コード例 #1
0
ファイル: DynamicDecal.cs プロジェクト: DavidArayan/EzyDecal
    public void create(SceneData data)
    {
        this.data = data;

        mesh = new MeshCreator();

        if (projection == null) {
            projection = new GameObject();
            projection.name = gameObject.name + "_proj";

            projectionFilter = (MeshFilter)projection.AddComponent(typeof(MeshFilter));
            projection.AddComponent(typeof(MeshRenderer));

            projectionFilter.sharedMesh = new Mesh();

            projection.transform.position = offset;

            projection.transform.parent = transform.parent;

            //projection.hideFlags = HideFlags.NotEditable;
        }

        mesh.fill(ref projectionFilter);

        subdivisions = 2;
    }
コード例 #2
0
ファイル: cameraMove.cs プロジェクト: JanWerder/Acedia
 void Start()
 {
     isRunning = true;
     samples = new float[qSamples];
     spectrum = new float[qSamples];
     txtIngameScore = (GameObject)Instantiate(Resources.Load("txtIngameScore"),new Vector3(1,0,0),Quaternion.identity);
     sc = SceneData.GetInstance();
 }
コード例 #3
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    public int AddNewSceneData()
    {
        var index = _sceneData.Length;
        var newData = new SceneData();

        ArrayUtility.Add(ref _sceneData, newData);
        return index;
    }
コード例 #4
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 public void InitializeStructure()
 {
     _data = new SceneData();
     foreach (var b in GetComponentsInChildren <Block>())
     {
         b.InitializeStructure();
         _data.blocks.Add(b.data);
     }
 }
コード例 #5
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 protected static void Init()
 {
     for (int i = 0; i < SceneManager.sceneCount; i++)
     {
         SceneData sData = new SceneData();
         sData._state = SceneState.Loaded;
         _loadedScenes[SceneManager.GetSceneAt(i).name] = sData;
     }
 }
コード例 #6
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 void Start()
 {
     m_gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
     m_gameManager.SetCurrentSceneKey(m_gameManager.GetCurrentSceneKey() + 1);
     sceneData = m_gameManager.GetSceneIndData(m_gameManager.GetGameMode());
     AnsGenerator();
     selectAns = 0;
     Debug.Log(answerStr.Length);
 }
コード例 #7
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    public SceneAnimatorObject(SceneData inScene, SceneData outScene, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 1, Ease ease = Ease.InOutQuint)
    {
        _ease  = ease;
        _in    = inScene;
        _out   = outScene;
        _speed = speed;

        _animation = animation;
    }
コード例 #8
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        protected override async void OnNavigatedTo(NavigationEventArgs e)
        {
            base.OnNavigatedTo(e);
            //フルスクリーンに
            Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().TryEnterFullScreenMode();
            var sceneData = new SceneData();

            await Play(sceneData);
        }
コード例 #9
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 private void MoveCharacterOnScene(SceneData data)
 {
     _backgroundManager.ChangeBackground(data.BackgroundKey);
     _characterManager.Show(data.CharacterKey, data.EmotionKey, () => { CharacterOnScene(data); });
     if (data.Answers == null || data.Answers.Length < 0)
     {
         Invoke(nameof(DisplayButton), _delay);
     }
 }
コード例 #10
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 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         PlayerData.Save();
         SceneData.setPrevScene(SceneManager.GetActiveScene().name);
         SceneManager.LoadScene("MoveIsland");
     }
 }
コード例 #11
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    /// <summary>
    /// added by mawenbin
    /// 传送界面
    /// </summary>
    private void DoTeleport()
    {
        Tab_SceneClass tabSceneClass = TableManager.GetSceneClassByID(m_EndPointCache.SceneID, 0);

        if (null != tabSceneClass)
        {
            SceneData.RequestChangeScene((int)CG_REQ_CHANGE_SCENE.CHANGETYPE.WORLDMAP, 0, m_EndPointCache.SceneID, 0);
        }
    }
コード例 #12
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 public virtual void Activate(SceneData sceneData)
 {
     if (_delay.Elapsed == -1)
     {
         print("SkillActivated.");
         Ability(sceneData);
         _delay.Start(cooldown);
     }
 }
コード例 #13
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 public void LoadScene(EScene scene, SceneData sceneData)
 {
     if (sceneData == null)
     {
         throw new Exception("SceneData cannot be null. Use LoadScene(EScene) if no SceneData is required.");
     }
     AddSceneData(sceneData);
     LoadScene(scene);
 }
コード例 #14
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 public void SetValue(SceneData data, SceneItemSelected _click)
 {
     sceneData     = data;
     itemName.text = data.Name;
     //itemIcon.sprite = data.Icon;
     itemTime.text   = DataUtility.UnixTimeStampToDateTime((double)data.created_at).ToString();
     itemNumber.text = data.ModelNum.ToString();
     ItemClick       = _click;
 }
コード例 #15
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        public ModifySceneAction(TDocument doc, TScene scene)
        {
            this.document = doc;
            this.scene    = scene;
            this.original = new SceneData();
            this.final    = new SceneData();

            setOriginalData(scene);
        }
コード例 #16
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    private void handleSceneSelectedEvent(SceneData sceneData)
    {
        _selectedSceneData = sceneData;

