コード例 #1
0
        private void UnloadNavMesh(int navMeshInt)
        {
            NavigationMesh navMesh = Serializer.returnComponent <NavigationMesh> (navMeshInt);

            if (navMesh && KickStarter.sceneSettings && KickStarter.sceneSettings.navigationMethod != AC_NavigationMethod.UnityNavigation)
            {
                if (KickStarter.sceneSettings.navMesh)
                {
                    NavigationMesh oldNavMesh = KickStarter.sceneSettings.navMesh;
                    oldNavMesh.TurnOff();
                }

                navMesh.TurnOn();
                KickStarter.sceneSettings.navMesh = navMesh;

                // Bugfix: Need to cycle this otherwise weight caching doesn't always work
                navMesh.TurnOff();
                navMesh.TurnOn();
            }
        }
コード例 #2
0
        /**
         * <summary>Returns the currently-loaded scene's save data to the appriopriate Remember components.</summary>
         * <param name = "restoringSaveFile">True if the game is currently loading a saved game file, as opposed to just switching scene</param>
         */
        public void ReturnCurrentLevelData(bool restoringSaveFile)
        {
            foreach (SingleLevelData levelData in allLevelData)
            {
                if (levelData.sceneNumber == UnityVersionHandler.GetCurrentSceneNumber())
                {
                    KickStarter.actionListManager.LoadData(levelData.activeLists);

                    UnloadCutsceneOnLoad(levelData.onLoadCutscene);
                    UnloadCutsceneOnStart(levelData.onStartCutscene);
                    UnloadNavMesh(levelData.navMesh);
                    UnloadPlayerStart(levelData.playerStart);
                    UnloadSortingMap(levelData.sortingMap);
                    UnloadTintMap(levelData.tintMap);

                    UnloadTransformData(levelData.allTransformData);

                    foreach (ScriptData _scriptData in levelData.allScriptData)
                    {
                        Remember saveObject = Serializer.returnComponent <Remember> (_scriptData.objectID);
                        if (saveObject != null && _scriptData.data != null && _scriptData.data.Length > 0)
                        {
                            // May have more than one Remember script on the same object, so check all
                            Remember[] saveScripts = saveObject.gameObject.GetComponents <Remember>();
                            foreach (Remember saveScript in saveScripts)
                            {
                                saveScript.LoadData(_scriptData.data, restoringSaveFile);
                            }
                        }
                    }

                    UnloadVariablesData(levelData.localVariablesData);
                    KickStarter.sceneSettings.UpdateAllSortingMaps();

                    break;
                }
            }

            AssetLoader.UnloadAssets();
        }
コード例 #3
0
        private IEnumerator OnCompleteSceneChange()
        {
            if (KickStarter.eventManager != null)
            {
                KickStarter.eventManager.Call_OnAfterChangeScene();
            }

            int _removeNPCID = removeNPCID;

            removeNPCID = 0;
            yield return(new WaitForEndOfFrame());

            if (_removeNPCID != 0)
            {
                NPC npcToRemove = Serializer.returnComponent <NPC> (_removeNPCID);
                if (npcToRemove != null)
                {
                    npcToRemove.transform.position += new Vector3(100f, -100f, 100f);
                }
                _removeNPCID = 0;
            }
        }
コード例 #4
0
ファイル: Action.cs プロジェクト: ColePfeiffer/INF2-Labor
        public T IDToField <T> (T field, int _constantID, bool moreInfo) where T : Behaviour
        {
            if (isAssetFile || (!isAssetFile && (field == null || !field.gameObject.activeInHierarchy)))
            {
                T newField = field;
                if (_constantID != 0)
                {
                    newField = Serializer.returnComponent <T> (_constantID);
                    if (field != null && field.GetComponent <ConstantID>() != null && field.GetComponent <ConstantID>().constantID == _constantID)
                    {
                    }
                    else if (newField != null && !Application.isPlaying)
                    {
                        field = newField;
                    }

                    EditorGUILayout.BeginVertical("Button");
                    EditorGUILayout.BeginHorizontal();
                    EditorGUILayout.LabelField("Recorded ConstantID: " + _constantID.ToString(), EditorStyles.miniLabel);
                    if (field == null)
                    {
                        if (GUILayout.Button("Search scenes", EditorStyles.miniButton))
                        {
                            AdvGame.FindObjectWithConstantID(_constantID);
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    if (field == null && moreInfo)
                    {
                        EditorGUILayout.HelpBox("Further controls cannot display because the referenced object cannot be found.", MessageType.Warning);
                    }
                    EditorGUILayout.EndVertical();
                }
            }
            return(field);
        }
コード例 #5
0
        /**
         * <summary>Updates its own variables from a PlayerData class.</summary>
         * <param name = "playerData">The PlayerData class to load from</param>
         * <param name = "justAnimationData">If True, then only animation data (and sound) changes will be loaded, as opposed to position, rotaion, etc</param>
         */
        public void LoadPlayerData(PlayerData playerData, bool justAnimationData = false)
        {
            if (!justAnimationData)
            {
                Teleport(new Vector3(playerData.playerLocX, playerData.playerLocY, playerData.playerLocZ));
                SetRotation(playerData.playerRotY);
                SetMoveDirectionAsForward();
            }

            walkSpeedScale = playerData.playerWalkSpeed;
            runSpeedScale  = playerData.playerRunSpeed;

