コード例 #1
0
        public static void CreateEmptySkill(string SkillId, GameObject PlayerModel, ModelTargetType modelType, RuntimeAnimatorController controll)
        {
            string ModelName = PlayerModel.name;

            GameObject ShowRoot = new GameObject("ShowRoot_" + SkillId);
            //获取模型 实例化
            GameObject Player = null;

            if (PlayerModel != null)
            {
                Player                  = UnityEngine.Object.Instantiate(PlayerModel) as GameObject;
                Player.name             = ModelName;
                Player.transform.parent = ShowRoot.transform;
            }
            else
            {
                Player = new GameObject(ModelName);
                Player.transform.parent = ShowRoot.transform;
            }
            //获取animator 赋值
            if (controll != null)
            {
                if (Player.GetComponent <Animator>() == null)
                {
                    Player.AddComponent <Animator>();
                }
                Player.GetComponent <Animator>().runtimeAnimatorController = controll;
            }

            GameObject         newSequence = new GameObject("Sequence_" + ModelName);
            JSequencer         sequence    = newSequence.AddComponent <JSequencer>();
            JTimelineContainer ccontainer  = sequence.CreateNewTimelineContainer(Player.transform);
            JTimelineAnimation aniline     = (JTimelineAnimation)ccontainer.AddNewTimeline(TimeLineType.Animation);

            /*   foreach (SkillNames.GuideAction gui in Enum.GetValues(typeof(SkillNames.GuideAction)))
             * {
             *     JAnimationTrack track = aniline.AddNewTrack();
             *     track.name = SkillNames.ActionNames[(int)gui];
             * }*/
            JTimelineEffect effectline = (JTimelineEffect)ccontainer.AddNewTimeline(TimeLineType.Effect);

            foreach (SkillNames.Effect gui in Enum.GetValues(typeof(SkillNames.Effect)))
            {
                JEffectTrack track = effectline.AddNewTrack();
                track.name = SkillNames.EffectNames[(int)gui];
            }

            /* JTimelineSound soundline = (JTimelineSound)ccontainer.AddNewTimeline(TimeLineType.Sound);
             * foreach (SkillNames.Sound gui in Enum.GetValues(typeof(SkillNames.Sound)))
             * {
             *   JSoundTrack track = soundline.AddNewTrack();
             *   track.name = SkillNames.SoundNames[(int)gui];
             * }*/
        }
コード例 #2
0
        //生成序列
        public static JSequencer GenerateSequence(SkillAssetData skillart)
        {
            //id 名称
            string SkillId = EditorDataContainer.GetSkillStringById(skillart.skillArt.id);
            //模型名称
            string ModelName = skillart.skillArt.modelName;
            //起始动作
            string guideAction = skillart.skillArt.guideAction;
            //持续动作
            string guidingAction = skillart.skillArt.guidingAction;
            //结束动作
            string endAction = skillart.skillArt.endAction;
            //animator名称
            string animatorName = skillart.skillArt.animationController;
            RuntimeAnimatorController animationControllerObj = skillart.skillArt.animationControllerObj;
            //模型类型 主角  NPC
            ModelTargetType modelType = skillart.skillArt.modelType;
            //技能列表
            List <SkillEffectUnit> beginEffect = skillart.skillArt.beginEffect;
            //技能列表
            List <SkillEffectUnit> unitEffect = skillart.skillArt.unitEffect;
            //技能列表
            List <SkillEffectUnit> tipEffect = skillart.skillArt.tipEffect;
            //技能列表
            List <SkillEffectUnit> hitEffect = skillart.skillArt.hitEffect;

            GameObject ShowRoot = new GameObject("ShowRoot_" + SkillId);
            //获取模型 实例化
            GameObject PlayerModel = AssetUtility.GetFBXAsset(modelType, ModelName);
            GameObject Player      = null;

            if (PlayerModel != null)
            {
                Player                  = UnityEngine.Object.Instantiate(PlayerModel) as GameObject;
                Player.name             = ModelName;
                Player.transform.parent = ShowRoot.transform;
            }
            else
            {
                Player = new GameObject(ModelName);
                Player.transform.parent = ShowRoot.transform;
            }
            //获取animator 赋值
            RuntimeAnimatorController controll = animationControllerObj;// AssetUtility.GetAnimationCtl(modelType, ModelName, animatorName);

            if (controll != null)
            {
                if (Player.GetComponent <Animator>() == null)
                {
                    Player.AddComponent <Animator>();
                }
                Player.GetComponent <Animator>().runtimeAnimatorController = controll;
            }

            //新建队列
            GameObject newSequence = new GameObject("Sequence_" + ModelName);
            JSequencer sequence    = newSequence.AddComponent <JSequencer>();

            JTimelineContainer ccontainer = sequence.CreateNewTimelineContainer(Player.transform);