        //if (SceneSelectedEvent!=null)
        //{
        //    SceneSelectedEvent(_selectedSceneData);
        //}
    }
コード例 #17
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 public void ShowSceneEdit(SceneData selectedScene)
 {
     this.IsBusy = true;
     this.title  = "Edit Scene";
     this.ReplaceTopViewController(this.prefabListView);
     this.SetLeftScreenViewController(null);
     this.SetRightScreenViewController(this.instanceListView);
     this.IsBusy = false;
 }
コード例 #18
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        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(.1f, .1f, .1f, 1.0f);

            GL.Enable(EnableCap.DepthTest);

            // ################################## Shader Setup
            this._shader = new Shader(ResourcePath + "Shaders\\shader.vert", ResourcePath + "Shaders\\shader.frag");
            this._postProcessingShaderNoEffect = new PostProcessingShader(ResourcePath + "Shaders\\postprocessNoEffect.vert", ResourcePath + "Shaders\\postprocessNoEffect.frag");
            this._postProcessingShader         = new PostProcessingShader(ResourcePath + "Shaders\\postprocess.vert", ResourcePath + "Shaders\\postprocess.frag");
            this._shader.Use();

            // ################################## Font Setup
            FontManager.LoadFonts(ResourcePath + "Fonts");
            this.ka1 = new Font(FontManager.GetFontFamilyByName("Karmatic Arcade"), 24);

            renderer = new TextRenderer(Width, Height);
            this.renderer.Clear(Color.Transparent);

            // ################################## Screen Setup

            this.Buffer  = FrameBuffer.Create(new Size(this.Width, this.Height));
            this._camera = new Camera(Vector3.UnitZ * 3, this.Width / (float)this.Height)
            {
                zFar = 1000f
            };

            // ################################## Scene Setup

            //this._mainBuffer = new ArrayBuffer( ref this._vertices, ref this._indices );
            //this._mainBuffer.ShaderSetup( ref this._shader, new[] { ( "aPosition", 3 ), ( "aTexCoord", 2 ) } );
            //this._mainBuffer.TextureSetupSetup( new[] { ResourcePath + "Resources\\container.png", ResourcePath + "Resources\\awesomeface.png" } );

            //Random r = new Random();
            //
            //for ( int i = 0; i < this._objectBuffers.Length; i++ ) {
            //    this._objectBuffers[i]                       =  new ArrayBuffer( ref this._vertices, ref this._indices );
            //    this._objectBuffers[i].TransformationsMatrix *= Matrix4.CreateTranslation( r.Next( 0, 20 ), r.Next( 0, 20 ), r.Next( 0, 20 ) );
            //    this._objectBuffers[i].ShaderSetup( ref this._shader, new[] { ( "aPosition", 3 ), ( "aTexCoord", 2 ) } );
            //    this._objectBuffers[i].TextureSetupSetup( new[] { ResourcePath + "Resources\\container.png", ResourcePath + "Resources\\awesomeface.png" } );
            //}
            var       bf = new BinaryFormatter();
            var       fs = File.Open(@"C:\Users\admin\Desktop\untitled.bmf", FileMode.Open);
            SceneData sd = (SceneData)bf.Deserialize(fs);

            fs.Close();

            List <ArrayBuffer> buffers = new List <ArrayBuffer>();

            foreach (var bufferInfo in sd.Meshes1)
            {
                var vt = bufferInfo.Data;
                var id = bufferInfo.Indices;

                ArrayBuffer buf = new ArrayBuffer(ref vt, ref id);
                buf.TransformationsMatrix = sd.TransFormMatrix;
                buf.ShaderSetup(ref this._shader, new[] { ("aPosition", 3), ("aTexCoord", 2) });
コード例 #19
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        /// <summary>
        /// Controls all of the rendering routine.
        /// </summary>
        /// <param name="sceneData"></param>
        public void UpdateRender(SceneData sceneData)
        {
            MoveCamera(_currentCam);

            if (sceneData.TrainSpeed == 0)
            {
                CameraShake(_currentCam);
            }
        }
コード例 #20
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 public void ResetInteractables(SceneData scene, bool isCurrentScene)
 {
     foreach (var interactable in scene.Interactables)
     {
         interactable.CanBeInteractedWith = interactable.CanBeInteractedWithDefaultValue;
         //if (isCurrentScene)
         //    currentSceneInteractables.First(c => c.ID == interactable.InteractableId).Reset();
     }
 }
コード例 #21
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 public void ResetTriggers(SceneData scene, bool isCurrentScene)
 {
     foreach (var trigger in scene.Triggers)
     {
         trigger.IsActive = trigger.IsActiveDefaultValue;
         //if (isCurrentScene)
         //    currentSceneTriggers.First(c => c.ID == trigger.TriggerId).gameObject.SetActive(trigger.IsActive);
     }
 }
コード例 #22
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    void OnClickJDW(ButtonScript obj, object args, int param1, int param2)
    {
        if (!GamePlayer.Instance.GetOpenSubSystemFlag(OpenSubSystemFlag.OSSF_Team))
        {
            PopText.Instance.Show(LanguageManager.instance.GetValue("duiwuweikai"));
            return;
        }
        //if(!(((PlayerInst.openSubSystemFlag_) &(0x1 << (int)OpenSubSystemFlag.OSSF_Team)) != 0))
        //{
        //	PopText.Instance.Show(LanguageManager.instance.GetValue("Duifangduiwu"));
        //	return;
        //}
        SceneData ssd = SceneData.GetData(GameManager.SceneID);