            // Animation clips
            if (animationEngine == AnimationEngine.Sprites2DToolkit || animationEngine == AnimationEngine.SpritesUnity)
            {
                idleAnimSprite = playerData.playerIdleAnim;
                walkAnimSprite = playerData.playerWalkAnim;
                talkAnimSprite = playerData.playerTalkAnim;
                runAnimSprite  = playerData.playerRunAnim;
            }
            else if (animationEngine == AnimationEngine.Legacy)
            {
                idleAnim = AssetLoader.RetrieveAsset <AnimationClip> (idleAnim, playerData.playerIdleAnim);
                walkAnim = AssetLoader.RetrieveAsset <AnimationClip> (walkAnim, playerData.playerWalkAnim);
                talkAnim = AssetLoader.RetrieveAsset <AnimationClip> (talkAnim, playerData.playerTalkAnim);
                runAnim  = AssetLoader.RetrieveAsset <AnimationClip> (runAnim, playerData.playerRunAnim);
            }
            else if (animationEngine == AnimationEngine.Mecanim)
            {
                moveSpeedParameter = playerData.playerWalkAnim;
                talkParameter      = playerData.playerTalkAnim;
                turnParameter      = playerData.playerRunAnim;
            }

            // Sound
            walkSound = AssetLoader.RetrieveAsset(walkSound, playerData.playerWalkSound);
            runSound  = AssetLoader.RetrieveAsset(runSound, playerData.playerRunSound);

            // Portrait graphic
            portraitIcon.texture = AssetLoader.RetrieveAsset(portraitIcon.texture, playerData.playerPortraitGraphic);

            // Speech label
            if (playerData.playerSpeechLabel != "")
            {
                SetName(playerData.playerSpeechLabel, playerData.playerDisplayLineID);
            }
            speechLabel = playerData.playerSpeechLabel;

            // Rendering
            lockDirection = playerData.playerLockDirection;
            lockScale     = playerData.playerLockScale;
            if (spriteChild && spriteChild.GetComponent <FollowSortingMap>())
            {
                spriteChild.GetComponent <FollowSortingMap>().lockSorting = playerData.playerLockSorting;
            }
            else if (GetComponent <FollowSortingMap>())
            {
                GetComponent <FollowSortingMap>().lockSorting = playerData.playerLockSorting;
            }
            else
            {
                ReleaseSorting();
            }

            if (playerData.playerLockDirection)
            {
                spriteDirection = playerData.playerSpriteDirection;
            }
            if (playerData.playerLockScale)
            {
                spriteScale = playerData.playerSpriteScale;
            }
            if (playerData.playerLockSorting)
            {
                if (spriteChild && spriteChild.GetComponent <Renderer>())
                {
                    spriteChild.GetComponent <Renderer>().sortingOrder     = playerData.playerSortingOrder;
                    spriteChild.GetComponent <Renderer>().sortingLayerName = playerData.playerSortingLayer;
                }
                else if (GetComponent <Renderer>())
                {
                    GetComponent <Renderer>().sortingOrder     = playerData.playerSortingOrder;
                    GetComponent <Renderer>().sortingLayerName = playerData.playerSortingLayer;
                }
            }

            if (!justAnimationData)
            {
                // Active path
                Halt();
                ForceIdle();

                if (playerData.playerPathData != null && playerData.playerPathData != "" && GetComponent <Paths>())
                {
                    Paths savedPath = GetComponent <Paths>();
                    savedPath = Serializer.RestorePathData(savedPath, playerData.playerPathData);
                    SetPath(savedPath, playerData.playerTargetNode, playerData.playerPrevNode, playerData.playerPathAffectY);
                    isRunning  = playerData.playerIsRunning;
                    lockedPath = false;
                }
                else if (playerData.playerActivePath != 0)
                {
                    Paths savedPath = Serializer.returnComponent <Paths> (playerData.playerActivePath);
                    if (savedPath)
                    {
                        lockedPath = playerData.playerLockedPath;

                        if (lockedPath)
                        {
                            SetLockedPath(savedPath);
                        }
                        else
                        {
                            SetPath(savedPath, playerData.playerTargetNode, playerData.playerPrevNode);
                        }
                    }
                }

                // Previous path
                if (playerData.lastPlayerActivePath != 0)
                {
                    Paths savedPath = Serializer.returnComponent <Paths> (playerData.lastPlayerActivePath);
                    if (savedPath)
                    {
                        SetLastPath(savedPath, playerData.lastPlayerTargetNode, playerData.lastPlayerPrevNode);
                    }
                }

                // Head target
                lockHotspotHeadTurning = playerData.playerLockHotspotHeadTurning;
                if (playerData.isHeadTurning)
                {
                    ConstantID _headTargetID = Serializer.returnComponent <ConstantID> (playerData.headTargetID);
                    if (_headTargetID != null)
                    {
                        SetHeadTurnTarget(_headTargetID.transform, new Vector3(playerData.headTargetX, playerData.headTargetY, playerData.headTargetZ), true);
                    }
                    else
                    {
                        ClearHeadTurnTarget(true);
                    }
                }
                else
                {
                    ClearHeadTurnTarget(true);
                }

                ignoreGravity = playerData.playerIgnoreGravity;