            JTimelineEffect effectline = (JTimelineEffect)ccontainer.AddNewTimeline(TimeLineType.Effect);

            if (guideAction != "-1")
            {
                JEffectTrack track = effectline.AddNewTrack();
                track.name = SkillNames.EffectNames[(int)SkillNames.Effect.GuideAction];
                JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                clip.effectType       = EffectType.Animation;
                clip.TargetObject     = effectline.AffectedObject.gameObject;
                clip.animController   = controll;
                clip.StateName        = guideAction;
                clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll);
                clip.StartTime        = 0;
                track.AddClip(clip);
            }
            if (guidingAction != "-1")
            {
                JEffectTrack track = effectline.AddNewTrack();
                track.name = SkillNames.EffectNames[(int)SkillNames.Effect.GuidingAction];
                JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                clip.effectType       = EffectType.Animation;
                clip.TargetObject     = effectline.AffectedObject.gameObject;
                clip.animController   = controll;
                clip.StateName        = guidingAction;
                clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(guidingAction, controll);
                float t = guidingAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll);
                clip.StartTime = t;
                track.AddClip(clip);
            }
            if (endAction != "-1")
            {
                JEffectTrack track = effectline.AddNewTrack();
                track.name = SkillNames.EffectNames[(int)SkillNames.Effect.EndAction];
                float           t1   = guideAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll);
                float           t    = guidingAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guidingAction, controll);
                JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                clip.effectType       = EffectType.Animation;
                clip.TargetObject     = effectline.AffectedObject.gameObject;
                clip.animController   = controll;
                clip.StateName        = endAction;
                clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(endAction, controll);
                clip.StartTime        = t1 + t;
                track.AddClip(clip);
            }

            if (beginEffect != null)
            {
                //一个特效 一条轨道
                foreach (SkillEffectUnit effect in beginEffect)
                {
                    //特效名称
                    JEffectTrack track = effectline.AddNewTrack();
                    int          index = beginEffect.IndexOf(effect);
                    if (index > 2)
                    {
                        index = 2;
                    }
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0 + index];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Particle;
                    clip.effectunit       = effect.Copy();
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f;
                    clip.StartTime        = (float)effect.artEffect.beginTime / 1000.0f;
                    track.AddClip(clip);
                }
            }
            if (unitEffect != null)
            {
                //一个特效 一条轨道
                foreach (SkillEffectUnit effect in unitEffect)
                {
                    //特效名称
                    JEffectTrack track = effectline.AddNewTrack();
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Trajectory;
                    clip.effectunit       = effect.Copy();
                    clip.skillunit        = skillart.skillUnit.Copy();
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f;
                    clip.StartTime        = (float)effect.artEffect.beginTime / 1000.0f;
                    track.AddClip(clip);
                }
            }
            if (tipEffect != null)
            {
                //一个特效 一条轨道
                foreach (SkillEffectUnit effect in tipEffect)
                {
                    //特效名称
                    JEffectTrack track = effectline.AddNewTrack();
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.TipEffect];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Particle;
                    clip.effectunit       = effect.Copy();
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f;
                    clip.StartTime        = (float)effect.artEffect.beginTime / 1000.0f;
                    track.AddClip(clip);
                }
            }
            if (hitEffect != null)
            {
                //一个特效 一条轨道
                foreach (SkillEffectUnit effect in hitEffect)
                {
                    //特效名称
                    JEffectTrack track = effectline.AddNewTrack();
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.HitEffect];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Particle;
                    clip.effectunit       = effect.Copy();
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f;
                    clip.StartTime        = (float)effect.artEffect.beginTime / 1000.0f;
                    track.AddClip(clip);
                    //    track.AddClip(effectName, (float)effect.artEffect.beginTime / 1000.0f, (float)effect.artEffect.phaseTime / 1000.0f, effectPrefab, effect.configure);
                }
            }
            if (skillart.skillArt.beginCameraAction != null)
            {
                //一个特效 一条轨道
                foreach (SkillCameraAction effect in skillart.skillArt.beginCameraAction)
                {
                    JEffectTrack track = effectline.AddNewTrack();
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.BeginCameraAction];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Camera;
                    clip.cameraAction     = effect.Copy();
                    clip.TargetCamera     = Camera.main;
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.phaseTime;
                    clip.StartTime        = (float)effect.delay;
                    track.AddClip(clip);
                }
            }
            if (skillart.skillArt.moveCameraAction != null)
            {
                foreach (SkillCameraAction effect in skillart.skillArt.moveCameraAction)
                {
                    JEffectTrack track = effectline.AddNewTrack();
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.MoveCameraAction];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Camera;
                    clip.cameraAction     = effect.Copy();
                    clip.TargetCamera     = Camera.main;
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.phaseTime;
                    clip.StartTime        = (float)effect.delay;
                    track.AddClip(clip);
                }
            }
            if (skillart.skillArt.hitCameraAction != null)
            {
                foreach (SkillCameraAction effect in skillart.skillArt.hitCameraAction)
                {
                    JEffectTrack track = effectline.AddNewTrack();
                    track.name = SkillNames.EffectNames[(int)SkillNames.Effect.HitCameraAction];
                    JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>();
                    clip.effectType       = EffectType.Camera;
                    clip.cameraAction     = effect.Copy();
                    clip.TargetCamera     = Camera.main;
                    clip.TargetObject     = effectline.AffectedObject.gameObject;
                    clip.PlaybackDuration = (float)effect.phaseTime;
                    clip.StartTime        = (float)effect.delay;
                    track.AddClip(clip);
                }
            }
            return(sequence);
        }