        //if(ssd.sceneType_ == SceneType.SCT_AlonePK||ssd.sceneType_ == SceneType.SCT_TeamPK)
        //{
        //    PopText.Instance.Show(LanguageManager.instance.GetValue("bunengzudui"));
        //    return;
        //}
        if (ssd.sceneType_ == SceneType.SCT_GuildBattleScene)
        {
            if (!GuildSystem.IsInMyGuild(PlayerInst.instId_))
            {
                PopText.Instance.Show(LanguageManager.instance.GetValue("bunengyaoqingdifang"));
                return;
            }
        }
        if (TeamSystem.IsInTeam())
        {
            if (!TeamSystem.IsTeamLeader(GamePlayer.Instance.InstId))
            {
                PopText.Instance.Show(LanguageManager.instance.GetValue("onlyLeaderCanOperate"));
            }
            else
            {
                NetConnection.Instance.inviteTeamMember(PlayerInst.instName_);
                //PopText.Instance.Show(LanguageManager.instance.GetValue("yaoqingchenggong"));
                gameObject.SetActive(false);
            }
        }
        else
        {
            //NetConnection.Instance.jointLobby();

            COM_CreateTeamInfo cti = new COM_CreateTeamInfo();
            cti.type_ = TeamType.TT_MainQuest;
            cti.name_ = LanguageManager.instance.GetValue("autoTeam");
            //cti.pwd_ = passWordInput.text;
            cti.maxMemberSize_ = 5;
            cti.minLevel_      = 1;
            cti.maxLevel_      = (ushort)maxLevel;
            NetConnection.Instance.createTeam(cti);
            // NetConnection.Instance.inviteTeamMember(PlayerInst.instName_);
            PopText.Instance.Show(LanguageManager.instance.GetValue("yaoqingchenggong"));
        }
    }
コード例 #23
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        void PackageAdd(string SrcFolder, string DestFolder, BuildTarget target)
        {
            DirectoryInfo di = new DirectoryInfo(SrcFolder);

            //  场景名
            string scenename = di.Name;

            //  场景prefab
            string sceneprefabpath = SrcFolder.Replace(scenename, "Prefabs") + "/" + scenename + ".prefab";

            if (!File.Exists(sceneprefabpath))
            {
                Debug.LogError("File is not Exist" + sceneprefabpath);
                return;
            }
            string scenenavprefabpath = SrcFolder.Replace(scenename, "Prefabs") + "/" + scenename + "_nav.prefab";

            if (!File.Exists(scenenavprefabpath))
            {
                Debug.LogError("File is not Exist" + scenenavprefabpath);
                return;
            }
            string scenelightmap = SrcFolder + "/LightmapFar-0.exr";

            if (!File.Exists(scenelightmap))
            {
                Debug.LogError("File is not Exist" + scenelightmap);
                return;
            }

            bool a = IsPackage(sceneprefabpath, DestFolder, Path.GetFileName(sceneprefabpath));
            bool b = IsPackage(scenenavprefabpath, DestFolder, Path.GetFileName(scenenavprefabpath));
            bool c = IsPackage(scenelightmap, DestFolder, scenename + "_" + Path.GetFileName(scenelightmap));


            if (!a && !b && !c)
            {
                Debug.Log(" MD5 Not Need Update ");
                return;
            }

            sceneprefabpath    = sceneprefabpath.Substring(sceneprefabpath.IndexOf("Assets"));
            scenenavprefabpath = scenenavprefabpath.Substring(scenenavprefabpath.IndexOf("Assets"));
            scenelightmap      = scenelightmap.Substring(scenelightmap.IndexOf("Assets"));

            SceneData sd = new SceneData();

            sd.scene = (GameObject)AssetDatabase.LoadAssetAtPath(sceneprefabpath, typeof(UnityEngine.Object));
            Decompose(sd.scene, ref sd, DestFolder, di.Parent.Name);
            sd.scene_nav = (GameObject)AssetDatabase.LoadAssetAtPath(scenenavprefabpath, typeof(UnityEngine.Object));
            //sd.scene_Lightmap = (Texture2D)AssetDatabase.LoadAssetAtPath(scenelightmap, typeof(UnityEngine.Object));

            mgr.CreateAssetBundlesScene(sd, DestFolder, target);