                if (GetComponentsInChildren <FollowSortingMap>() != null)
                {
                    FollowSortingMap[] followSortingMaps = GetComponentsInChildren <FollowSortingMap>();
                    SortingMap         customSortingMap  = Serializer.returnComponent <SortingMap> (playerData.customSortingMapID);

                    foreach (FollowSortingMap followSortingMap in followSortingMaps)
                    {
                        followSortingMap.followSortingMap = playerData.followSortingMap;
                        if (!playerData.followSortingMap)
                        {
                            followSortingMap.SetSortingMap(customSortingMap);
                        }
                    }
                }
            }

            ignoreGravity = playerData.playerIgnoreGravity;
        }
コード例 #6
0
        /**
         * <summary>Restores the class's data from a saved string.</summary>
         * <param name = "data">The saved string to restore from</param>
         * <param name = "subScene">If set, only data for a given subscene will be loaded. If null, only data for the active scene will be loaded</param>
         * <returns>True if the data was successfully restored</returns>
         */
        public bool LoadData(string dataString, SubScene subScene = null)
        {
            if (string.IsNullOrEmpty(dataString))
            {
                return(false);
            }

            string[] dataArray = dataString.Split(SaveSystem.colon[0]);

            // ID
            string listName = AdvGame.PrepareStringForLoading(dataArray[0]);

            resumeIndices = new int[0];

            // Resume
            string[] resumeData = dataArray[1].Split("]"[0]);
            if (resumeData.Length > 0)
            {
                List <int> resumeIndexList = new List <int>();
                for (int i = 0; i < resumeData.Length; i++)
                {
                    int resumeIndex = -1;
                    if (int.TryParse(resumeData[i], out resumeIndex) && resumeIndex >= 0)
                    {
                        resumeIndexList.Add(resumeIndex);
                    }
                }
                resumeIndices = resumeIndexList.ToArray();
            }

            // StartIndex
            int.TryParse(dataArray[2], out startIndex);

            // Skip queue
            int j = 0;

            int.TryParse(dataArray[3], out j);
            inSkipQueue = (j == 1) ? true : false;

            // IsRunning
            j = 0;
            int.TryParse(dataArray[4], out j);
            isRunning = (j == 1) ? true : false;

            // Conversation on end
            int convID = 0;

            int.TryParse(dataArray[5], out convID);
            if (convID != 0)
            {
                conversationOnEnd = Serializer.returnComponent <Conversation> (convID, (subScene != null) ? subScene.gameObject : null);
            }

            // Parameter data
            parameterData = dataArray[6];

            // ActionList
            int ID = 0;

            if (int.TryParse(listName, out ID))
            {
                // Scene
                ConstantID constantID = Serializer.returnComponent <ConstantID> (ID, (subScene != null) ? subScene.gameObject : null);
                if (constantID != null && constantID.GetComponent <ActionList>() != null)
                {
                    actionList = constantID.GetComponent <ActionList>();
                    return(true);
                }
            }
            else
            {
                // Asset file
                ActionListAsset tempAsset = ScriptableObject.CreateInstance <ActionListAsset> ();
                actionListAsset = AssetLoader.RetrieveAsset <ActionListAsset> (tempAsset, listName);
                if (actionListAsset != null && actionListAsset != tempAsset)
                {
                    return(true);
                }

                ACDebug.LogWarning("Could not restore data related to the ActionList asset '" + listName + "' - to restore it correctly, the asset must be placed in a folder named Resources.");
            }
            return(false);
        }
コード例 #7
0
        private void UnloadTransformData(List <TransformData> _transforms, SubScene subScene)
        {
            // Delete any objects (if told to)
            RememberTransform[] currentTransforms = UnityVersionHandler.GetOwnSceneComponents <RememberTransform> ((subScene != null) ? subScene.gameObject : null);
            foreach (RememberTransform transformOb in currentTransforms)
            {
                if (transformOb.saveScenePresence)
                {
                    // Was object not saved?
                    bool found = false;
                    foreach (TransformData _transform in _transforms)
                    {
                        if (_transform.objectID == transformOb.constantID)
                        {
                            found = !_transform.savePrevented;
                        }
                    }

                    if (!found)
                    {
                        // Can't find: delete
                        KickStarter.sceneChanger.ScheduleForDeletion(transformOb.gameObject);
                    }
                }
            }

            Object[] prefabAssets = Resources.LoadAll("SaveableData/Prefabs", typeof(GameObject));
            if (prefabAssets == null || prefabAssets.Length == 0)
            {
                prefabAssets = Resources.LoadAll("", typeof(GameObject));
            }

            foreach (TransformData _transform in _transforms)
            {
                RememberTransform saveObject = Serializer.returnComponent <RememberTransform> (_transform.objectID, (subScene != null) ? subScene.gameObject : null);

                if (saveObject == null)
                {
                    // Restore any deleted objects (if told to)
                    if (_transform.bringBack && !_transform.savePrevented)
                    {
                        bool foundObject = false;
                        foreach (Object prefabAsset in prefabAssets)
                        {
                            if (prefabAsset is GameObject)
                            {
                                GameObject prefabGameObject = (GameObject)prefabAsset;
                                if (prefabGameObject.GetComponent <RememberTransform>())
                                {
                                    int prefabID = prefabGameObject.GetComponent <ConstantID>().constantID;
                                    if ((_transform.linkedPrefabID != 0 && prefabID == _transform.linkedPrefabID) ||
                                        (_transform.linkedPrefabID == 0 && prefabID == _transform.objectID))
                                    {
                                        GameObject newObject = (GameObject)Instantiate(prefabGameObject);
                                        newObject.name = prefabGameObject.name;
                                        saveObject     = newObject.GetComponent <RememberTransform>();
                                        foundObject    = true;

