget = GameObject.Find(messagingTargetName); } } tweenDataCached.paramTable = paramHash; break; case Opcode.NODE: m_PrevNodeName = m_CurrNodeName; pc = ByteCodeReader.readString(code, pc + 2); ViNoDebugger.Log("NODE", loadedString); m_CurrNodeName = loadedString; m_NodePcMap[loadedString] = pc; SetCurrentNodeToScriptEngine(); // Callback to ScriptBinder. scriptBinder.OnEnterNode(this); break; case Opcode.LOAD_RESOURCE: m_LoadedResourcePath = VirtualMachine.loadedTextLiteralString; m_LoadedResource = UnityWrapper.LoadResource(m_LoadedResourcePath); pc++; break; // TODO : Need to Test . case Opcode.PLAY_AUDIO_FROM_RESOURCE: m_LoadedResourcePath = VirtualMachine.loadedTextLiteralString; ISoundPlayer.Instance.PlayAudioClip(m_LoadedResource as AudioClip, m_LoadedResourcePath, ViNoConfig.prefsBgmVolume, 0f); m_LoadedResource = null; Resources.UnloadUnusedAssets(); pc++; break; case Opcode.INSTANTIATE_AS_GAMEOBJECT: if (m_LoadedResource != null) { string parentName = VirtualMachine.loadedTextLiteralString; UnityWrapper.InstantiateAsGameObject(m_LoadedResource, parentName); m_LoadedResource = null; Resources.UnloadUnusedAssets(); } else { Debug.LogError("Resource not loaded."); } pc++; break; case Opcode.DESTROY_OBJECT: string goName = VirtualMachine.loadedTextLiteralString; GameObject go = GameObject.Find(goName); // TODO : GO.Find is Slow . GameObject.Destroy(go); pc++; break; case Opcode.JUMP: // Jump to loadedString Node . ByteCodeReader.readString(code, pc + 2); GoToLabel(loadedString); ViNoDebugger.Log("NODE", "jump to :" + loadedString); break; case Opcode.IF: pc = ByteCodeReader.readString(code, pc + 2); string flagName = VirtualMachine.loadedString; Debug.Log("flag name :" + flagName); bool isOnOrOff = (code[pc] == 1) ? true : false; pc++; pc = ByteCodeReader.readString(code, pc + 1); string ifTarget = VirtualMachine.loadedString; Debug.Log("IF =>" + ifTarget); pc = ByteCodeReader.readString(code, pc + 1); string elseTarget = VirtualMachine.loadedString; Debug.Log("ELSE =>" + elseTarget); bool isFlagOn = ScenarioNode.Instance.flagTable.CheckFlagBy(flagName); if (isFlagOn == isOnOrOff) { Debug.Log("IF"); GoToLabel(ifTarget); } else { Debug.Log("ELSE"); GoToLabel(elseTarget); } break; // ----- Layer -----. #if false case Opcode.LAYOPT: GOOptionNode.Do(paramHash); pc++; break; #endif case Opcode.BEGIN_TRANSITION: UnityWrapper.BeginTransition(); pc++; break; case Opcode.END_TRANSITION: UnityWrapper.EndTransition(); pc++; break; case Opcode.SCENE_NODE: SceneData.SceneNodeData data = SceneCreator.CreateNodeData(paramHash); SceneCreator.Create(data); pc++; break; case Opcode.LOAD_SCENE: // bool destroy = ( code[ pc + 1 ] == 0 ) ? true : false ; // UnityWrapper.LoadScene( m_LoadedResource , destroy ); LoadSceneNode.Do(m_LoadedResource, paramHash); m_LoadedResource = null; Resources.UnloadUnusedAssets(); pc++; break; case Opcode.CLEAR_SCENE: GameObject advSceneRoot = ViNoSceneManager.Instance.theSavedPanel; bool immediateDestroy = false; SceneCreator.DestroyScene(advSceneRoot, immediateDestroy); pc++; break; /* case Opcode.PLAY_ANIMATION: * byte animationID = code[ pc + 1 ]; * ViNoAnimationManager.Instance.PlayAnimation( (int)animationID ); * pc+= 2; * break; * //*/ // ----- Message -----. case Opcode.BR: // m_TextBuilder.Append( "\n" ); pc++; break; //scriptBinder.BR( this ); pc++; break; case Opcode.CM: ClearMessage(); pc++; break; case Opcode.ER: AddToBacklog(); ClearTextBuilder(); if (m_MsgTargetTextBox != null) { m_MsgTargetTextBox.ClearMessage(); } else { Debug.LogWarning("Current Message Target Not Set."); } pc++; break; case Opcode.PRINT: scriptBinder.PRINT(this); pc++; break; case Opcode.CURRENT: TriggerMessageEvent("OnMessageTargetChanged", code[pc + 1], "", true); break; case Opcode.SET_TEXT: TriggerMessageEvent("OnSetText", code[pc + 1], VirtualMachine.loadedTextLiteralString, true); m_CurrentText = m_MessageEventData.message; break; case Opcode.HIDE_MESSAGE: TriggerMessageEvent("OnHideMessage", code[pc + 1], "", false); break; // ------ System Opcode -----. case Opcode.START_WAIT: m_ElapsedSec = 0f; if (!string.IsNullOrEmpty(loadedTextLiteralString)) { m_WaitSec = float.Parse(loadedTextLiteralString); } else { m_WaitSec = kWaitSec; } pc++; break; case Opcode.UPDATE_WAIT: // ViNoDebugger.Log( "VM" , "waiting ..."); m_ElapsedSec += Time.deltaTime; if (m_ElapsedSec > m_WaitSec) { pc++; } break; case Opcode.STOP: // Wait Until Player choosing from options . or reached to the end of a leaf node . // Nothing to do... break; case Opcode.END: ViNoEventManager.Instance.TriggerEvent("OnFinishScenario"); update = false; break; case Opcode.PLAY_SCENARIO: pc = ByteCodeReader.readString(code, pc + 2); string scenarioName = loadedString; GameObject scenarioObj = GOCache.SetActive(scenarioName, true); if (scenarioObj != null) { ScenarioNode s = scenarioObj.GetComponent <ScenarioNode>(); s.Play(); } break; case Opcode.FLAG_ON: if (ScenarioNode.Instance != null && ScenarioNode.Instance.flagTable != null) { ScenarioNode.Instance.flagTable.SetFlagBy(VirtualMachine.loadedTextLiteralString, true); } pc++; break; case Opcode.FLAG_OFF: if (ScenarioNode.Instance != null && ScenarioNode.Instance.flagTable != null) { ScenarioNode.Instance.flagTable.SetFlagBy(VirtualMachine.loadedTextLiteralString, false); } pc++; break; case Opcode.SELECTIONS: ISelectionsCtrl selCtrl = ISelectionsCtrl.Instance; if (selCtrl != null) { if (!selCtrl.IsActive()) { string title = VirtualMachine.loadedTextLiteralString; selCtrl.SetTitle(title); ISelectionsCtrl.Instance.ChangeActive(true); } } else { Debug.LogError("ISelectionsCtrl instance not found."); } pc++; break; case Opcode.LINK: ISelectionsCtrl.Instance.AddSelection(ref paramHash); pc++; break; case Opcode.WAIT_TOUCH: if (IScriptEngine.skip) { if (IScriptEngine.skipAlreadyPass && !VirtualMachine._ALREADY_PASS_THE_NODE) { return; } _SkipText( ); ISoundPlayer pl = ISoundPlayer.Instance; if (pl != null) { if (pl.IsPlayingVoice()) { pl.StopVoice(); } } m_CanTextProgress = true; return; } if (autoMode) { float dt = Time.deltaTime; m_TimeElapsed += dt; if (m_TimeElapsed > _AUTO_MODE_WAIT_TIME) { m_TimeElapsed = 0f; _SkipText(); } return; } m_CanTextProgress = true; break; // case Opcode.PLAY_BGM: // break; // -----Audio -----. case Opcode.PLAY_SOUND: byte soundCategory = code[pc + 1]; // 0: BGM 1:SE 2: VOICE. byte soundID = code[pc + 2]; UnityWrapper.PlaySound(soundCategory, soundID); if (soundCategory == 2) { SET_CURRENT_VOICE_ID(true, soundID); } pc += 3; break; case Opcode.STOP_SOUND: //TODO : pc++; break; case Opcode.STOP_VOICE: SET_CURRENT_VOICE_ID(false, 0); if (ISoundPlayer.Instance != null) { ISoundPlayer.Instance.StopVoice(); } pc++; break; default: ViNoDebugger.LogError("VM", "PC : " + pc); break; } }
public SceneManager(SceneCreator firstSceneCreator, IUnitySceneController unitySceneController) { currentSceneOwner = new CurrentSceneOwner(firstSceneCreator, unitySceneController); }
public void SetScene(SceneCreator sceneCreator) { currentSceneOwner.ChangeCurrentScene(sceneCreator); }
private void Awake() { creator = GetComponent <SceneCreator>(); }
//現在のシーンを変更 public void ChangeCurrentScene(SceneCreator sceneCreator) { currentScene.Dispose(); unitySceneController.SetScene(); currentScene = sceneCreator(); }
static void CerateAll() { LevelCreator.Execute(); SceneCreator.Execute(); }
public void Apply() { SceneCreator.Create(this); }
void Awake() { m_Instance = this; if( Application.isPlaying ){ if( awakeAndDestroy ){ // Debug.Log( "Awake and Destroy ADV SCENE..."); DestroySceneImmediate( this.gameObject ); } } }
static public void Do(GameObject advSceneRoot, bool immediateDestroy) { SceneCreator.DestroyScene(advSceneRoot, immediateDestroy); }