            return;
        }
コード例 #24
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 public bool LoadGame(int saveSlot)
 {
     if (saveSlot >= 0)
     {
         string saveFilename = this.GetSaveFilename(saveSlot);
         if (!string.IsNullOrEmpty(saveFilename) && File.Exists(Application.persistentDataPath + saveFilename))
         {
             try
             {
                 string          toDecrypt       = string.Empty;
                 string          json            = string.Empty;
                 BinaryFormatter binaryFormatter = new BinaryFormatter();
                 FileStream      fileStream      = File.Open(Application.persistentDataPath + saveFilename, FileMode.Open);
                 if (this.gameConfig.useSaveEncryption)
                 {
                     toDecrypt = (string)binaryFormatter.Deserialize(fileStream);
                 }
                 else
                 {
                     json = (string)binaryFormatter.Deserialize(fileStream);
                 }
                 fileStream.Close();
                 if (this.gameConfig.useSaveEncryption)
                 {
                     json = StringEncrypt.DecryptData(toDecrypt);
                 }
                 Logger.LogFine("[API] - Loading Game:" + json);
                 SaveGameData       saveGameData = JsonUtility.FromJson <SaveGameData>(json);
                 global::PlayerData instance     = saveGameData.playerData;
                 SceneData          instance2    = saveGameData.sceneData;
                 ModHooks.Instance.OnAfterSaveGameLoad(saveGameData);
                 global::PlayerData.instance = instance;
                 this.playerData             = instance;
                 SceneData.instance          = instance2;
                 this.sceneData = instance2;
                 this.profileID = saveSlot;
                 this.inputHandler.RefreshPlayerData();
                 ModHooks.Instance.OnSavegameLoad(saveSlot);
                 return(true);
             }
             catch (Exception ex)
             {
                 Debug.LogFormat("Error loading save file for slot {0}: {1}", new object[]
                 {
                     saveSlot,
                     ex
                 });
                 return(false);
             }
         }
         Debug.Log("Save file not found for slot " + saveSlot);
         return(false);
     }
     Debug.LogError("Save game slot not valid: " + saveSlot);
     return(false);
 }
コード例 #25
0
ファイル: Screen.cs プロジェクト: maybeaduck/LudumDare48
        protected virtual void Start()
        {
            Config = Service <StaticData> .Get();

            Runtime = Service <RuntimeData> .Get();

            World = Service <EcsWorld> .Get();

            Scene = Service <SceneData> .Get();
        }
コード例 #26
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ファイル: SceneControl.cs プロジェクト: rheera/ATSdemo
    public void Save()
    {
        BinaryFormatter bf        = new BinaryFormatter();
        FileStream      file      = File.Create(Application.persistentDataPath + "/sceneInfo.dat");
        SceneData       sceneData = new SceneData(sceneIndex);

        bf.Serialize(file, sceneData);
        Debug.Log("Saving Scene : " + sceneIndex);
        file.Close();
    }
コード例 #27
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    public void singleIn(SceneData sceneIn, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 0.5f, Ease ease = Ease.InOutQuad)
    {
        SceneAnimatorObject so = new SceneAnimatorObject(sceneIn, null, animation, speed, ease);

        animations.Add(so);
        if (!_animating)
        {
            animate();
        }
    }
コード例 #28
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 /// <summary>
 /// Helper method to convert a <see cref="SceneData"/> instance
 /// to a <see cref="SceneInfo"/> instance.
 /// </summary>
 /// <param name="data">The data instance.</param>
 /// <returns>The converted data.</returns>
 public static SceneInfo ToSceneInfo(this SceneData data)
 {
     return(new SceneInfo()
     {
         Uuid = data?.Uuid,
         Link = data?.Link,
         Name = data?.Name,
         Tags = data?.Tags
     });
 }
コード例 #29
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        private void Start()
        {
            var userData = SceneData.GetUserData();

            userData.onChange.AddListener((user) => {
                UpdateByUserChange();
            });

            UpdateByUserChange();
        }
コード例 #30
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    ///<summary>引数を受け取る</summary>
    static public Arg getArg(string aName)
    {
        SceneData tData = findSceneData(aName);

        if (tData == null)
        {
            return(null);
        }
        return(tData.arg);
    }
コード例 #31
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 private void DeexpandAllScenePanelsWithout(SceneData scene)
 {
     foreach (SideScenePanel panel in _scenePanels)
     {
         if (!panel.Scene.Equals(scene))
         {
             panel.Expand(false);
         }
     }
 }
コード例 #32
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    ///<summary>シーンを再生する</summary>
    static public void playScene(string aName)
    {
        SceneData tData = findSceneData(aName);

        foreach (MonoBehaviour tBehaviour in tData.pausedBehaviour)
        {
            tBehaviour.enabled = true;
        }
        tData.pausedBehaviour.Clear();
    }
コード例 #33
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    // Save to file logic //
    private void SaveToJSON()
    {
        // Path.Combine combines strings into a file path
        // Application.StreamingAssets points to Assets/StreamingAssets in the Editor, and the StreamingAssets folder in a build
        string    filePath  = Path.Combine(Application.streamingAssetsPath, "FarmaciaBaricentro.json");
        SceneData sd        = FromSceneToJSON(standList);
        string    json_data = JsonUtility.ToJson(sd);