                                        if (_transform.linkedPrefabID != 0 && prefabID == _transform.linkedPrefabID)
                                        {
                                            // Spawned object has wrong ID, re-assign it
                                            ConstantID[] idScripts = saveObject.GetComponents <ConstantID>();
                                            foreach (ConstantID idScript in idScripts)
                                            {
                                                idScript.constantID = _transform.objectID;
                                            }
                                        }

                                        break;
                                    }
                                }
                            }
                        }

                        if (!foundObject)
                        {
                            ACDebug.LogWarning("Could not find Resources prefab with ID " + _transform.objectID + " - is it placed in a Resources folder?");
                        }
                    }
                }

                if (saveObject != null)
                {
                    saveObject.LoadTransformData(_transform);
                }
            }

            Resources.UnloadUnusedAssets();
            KickStarter.stateHandler.IgnoreNavMeshCollisions();
        }
コード例 #8
0
ファイル: NPC.cs プロジェクト: linuslc/Phobophobia
        /**
         * <summary>Updates its own variables from a NPCData class.</summary>
         * <param name = "data">The NPCData class to load from</param>
         */
        public void LoadData(NPCData data)
        {
            charState = (data.inCustomCharState) ? CharState.Custom : CharState.Idle;

            EndPath();

            if (animationEngine == AnimationEngine.Sprites2DToolkit || animationEngine == AnimationEngine.SpritesUnity)
            {
                idleAnimSprite = data.idleAnim;
                walkAnimSprite = data.walkAnim;
                talkAnimSprite = data.talkAnim;
                runAnimSprite  = data.runAnim;
            }
            else if (animationEngine == AnimationEngine.Legacy)
            {
                idleAnim = AssetLoader.RetrieveAsset(idleAnim, data.idleAnim);
                walkAnim = AssetLoader.RetrieveAsset(walkAnim, data.walkAnim);
                runAnim  = AssetLoader.RetrieveAsset(runAnim, data.talkAnim);
                talkAnim = AssetLoader.RetrieveAsset(talkAnim, data.runAnim);
            }
            else if (animationEngine == AnimationEngine.Mecanim)
            {
                moveSpeedParameter = data.walkAnim;
                talkParameter      = data.talkAnim;
                turnParameter      = data.runAnim;;
            }

            walkSound = AssetLoader.RetrieveAsset(walkSound, data.walkSound);
            runSound  = AssetLoader.RetrieveAsset(runSound, data.runSound);

            if (data.speechLabel != "")
            {
                SetName(data.speechLabel, data.displayLineID);
            }

            portraitIcon.texture = AssetLoader.RetrieveAsset(portraitIcon.texture, data.portraitGraphic);
            portraitIcon.ClearSprites();
            portraitIcon.ClearCache();

            walkSpeedScale = data.walkSpeed;
            runSpeedScale  = data.runSpeed;

            // Rendering
            lockDirection = data.lockDirection;
            lockScale     = data.lockScale;
            if (spriteChild && spriteChild.GetComponent <FollowSortingMap>())
            {
                spriteChild.GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
            }
            else if (GetComponent <FollowSortingMap>())
            {
                GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
            }
            else
            {
                ReleaseSorting();
            }

            if (data.lockDirection)
            {
                spriteDirection = data.spriteDirection;
            }
            if (data.lockScale)
            {
                spriteScale = data.spriteScale;
            }
            if (data.lockSorting)
            {
                if (spriteChild && spriteChild.GetComponent <Renderer>())
                {
                    spriteChild.GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                    spriteChild.GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                }
                else if (GetComponent <Renderer>())
                {
                    GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                    GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                }
            }

            AC.Char charToFollow = null;
            if (data.followTargetID != 0)
            {
                RememberNPC followNPC = Serializer.returnComponent <RememberNPC> (data.followTargetID);
                if (followNPC.GetComponent <AC.Char>())
                {
                    charToFollow = followNPC.GetComponent <AC.Char>();
                }
            }

            if (charToFollow != null || (data.followTargetIsPlayer && KickStarter.player != null))
            {
                FollowAssign(charToFollow, data.followTargetIsPlayer, data.followFrequency, data.followDistance, data.followDistanceMax, data.followFaceWhenIdle, data.followRandomDirection);
            }
            else
            {
                StopFollowing();
            }
            Halt();

            if (data.pathData != null && data.pathData != "" && GetComponent <Paths>())
            {
                Paths savedPath = GetComponent <Paths>();
                savedPath = Serializer.RestorePathData(savedPath, data.pathData);
                SetPath(savedPath, data.targetNode, data.prevNode, data.pathAffectY);
                isRunning = data.isRunning;
            }
            else if (data.pathID != 0)
            {
                Paths pathObject = Serializer.returnComponent <Paths> (data.pathID);

                if (pathObject != null)
                {
                    SetPath(pathObject, data.targetNode, data.prevNode);
                }
                else
                {
                    ACDebug.LogWarning("Trying to assign a path for NPC " + this.name + ", but the path was not found - was it deleted?", gameObject);
                }
            }

            if (data.lastPathID != 0)
            {
                Paths pathObject = Serializer.returnComponent <Paths> (data.lastPathID);

                if (pathObject != null)
                {
                    SetLastPath(pathObject, data.lastTargetNode, data.lastPrevNode);
                }
                else
                {
                    ACDebug.LogWarning("Trying to assign the previous path for NPC " + this.name + ", but the path was not found - was it deleted?", gameObject);
                }
            }