        File.WriteAllText(filePath, json_data);
    }
コード例 #34
0
ファイル: SceneData.cs プロジェクト: JanWerder/Acedia
    public static SceneData GetInstance()
    {
        if (!instance)
        {
            instance = (SceneData)GameObject.FindObjectOfType(typeof(SceneData));
            if (!instance)
                Debug.LogError("There needs to be one active v script on a GameObject in your scene.");
            instance.Start();
        }

        return instance;
    }
コード例 #35
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		private void GetList()
		{
			taScene = AssetDatabase.LoadAssetAtPath(BPConfig.cfgPath, typeof(TextAsset)) as TextAsset;
			
			List<string> lsData = BPTool.GetContent(new MemoryStream(taScene.bytes));
			
			listSceneDatas.Clear();
			foreach (string e in lsData)
			{
				SceneData data = new SceneData();
				data.scnenname = e;
				data.flag = true;
				
				listSceneDatas.Add(data);
			}
		}
コード例 #36
0
ファイル: ViNoSceneManager.cs プロジェクト: Joon-min/wiper
    public GameObject CreateSceneNode( ref SceneData.SceneNodeData data )
    {
        GameObject node;
        string nodePath =  data.parentname + "/" + data.name;
        node = GameObject.Find( nodePath );
        if( node == null ){
            node = GameObject.Find( data.texturePath );
        }
        Vector3 pos = new Vector3( data.posX, data.posY , data.posZ  );
        Vector3 scl = new Vector3( data.sclX, data.sclY , data.sclZ );
        GameObject pr = GameObject.Find( data.parentname );

        if( spriteFactory != null ){
            node = spriteFactory.Create( ref data , node , pos , scl , pr );
        }
        if( node != null ){
            data.name = node.name;
        }
        return node;
    }
コード例 #37
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    public void createProjectedStaticDecal(string dname, SceneData sd)
    {
        GameObject obj = new GameObject();
        if (dname == "") {
            obj.name = "Default Projected Decal";
        }
        else {
            obj.name = dname;
            dname = "";
        }
        obj.tag = "ProjectedStaticDecal";
        obj.AddComponent(typeof(ProjectedStaticDecal));
        obj.transform.parent = sd.transform;

        ProjectedStaticDecal decal = obj.GetComponent<ProjectedStaticDecal>();
        decal.create(sd);
        psdList.Add(decal);

        // add to batch
        psdBatcher.addDecal(decal);
    }
コード例 #38
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    public void createDynamicDecal(string dname, SceneData sd)
    {
        GameObject obj = new GameObject();

        if (dname == "") {
            obj.name = "Default Dynamic Decal";
        }
        else {
            obj.name = dname;
            dname = "";
        }

        obj.tag = "DynamicDecal";
        obj.AddComponent(typeof(DynamicDecal));
        obj.transform.parent = sd.transform;

        DynamicDecal decal = obj.GetComponent<DynamicDecal>();

        decal.create(sd);
        ddList.Add(decal);
    }
コード例 #39
0
    public void create(SceneData data)
    {
        this.data = data;

        //material = Resources.LoadAssetAtPath("Assets/DecalFramework/Textures/DefaultDecal.mat", typeof(Material)) as Material;
        offset = 0.01f;
        //decalMesh = new Mesh();

        /*if (projection == null) {
            projection = new GameObject();
            projection.name = gameObject.name + "_proj";

            projectionFilter = (MeshFilter)projection.AddComponent(typeof(MeshFilter));
            projection.AddComponent(typeof(MeshRenderer));

            projectionFilter.sharedMesh = new Mesh();

            //projection.transform.position = offset;

            projection.transform.parent = transform.parent;
        }*/

        oobb.update(gameObject);
    }
コード例 #40
0
 private void Start()
 {
     _data = SceneManager.instance.RegisterSceneObject(this);
 }
コード例 #41
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        /// <summary>
        /// Adds a cross-scene reference to a given SceneData.
        /// </summary>
        /// <param name="instance">The SceneData to add the reference to</param>
        /// <param name="xRef">The cross-scene reference</param>
        internal static void AddOrUpdateCrossSceneReference( this SceneData instance, SceneData.CrossSceneReference xRef )
        {
            var xSceneRefs = instance._crossSceneReferences;
            for (int i = 0 ; i < xSceneRefs.Count ; ++i)
            {
                var xSceneRef = xSceneRefs[i];

                // We could be just updating an existing one...
                if ( xSceneRef.fromObjectHash == xRef.fromObjectHash &&
                    xSceneRef.fromPropertyPath == xRef.fromPropertyPath &&
                    xSceneRef.fromSubScene == xRef.fromSubScene )
                {
                    xSceneRefs.RemoveAt(i);
                    --i;
                }
            }

            xSceneRefs.Add( xRef );
        }
コード例 #42
0
    private void UpdateScenePreviewImage(SceneData sceneData)
    {
        SetUpCamera();

        _windowCamera.aspect = sceneData.rectangle.width / sceneData.rectangle.height;
        _windowCamera.orthographicSize = sceneData.rectangle.height * .5f;
        _windowCamera.transform.position = new Vector3(sceneData.rectangle.center.x, sceneData.rectangle.y - sceneData.rectangle.height * .5f, -10);

        var tempRT = RenderTexture.GetTemporary((int)sceneData.rectangle.width, (int)sceneData.rectangle.height, 16, RenderTextureFormat.ARGB32);
        var final = new Texture2D(tempRT.width, tempRT.height, TextureFormat.ARGB32, false);

        final.hideFlags = HideFlags.HideAndDontSave;
        
        _windowCamera.targetTexture = tempRT;
        RenderTexture.active = tempRT;
        _windowCamera.Render();

        final.ReadPixels(new Rect(0, 0, tempRT.width, tempRT.height), 0, 0);
        final.Apply();

        _previewCollection.Add(sceneData.name, final);

        RenderTexture.active = null;
        RenderTexture.ReleaseTemporary(tempRT);
    }
コード例 #43
0
ファイル: ViNoSceneManager.cs プロジェクト: Joon-min/wiper
    void Awake()
    {
        if( instance == null ){
            instance=  this;
            m_SceneData= new SceneData();

            hideFlags = 0;

        }
        else{
            if( Application.isPlaying ){
                Destroy( gameObject );
            }
        }
    }
コード例 #44
0
 public void clear(SceneData data)
 {
     create(data);
 }
コード例 #45
0
ファイル: ViNoSceneManager.cs プロジェクト: Joon-min/wiper
 public void SetSceneData( SceneData data )
 {
     m_SceneData = data;
 }
コード例 #46
0
ファイル: LocalPlayer.cs プロジェクト: floatyears/Decrypt
 public void OnMsgSceneScore(MemoryStream stream)
 {
     MS2C_SceneScore mS2C_SceneScore = Serializer.NonGeneric.Deserialize(typeof(MS2C_SceneScore), stream) as MS2C_SceneScore;
     SceneData sceneData = this.GetSceneData(mS2C_SceneScore.SceneID);
     if (sceneData != null)
     {
         if (sceneData.Score < mS2C_SceneScore.Score)
         {
             sceneData.Score = mS2C_SceneScore.Score;
         }
         sceneData.Times = mS2C_SceneScore.Times;
         sceneData.ResetCount = mS2C_SceneScore.ResetCount;
         if (sceneData.CoolDown < mS2C_SceneScore.CoolDown)
         {
             sceneData.CoolDown = mS2C_SceneScore.CoolDown;
         }
     }
     else
     {
         sceneData = new SceneData();
         sceneData.SceneID = mS2C_SceneScore.SceneID;
         sceneData.Score = mS2C_SceneScore.Score;
         sceneData.Times = mS2C_SceneScore.Times;
         sceneData.ResetCount = mS2C_SceneScore.ResetCount;
         sceneData.CoolDown = mS2C_SceneScore.CoolDown;
         this.scenes.Add(sceneData.SceneID, sceneData);
     }
     if (mS2C_SceneScore.SceneVersion != 0u)
     {
         this.SceneVersion = mS2C_SceneScore.SceneVersion;
     }
 }
コード例 #47
0
ファイル: ViNoSceneManager.cs プロジェクト: Joon-min/wiper
 public void SetNodeData( SceneData.SceneNodeData[] data )
 {
     nodeData = data;
 }
コード例 #48
0
ファイル: SaveSystem.cs プロジェクト: S4D3H/ProjectJanitor
        /// <summary>
        /// Return the SceneData of the specified scene
        /// </summary>
        /// <returns></returns>
        public static SceneData GetSceneData(string sceneName)
        {

            if (Registery.m_scenes.ContainsKey(sceneName))
            {
                return Registery.m_scenes[sceneName];
            }
            else
            {
                SceneData data = new SceneData(sceneName);
                Registery.m_scenes.Add(sceneName, data);

                return data;
            }
        }
コード例 #49
0
    public static void SaveWorldToGameInformation(int scene)
    {
        int breakableCount = 0;
        int animalCount = 0;
        int characterCount = 0;

        ALLGAMEOBJECTS = UnityEngine.Object.FindObjectsOfType<GameObject>();

        foreach(GameObject g in ALLGAMEOBJECTS) {
            try {
                Breakable b = g.GetComponent<Breakable>();
                breakableCount++;
            } catch (Exception e) {}
            try {
                Animal ani = g.GetComponent<Animal>();
                Action a = g.GetComponent<Action>();
                animalCount++;
            } catch (Exception ee) {}
            try {
                Character c = g.GetComponent<Character>();
                Action a = g.GetComponent<Action>();
                characterCount++;
            } catch (Exception eee) {}
        }

        BreakableData[] breakableArray = new BreakableData[breakableCount];
        AnimalData[] animalArray = new AnimalData[animalCount];
        CharacterData[] characterArray = new CharacterData[characterCount];

        int breakableIndex = 0;
        int animalIndex = 0;
        int characterIndex = 0;

        foreach(GameObject g in ALLGAMEOBJECTS) {
            try {
                Breakable b = g.GetComponent<Breakable>();
                BreakableData bd = new BreakableData(g);
                breakableArray[breakableIndex] = bd;
                breakableIndex++;
            } catch (Exception e) {}
            try {
                Animal ani = g.GetComponent<Animal>();
                Action a = g.GetComponent<Action>();
                AnimalData anid = new AnimalData(g);
                animalArray[animalIndex] = anid;
                animalIndex++;
            } catch (Exception ee) {}
            try {
                Character c = g.GetComponent<Character>();
                Action a = g.GetComponent<Action>();
                CharacterData cd = new CharacterData(g);
                characterArray[characterIndex] = cd;
                characterIndex++;
            } catch (Exception eee) {}
        }