            // Head target
            if (data.isHeadTurning)
            {
                ConstantID _headTargetID = Serializer.returnComponent <ConstantID> (data.headTargetID);
                if (_headTargetID != null)
                {
                    SetHeadTurnTarget(_headTargetID.transform, new Vector3(data.headTargetX, data.headTargetY, data.headTargetZ), true);
                }
                else
                {
                    ClearHeadTurnTarget(true);
                }
            }
            else
            {
                ClearHeadTurnTarget(true);
            }

            if (GetComponentsInChildren <FollowSortingMap>() != null)
            {
                FollowSortingMap[] followSortingMaps = GetComponentsInChildren <FollowSortingMap>();
                SortingMap         customSortingMap  = Serializer.returnComponent <SortingMap> (data.customSortingMapID);

                foreach (FollowSortingMap followSortingMap in followSortingMaps)
                {
                    followSortingMap.followSortingMap = data.followSortingMap;
                    if (!data.followSortingMap && customSortingMap != null)
                    {
                        followSortingMap.SetSortingMap(customSortingMap);
                    }
                    else
                    {
                        followSortingMap.SetSortingMap(KickStarter.sceneSettings.sortingMap);
                    }
                }
            }
        }
コード例 #9
0
ファイル: MenuElement.cs プロジェクト: IJkeB/Ekster1
        protected T LinkUIElement <T> () where T : Behaviour
        {
            T field = Serializer.returnComponent <T> (linkedUiID);

            return(field);
        }
コード例 #10
0
        public void LoadData(string dataString)
        {
            if (parameterType == ParameterType.Float)
            {
                floatValue = 0f;
                float.TryParse(dataString, out floatValue);
            }
            else if (parameterType == ParameterType.String)
            {
                stringValue = AdvGame.PrepareStringForLoading(dataString);
            }
            else if (parameterType == ParameterType.GameObject)
            {
                gameObject = null;
                int constantID = 0;
                if (int.TryParse(dataString, out constantID))
                {
                    ConstantID _constantID = Serializer.returnComponent <ConstantID> (constantID);
                    if (_constantID != null)
                    {
                        gameObject = _constantID.gameObject;
                    }
                }
            }
            else if (parameterType == ParameterType.UnityObject)
            {
                if (dataString == "")
                {
                    objectValue = null;
                }
                else
                {
                    Object[] objects = (Object[])Resources.LoadAll("");
                    foreach (Object _object in objects)
                    {
                        if (_object.name == dataString)
                        {
                            objectValue = _object;
                            return;
                        }
                    }
                }
            }
            else if (parameterType == ParameterType.Vector3)
            {
                if (!string.IsNullOrEmpty(dataString))
                {
                    dataString = AdvGame.PrepareStringForLoading(dataString);

                    Vector3  _value      = Vector3.zero;
                    string[] valuesArray = dataString.Split(","[0]);
                    if (valuesArray != null && valuesArray.Length == 3)
                    {
                        float xValue = 0f;
                        float.TryParse(valuesArray[0], out xValue);

                        float yValue = 0f;
                        float.TryParse(valuesArray[1], out yValue);

                        float zValue = 0f;
                        float.TryParse(valuesArray[2], out zValue);

                        _value = new Vector3(xValue, yValue, zValue);
                    }

                    vector3Value = _value;
                }
            }
            else
            {
                intValue = 0;
                int.TryParse(dataString, out intValue);
            }
        }
コード例 #11
0
        /**
         * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary>
         * <param name = "stringData">The data, serialised as a string</param>
         * <param name = "restoringSaveFile">True if the game is currently loading a saved game file, as opposed to just switching scene</param>
         */
        public override void LoadData(string stringData, bool restoringSaveFile = false)
        {
            TimelineData data = Serializer.LoadScriptData <TimelineData> (stringData);

            if (data == null)
            {
                return;
            }
            SavePrevented = data.savePrevented; if (savePrevented)
            {
                return;
            }

            PlayableDirector director = GetComponent <PlayableDirector>();

            if (director != null && director.playableAsset != null)
            {
                TimelineAsset timeline = (TimelineAsset)director.playableAsset;

                if (timeline != null)
                {
                    if (saveTimelineAsset)
                    {
                        TimelineAsset _timeline = AssetLoader.RetrieveAsset(timeline, data.timelineAssetID);
                        if (_timeline != null)
                        {
                            director.playableAsset = _timeline;
                            timeline = _timeline;
                        }
                    }

                    if (saveBindings && !string.IsNullOrEmpty(data.trackObjectData))
                    {
                        string[] bindingIDs = data.trackObjectData.Split(","[0]);

                        for (int i = 0; i < bindingIDs.Length; i++)
                        {
                            int bindingID = 0;
                            if (int.TryParse(bindingIDs[i], out bindingID))
                            {
                                if (bindingID != 0)
                                {
                                    var track = timeline.GetOutputTrack(i);
                                    if (track != null)
                                    {
                                        ConstantID savedObject = Serializer.returnComponent <ConstantID> (bindingID, gameObject);
                                        if (savedObject != null)
                                        {
                                            director.SetGenericBinding(track, savedObject.gameObject);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

            director.time = data.currentTime;
            if (data.isPlaying)
            {
                director.Play();
            }
            else
            {
                director.Stop();
            }
        }
コード例 #12
0
        private void UnloadTransformData(List <TransformData> _transforms, SubScene subScene)
        {
            // Delete any objects (if told to)
            RememberTransform[] currentTransforms = UnityVersionHandler.GetOwnSceneComponents <RememberTransform> ((subScene != null) ? subScene.gameObject : null);
            foreach (RememberTransform transformOb in currentTransforms)
            {
                if (transformOb.saveScenePresence)
                {
                    // Was object not saved?
                    bool found = false;
                    foreach (TransformData _transform in _transforms)
                    {
                        if (_transform.objectID == transformOb.constantID)
                        {
                            found = true;
                        }
                    }

                    if (!found)
                    {
                        // Can't find: delete
                        KickStarter.sceneChanger.ScheduleForDeletion(transformOb.gameObject);
                    }
                }
            }

            foreach (TransformData _transform in _transforms)
            {
                RememberTransform saveObject = Serializer.returnComponent <RememberTransform> (_transform.objectID);

                // Restore any deleted objects (if told to)
                if (saveObject == null && _transform.bringBack)
                {
                    Object[] assets = Resources.LoadAll("SaveableData/Prefabs", typeof(GameObject));
                    if (assets == null || assets.Length == 0)
                    {
                        assets = Resources.LoadAll("", typeof(GameObject));
                    }

                    foreach (Object asset in assets)
                    {
                        if (asset is GameObject)
                        {
                            GameObject assetObject = (GameObject)asset;
                            if (assetObject.GetComponent <RememberTransform>() && assetObject.GetComponent <RememberTransform>().constantID == _transform.objectID)
                            {
                                GameObject newObject = (GameObject)Instantiate(assetObject.gameObject);
                                newObject.name = assetObject.name;
                                saveObject     = newObject.GetComponent <RememberTransform>();
                            }
                        }
                    }
                    Resources.UnloadUnusedAssets();
                }

                if (saveObject != null)
                {
                    saveObject.LoadTransformData(_transform);
                }
            }
            KickStarter.stateHandler.GatherObjects();
        }
コード例 #13
0
        /**
         * <summary>Deserialises a string of data, and restores the GameObject to its previous state.</summary>
         * <param name = "stringData">The data, serialised as a string</param>
         */
        public void LoadTransformData(TransformData data)
        {
            if (data == null)
            {
                return;
            }
            savePrevented = data.savePrevented; if (savePrevented)
            {
                return;
            }

            if (data.parentIsPlayer)
            {
                if (KickStarter.player)
                {
                    if (data.heldHand == Hand.Left)
                    {
                        transform.parent = KickStarter.player.leftHandBone;
                    }
                    else
                    {
                        transform.parent = KickStarter.player.rightHandBone;
                    }
                }
            }
            else if (data.parentID != 0)
            {
                ConstantID parentObject = Serializer.returnComponent <ConstantID> (data.parentID);

                if (parentObject != null)
                {
                    if (data.parentIsNPC && parentObject.GetComponent <NPC>())
                    {
                        if (data.heldHand == Hand.Left)
                        {
                            transform.parent = parentObject.GetComponent <NPC>().leftHandBone;
                        }
                        else
                        {
                            transform.parent = parentObject.GetComponent <NPC>().rightHandBone;
                        }
                    }
                    else
                    {
                        transform.parent = parentObject.gameObject.transform;
                    }
                }
            }
            else if (data.parentID == 0 && saveParent)
            {
                transform.parent = null;
            }

            switch (transformSpace)
            {
            case GlobalLocal.Global:
                transform.position    = new Vector3(data.LocX, data.LocY, data.LocZ);
                transform.eulerAngles = new Vector3(data.RotX, data.RotY, data.RotZ);
                break;

            case GlobalLocal.Local:
                transform.localPosition    = new Vector3(data.LocX, data.LocY, data.LocZ);
                transform.localEulerAngles = new Vector3(data.RotX, data.RotY, data.RotZ);
                break;
            }

            transform.localScale = new Vector3(data.ScaleX, data.ScaleY, data.ScaleZ);
        }
コード例 #14
0
ファイル: RememberNPC.cs プロジェクト: IJkeB/Ekster1
        public override void LoadData(string stringData)
        {
            NPCData data = Serializer.LoadScriptData <NPCData> (stringData);

            if (data == null)
            {
                return;
            }

            if (data.isOn)
            {
                gameObject.layer = LayerMask.NameToLayer(KickStarter.settingsManager.hotspotLayer);
            }
            else
            {
                gameObject.layer = LayerMask.NameToLayer(KickStarter.settingsManager.deactivatedLayer);
            }

            transform.position    = new Vector3(data.LocX, data.LocY, data.LocZ);
            transform.eulerAngles = new Vector3(data.RotX, data.RotY, data.RotZ);
            transform.localScale  = new Vector3(data.ScaleX, data.ScaleY, data.ScaleZ);

            if (GetComponent <NPC>())
            {
                NPC npc = GetComponent <NPC>();

                npc.EndPath();