        SceneData sd = new SceneData(scene, breakableArray, animalArray, characterArray);
        if(SCENEARRAY != null) {
            foreach(SceneData i in SCENEARRAY) {
                sceneList.Add(i);
            }
            foreach(SceneData s in sceneList) {
                if(s.getId() == scene) {
                    removeList.Add(s);
                }
            }
            foreach(SceneData s in removeList) {
                sceneList.Remove(s);
            }
            removeList.Clear();
        }
        sceneList.Add(sd);
        SCENEARRAY = new SceneData[sceneList.Count];
        int sceneIndex = 0;
        foreach(SceneData i in sceneList) {
            SCENEARRAY[sceneIndex] = i;
            sceneIndex++;
        }

        WORLDDATA = new WorldData(SCENEARRAY);
    }
コード例 #50
0
ファイル: SceneInspector.cs プロジェクト: Joon-min/wiper
 public static void DrawSceneNodeField( SceneData.SceneNodeData data , int offset )
 {
     float y = 20 + offset;
     GUI.Box( new Rect( 20 , y , 200 , 200 ) , "" );
     y += 20;
         data.name = EditorGUI.TextField( new Rect( 30 , y , 200 , 20 ) , "Name" , data.name );
     y += 20;
         data.parentname = EditorGUI.TextField( new Rect( 30 , y , 200 , 20 ) , "Parent" , data.parentname );
     y += 20;
     Vector3 pos = Vector3.zero;
     pos.x = data.posX;
     pos.y = data.posY;
     pos.z = data.posZ;
     pos = EditorGUI.Vector3Field( new Rect( 30 , y , 150 , 20 ) , "position" , pos );
     data.posX = pos.x;
     data.posY = pos.y;
     data.posZ = pos.z;
 }
コード例 #51
0
	static bool LightmapSettingsCompare(SceneData mySceneData, SceneData theirSceneData) {
#if !UNITY_5
		if (mySceneData.aoAmount != theirSceneData.aoAmount)
			return false;
		if (mySceneData.aoContrast != theirSceneData.aoContrast)
			return false;
		if (mySceneData.bounceBoost != theirSceneData.bounceBoost)
			return false;
		if (mySceneData.bounceIntensity != theirSceneData.bounceIntensity)
			return false;
		if (mySceneData.finalGatherContrastThreshold != theirSceneData.finalGatherContrastThreshold)
			return false;
		if (mySceneData.lastUsedResolution != theirSceneData.lastUsedResolution)
			return false;
		if (mySceneData.bounces != theirSceneData.bounces)
			return false;
		if (mySceneData.finalGatherInterpolationPoints != theirSceneData.finalGatherInterpolationPoints)
			return false;
		if (mySceneData.finalGatherRays != theirSceneData.finalGatherRays)
			return false;
		if (mySceneData.lockAtlas != theirSceneData.lockAtlas)
			return false;
#if !(UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5)
		if (mySceneData.padding != theirSceneData.padding)
			return false;
#endif
#endif
#if !(UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5)
		if (mySceneData.bakedColorSpace != theirSceneData.bakedColorSpace)
			return false;
		if (mySceneData.lightProbes != theirSceneData.lightProbes)
			return false;
#endif
		//if (mySceneData.lightmaps != theirSceneData.lightmaps)
		//	return false;
		if (mySceneData.lightmapsMode != theirSceneData.lightmapsMode)
			return false;
		if (mySceneData.aoMaxDistance != theirSceneData.aoMaxDistance)
			return false;
		if (mySceneData.resolution != theirSceneData.resolution)
			return false;
		if (mySceneData.skyLightIntensity != theirSceneData.skyLightIntensity)
			return false;
		if (mySceneData.maxAtlasHeight != theirSceneData.maxAtlasHeight)
			return false;
		if (mySceneData.maxAtlasWidth != theirSceneData.maxAtlasWidth)
			return false;
		if (mySceneData.textureCompression != theirSceneData.textureCompression)
			return false;
		if (mySceneData.skyLightColor != theirSceneData.skyLightColor)
			return false;
		return true;
	}
コード例 #52
0
	static bool RenderSettingsCompare(SceneData mySceneData, SceneData theirSceneData) {
		if (mySceneData.fog != theirSceneData.fog)
			return false;
		if (mySceneData.fogColor != theirSceneData.fogColor)
			return false;
		if (mySceneData.fogMode != theirSceneData.fogMode)
			return false;
		if (mySceneData.fogDensity != theirSceneData.fogDensity)
			return false;
		if (mySceneData.fogStartDistance != theirSceneData.fogStartDistance)
			return false;
		if (mySceneData.fogEndDistance != theirSceneData.fogEndDistance)
			return false;
		if (mySceneData.ambientLight != theirSceneData.ambientLight)
			return false;
		if (mySceneData.skybox != theirSceneData.skybox)
			return false;
		if (mySceneData.haloStrength != theirSceneData.haloStrength)
			return false;
		if (mySceneData.flareStrength != theirSceneData.flareStrength)
			return false;
		if (mySceneData.flareFadeSpeed != theirSceneData.flareFadeSpeed)
			return false;
		return true;
	}
	/// <summary> Persists between Scene Loads & Loads a ScriptableAsset with Scene Data names
	/// </summary>
	public void Awake()
	{
		DontDestroyOnLoad(gameObject);
		_sceneData = Resources.Load<SceneData>("SceneData");
	}
コード例 #54
0
ファイル: SceneCreator.cs プロジェクト: Joon-min/wiper
 public static GameObject Create( SceneData.SceneNodeData data )
 {
     ViNoSceneManager sm = GameObject.FindObjectOfType( typeof( ViNoSceneManager) ) as ViNoSceneManager;
     GameObject go =  sm.CreateSceneNode( ref data );
     return go;
 }
コード例 #55
0
 /// <summary>
 /// Calculate the difficulty of a certain scene w.r.t a certain contract
 /// </summary>
 /// <param name="_scene"></param>
 /// <param name="_contract"></param>
 /// <returns></returns>
 public int SceneDifficulty(SceneData _scene, ContractData _contract)
 {
     int ret = _scene.baseDifficulty;
     GenreData highestGenre = _contract.genre[0];
     foreach (GenreData g in _contract.genre)
     {
         if (g.genreDifficulty > highestGenre.genreDifficulty)
         {
             highestGenre = g;
         }
     }
     ret += highestGenre.genreDifficulty;
     int sum = 0;
     foreach (GenreData g in _contract.genre)
     {
         if (g != highestGenre)
         {
             sum += g.genreDifficulty;
         }
     }
     ret += (int)(secondaryGenreWeight * sum);
     int diff = 0;
     foreach(SkillReq s in _contract.skill)
     {
         foreach(SkillData sk in currentSkills)
         {
             if(s.skillType == sk.skillType && sk.skillLevel > s.minReq)
             {
                 diff += sk.skillLevel - s.minReq;
             }
         }
     }
     ret -= (int)(skillBonusWeight * diff);
     ret += (int)(sequelDifficulty * _contract.prequel.Count);
     if(ret <= 1)
     {
         ret = 1;
     }
     else if(ret > 100)
     {
         ret = 100;
     }
     return ret;
 }
コード例 #56
0
    private void DrawScene(SceneData data, Color col)
    {
        var rectWithOffset = GetRectWithScreenOffset(data.rectangle);