                if (npc.animationEngine == AnimationEngine.Sprites2DToolkit || npc.animationEngine == AnimationEngine.SpritesUnity)
                {
                    npc.idleAnimSprite = data.idleAnim;
                    npc.walkAnimSprite = data.walkAnim;
                    npc.talkAnimSprite = data.talkAnim;
                    npc.runAnimSprite  = data.runAnim;
                }
                else if (npc.animationEngine == AnimationEngine.Legacy)
                {
                    npc.idleAnim = AssetLoader.RetrieveAsset(npc.idleAnim, data.idleAnim);
                    npc.walkAnim = AssetLoader.RetrieveAsset(npc.walkAnim, data.walkAnim);
                    npc.runAnim  = AssetLoader.RetrieveAsset(npc.runAnim, data.talkAnim);
                    npc.talkAnim = AssetLoader.RetrieveAsset(npc.talkAnim, data.runAnim);
                }
                else if (npc.animationEngine == AnimationEngine.Mecanim)
                {
                    npc.moveSpeedParameter = data.walkAnim;
                    npc.talkParameter      = data.talkAnim;
                    npc.turnParameter      = data.runAnim;;
                }

                npc.walkSound            = AssetLoader.RetrieveAsset(npc.walkSound, data.walkSound);
                npc.runSound             = AssetLoader.RetrieveAsset(npc.runSound, data.runSound);
                npc.speechLabel          = data.speechLabel;
                npc.portraitIcon.texture = AssetLoader.RetrieveAsset(npc.portraitIcon.texture, data.portraitGraphic);

                npc.walkSpeedScale = data.walkSpeed;
                npc.runSpeedScale  = data.runSpeed;

                // Rendering
                npc.lockDirection = data.lockDirection;
                npc.lockScale     = data.lockScale;
                if (npc.spriteChild && npc.spriteChild.GetComponent <FollowSortingMap>())
                {
                    npc.spriteChild.GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
                }
                else if (npc.GetComponent <FollowSortingMap>())
                {
                    npc.GetComponent <FollowSortingMap>().lockSorting = data.lockSorting;
                }
                else
                {
                    npc.ReleaseSorting();
                }

                if (data.lockDirection)
                {
                    npc.spriteDirection = data.spriteDirection;
                }
                if (data.lockScale)
                {
                    npc.spriteScale = data.spriteScale;
                }
                if (data.lockSorting)
                {
                    if (npc.spriteChild && npc.spriteChild.GetComponent <Renderer>())
                    {
                        npc.spriteChild.GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                        npc.spriteChild.GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                    }
                    else if (npc.GetComponent <Renderer>())
                    {
                        npc.GetComponent <Renderer>().sortingOrder     = data.sortingOrder;
                        npc.GetComponent <Renderer>().sortingLayerName = data.sortingLayer;
                    }
                }

                AC.Char charToFollow = null;
                if (data.followTargetID != 0)
                {
                    RememberNPC followNPC = Serializer.returnComponent <RememberNPC> (data.followTargetID);
                    if (followNPC.GetComponent <AC.Char>())
                    {
                        charToFollow = followNPC.GetComponent <AC.Char>();
                    }
                }

                npc.FollowAssign(charToFollow, data.followTargetIsPlayer, data.followFrequency, data.followDistance, data.followDistanceMax);
                npc.Halt();

                if (data.pathData != null && data.pathData != "" && GetComponent <Paths>())
                {
                    Paths savedPath = GetComponent <Paths>();
                    savedPath = Serializer.RestorePathData(savedPath, data.pathData);
                    npc.SetPath(savedPath, data.targetNode, data.prevNode, data.pathAffectY);
                    npc.isRunning = data.isRunning;
                }
                else if (data.pathID != 0)
                {
                    Paths pathObject = Serializer.returnComponent <Paths> (data.pathID);

                    if (pathObject != null)
                    {
                        npc.SetPath(pathObject, data.targetNode, data.prevNode);
                    }
                    else
                    {
                        Debug.LogWarning("Trying to assign a path for NPC " + this.name + ", but the path was not found - was it deleted?");
                    }
                }

                if (data.lastPathID != 0)
                {
                    Paths pathObject = Serializer.returnComponent <Paths> (data.lastPathID);

                    if (pathObject != null)
                    {
                        npc.SetLastPath(pathObject, data.lastTargetNode, data.lastPrevNode);
                    }
                    else
                    {
                        Debug.LogWarning("Trying to assign the previous path for NPC " + this.name + ", but the path was not found - was it deleted?");
                    }
                }

                // Head target
                if (data.isHeadTurning)
                {
                    npc.SetHeadTurnTarget(new Vector3(data.headTargetX, data.headTargetY, data.headTargetZ), true);
                }
                else
                {
                    npc.ClearHeadTurnTarget(true);
                }
            }
        }
コード例 #15
0
        /**
         * <summary>Updates its own variables from a PlayerData class.</summary>
         * <param name = "playerData">The PlayerData class to load from</param>
         * <param name = "justAnimationData">If True, then only animation data (and sound) changes will be loaded, as opposed to position, rotaion, etc</param>
         */
        public void LoadPlayerData(PlayerData playerData, bool justAnimationData = false)
        {
            if (!justAnimationData)
            {
                charState = (playerData.inCustomCharState) ? CharState.Custom : CharState.Idle;

                Teleport(new Vector3(playerData.playerLocX, playerData.playerLocY, playerData.playerLocZ));
                SetRotation(playerData.playerRotY);
                SetMoveDirectionAsForward();
            }

            walkSpeedScale = playerData.playerWalkSpeed;
            runSpeedScale  = playerData.playerRunSpeed;

            // Animation clips
            GetAnimEngine().LoadPlayerData(playerData, this);

            // Sound
            walkSound = AssetLoader.RetrieveAsset(walkSound, playerData.playerWalkSound);
            runSound  = AssetLoader.RetrieveAsset(runSound, playerData.playerRunSound);

            // Portrait graphic
            portraitIcon.ReplaceTexture(AssetLoader.RetrieveAsset(portraitIcon.texture, playerData.playerPortraitGraphic));

            // Speech label
            if (!string.IsNullOrEmpty(playerData.playerSpeechLabel))
            {
                SetName(playerData.playerSpeechLabel, playerData.playerDisplayLineID);
            }
            speechLabel = playerData.playerSpeechLabel;

            // Rendering
            lockDirection = playerData.playerLockDirection;
            lockScale     = playerData.playerLockScale;
            if (spriteChild && spriteChild.GetComponent <FollowSortingMap>())
            {
                spriteChild.GetComponent <FollowSortingMap>().lockSorting = playerData.playerLockSorting;
            }
            else if (GetComponent <FollowSortingMap>())
            {
                GetComponent <FollowSortingMap>().lockSorting = playerData.playerLockSorting;
            }
            else
            {
                ReleaseSorting();
            }

            if (playerData.playerLockDirection)
            {
                spriteDirection = playerData.playerSpriteDirection;
            }
            if (playerData.playerLockScale)
            {
                spriteScale = playerData.playerSpriteScale;
            }
            if (playerData.playerLockSorting)
            {
                if (spriteChild && spriteChild.GetComponent <Renderer>())
                {
                    spriteChild.GetComponent <Renderer>().sortingOrder     = playerData.playerSortingOrder;
                    spriteChild.GetComponent <Renderer>().sortingLayerName = playerData.playerSortingLayer;
                }
                else if (GetComponent <Renderer>())
                {
                    GetComponent <Renderer>().sortingOrder     = playerData.playerSortingOrder;
                    GetComponent <Renderer>().sortingLayerName = playerData.playerSortingLayer;
                }
            }

            if (!justAnimationData)
            {
                // Active path
                Halt();
                ForceIdle();
            }

            if (!string.IsNullOrEmpty(playerData.playerPathData) && GetComponent <Paths>())
            {
                Paths savedPath = GetComponent <Paths>();
                savedPath = Serializer.RestorePathData(savedPath, playerData.playerPathData);
                SetPath(savedPath, playerData.playerTargetNode, playerData.playerPrevNode, playerData.playerPathAffectY);
                isRunning  = playerData.playerIsRunning;
                lockedPath = false;
            }
            else if (playerData.playerActivePath != 0)
            {
                Paths savedPath = Serializer.returnComponent <Paths> (playerData.playerActivePath);
                if (savedPath)
                {
                    lockedPath = playerData.playerLockedPath;

                    if (lockedPath)
                    {
                        SetLockedPath(savedPath);
                    }
                    else
                    {
                        SetPath(savedPath, playerData.playerTargetNode, playerData.playerPrevNode);
                    }
                }
                else
                {
                    Halt();
                    ForceIdle();
                }
            }
            else
            {
                Halt();
                ForceIdle();
            }

            // Previous path
            if (playerData.lastPlayerActivePath != 0)
            {
                Paths savedPath = Serializer.returnComponent <Paths> (playerData.lastPlayerActivePath);
                if (savedPath)
                {
                    SetLastPath(savedPath, playerData.lastPlayerTargetNode, playerData.lastPlayerPrevNode);
                }
            }

            // Head target
            lockHotspotHeadTurning = playerData.playerLockHotspotHeadTurning;
            if (playerData.isHeadTurning)
            {
                ConstantID _headTargetID = Serializer.returnComponent <ConstantID> (playerData.headTargetID);
                if (_headTargetID != null)
                {
                    SetHeadTurnTarget(_headTargetID.transform, new Vector3(playerData.headTargetX, playerData.headTargetY, playerData.headTargetZ), true);
                }
                else
                {
                    ClearHeadTurnTarget(true);
                }
            }
            else
            {
                ClearHeadTurnTarget(true);
            }

            ignoreGravity = playerData.playerIgnoreGravity;

            if (GetComponentsInChildren <FollowSortingMap>() != null)
            {
                FollowSortingMap[] followSortingMaps = GetComponentsInChildren <FollowSortingMap>();
                SortingMap         customSortingMap  = Serializer.returnComponent <SortingMap> (playerData.customSortingMapID);

                foreach (FollowSortingMap followSortingMap in followSortingMaps)
                {
                    followSortingMap.followSortingMap = playerData.followSortingMap;
                    if (!playerData.followSortingMap && customSortingMap != null)
                    {
                        followSortingMap.SetSortingMap(customSortingMap);
                    }
                    else
                    {
                        followSortingMap.SetSortingMap(KickStarter.sceneSettings.sortingMap);
                    }
                }
            }

            ignoreGravity = playerData.playerIgnoreGravity;

            // Remember scripts
            if (!IsLocalPlayer())
            {
                KickStarter.levelStorage.LoadPlayerData(this, playerData);
            }
        }