        if (ShowScenePreviews && !string.IsNullOrEmpty(data.name) && _previewCollection.ContainsKey(data.name))
        {
            if (_previewCollection.ContainsKey(data.name))
                GUI.DrawTexture(rectWithOffset, _previewCollection[data.name]);
        }

        if (ShowSceneNames)
            GUI.Label(rectWithOffset, string.IsNullOrEmpty(data.name) ? "<NO SCENE>" : data.name);

        DrawSceneOutline(rectWithOffset, ref col);
    }
コード例 #57
0
    /// <summary>
    /// 依據場景ID嘗試取得一筆場景資料
    /// </summary>
    /// <param name="sceneID">要取得場景資料的場景ID</param>
    /// <param name="data">取得的場景資料存放處</param>
    /// <returns>是否有取得場景資料</returns>
    public bool TryGetOneSceneData(ushort sceneID, out SceneData data)
    {
        data = default(SceneData);
        if (DataState[(int)GlobalConst.DataLoadTag.Scene] != ReadDataState.HaveLoad) { return false; }
        if (_allDataList[GlobalConst.DataLoadTag.Scene] == null) {return false;}

        data = (_allDataList[GlobalConst.DataLoadTag.Scene] as List<SceneData>).Find(sd => sd.SceneID == sceneID);

        return data != default(SceneData); // 若data == default(SceneData) 表示沒有搜尋到資料
    }
コード例 #58
0
ファイル: Global.cs プロジェクト: RatzelAdmin/Run
	static public void SetScene(CutsceneMgr resumeCutscene) {
		if(resumeCutscene == null) return; 

		SceneData data = null;
		
		string sceneName = World.loadedLevelName;
		
		if( sceneName == "")
			sceneName = Application.loadedLevelName;
		
		if (sceneFlow.Count > 0) {
			data = sceneFlow[sceneFlow.Count - 1];
			if (data.name != sceneName) {
				data = null;
			}
		}
		
		if (data == null) {
			if (sceneFlow.Count > 1) {
				sceneFlow.RemoveRange(0, sceneFlow.Count - 1);
			}
			
			data = new SceneData();
			data.name = sceneName;
			sceneFlow.Add(data);
		}
		
		if (resumeCutscene != null) {
			data.resumeCutscene = resumeCutscene.name;
		} else 
			data.resumeCutscene = null;
	}
コード例 #59
0
 private Rect GetRectWithScreenOffset(SceneData data)
 {
     return GetRectWithScreenOffset(data.rectangle);
 }