コード例 #1
0
        public static void SaveSkill(SkillAssetData data)
        {
            // 保存
            string path = EditorUtility.SaveFilePanel("Save SkillAssetData", Application.dataPath + "/", "", "asset");

            SaveDataAsAsset(data, path);
        }
コード例 #2
0
        public static SkillAssetData GenerateEmptySkillData(GameObject model, ModelTargetType modelType, string animationControl)
        {
            SkillAssetData data = new SkillAssetData();

            data.skillArt                     = new SkillArt();
            data.skillArt.model               = model;
            data.skillArt.modelName           = model.name;
            data.skillArt.modelType           = modelType;
            data.skillArt.animationController = animationControl;
            data.skillArt.beginEffect         = new List <SkillEffectUnit>();
            data.skillArt.beginEffect.Add(new SkillEffectUnit());
            data.skillArt.beginEffect.Add(new SkillEffectUnit());
            data.skillArt.endEffect = new List <SkillEffectUnit>();
            data.skillArt.endEffect.Add(new SkillEffectUnit());
            data.skillArt.unitEffect = new List <SkillEffectUnit>();
            data.skillArt.unitEffect.Add(new SkillEffectUnit());
            data.skillArt.tipEffect = new List <SkillEffectUnit>();
            data.skillArt.tipEffect.Add(new SkillEffectUnit());
            data.skillArt.hitEffect = new List <SkillEffectUnit>();
            data.skillArt.hitEffect.Add(new SkillEffectUnit());

            data.skillArt.beginCameraAction = new List <SkillCameraAction>();
            data.skillArt.beginCameraAction.Add(new SkillCameraAction());

            data.skillArt.moveCameraAction = new List <SkillCameraAction>();
            data.skillArt.moveCameraAction.Add(new SkillCameraAction());

            data.skillArt.hitCameraAction = new List <SkillCameraAction>();
            data.skillArt.hitCameraAction.Add(new SkillCameraAction());

            data.skillUnit = new JSkillUnit();
            return(data);
        }
コード例 #3
0
        public SkillAssetData Copy()
        {
            SkillAssetData copyskill = ScriptableObject.CreateInstance <SkillAssetData>();

            copyskill.skillArt  = skillArt.Copy();
            copyskill.skillUnit = skillUnit.Copy();
            return(copyskill);
        }
コード例 #4
0
        //加载保存的技能asset
        public static void LoadSkillArt(string Path)
        {
            SkillAssetData copydata = AssetDatabase.LoadAssetAtPath(Path, typeof(SkillAssetData)) as SkillAssetData;

            currentskillAssetData = copydata.Copy();
            //MemoryStream outPhy = new MemoryStream(currentskillAssetData.skillartString);
            //currentskillAssetData.skillart = CloneSkillArt(ProtoBuf.Serializer.Deserialize<SkillUnit.SkillArt>(outPhy));
            //MemoryStream outPhy1 = new MemoryStream(currentskillAssetData.skillunitString);
            //currentskillAssetData.skillunit = CloneSkillUnit(ProtoBuf.Serializer.Deserialize<SkillUnit.SkillUnit>(outPhy1));
            AssetDatabase.Refresh();
        }
コード例 #5
0
        public static void LoadFile(SkillAssetData data)
        {
            // 导入
            string path = EditorUtility.OpenFilePanel("Load SkillAssetData", Application.dataPath + "/", "asset");

            if (path.Length != 0)
            {
                path = "Assets" + path.Replace(Application.dataPath, "");

                data = AssetDatabase.LoadAssetAtPath(path, typeof(SkillAssetData)) as SkillAssetData;
            }
        }
コード例 #6
0
        //保存当前技能为Asset
        public static void SaveSkillArt(string Path)
        {
            // MemoryStream outPhy = new MemoryStream();
            // ProtoBuf.Serializer.Serialize<SkillUnit.SkillArt>(outPhy, currentskillAssetData.skillart);
            // currentskillAssetData.skillartString = outPhy.ToArray();
            // MemoryStream outPhy1 = new MemoryStream();
            // ProtoBuf.Serializer.Serialize<SkillUnit.SkillUnit>(outPhy1, currentskillAssetData.skillunit);
            // currentskillAssetData.skillunitString = outPhy1.ToArray();
            SkillAssetData copydata = currentskillAssetData.Copy();

            AssetDatabase.CreateAsset(copydata, Path);
            AssetDatabase.Refresh();
        }
コード例 #7
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);
        }
コード例 #8
0
        public static SkillAssetData MakeSkillAssetData(JSequencer sequenceer)
        {
            SkillAssetData    skillart       = new SkillAssetData();
            Transform         AffectedObject = sequenceer.TimelineContainers[0].AffectedObject;
            string            ModelName      = AffectedObject.name;
            List <GameObject> plist          = AssetUtility.GetAllFBXWithType(ModelTargetType.Player);
            List <GameObject> nlist          = AssetUtility.GetAllFBXWithType(ModelTargetType.NPC);

            skillart.skillArt.modelType = ModelTargetType.Player;
            bool findtype = false;

            for (int i = 0; i < plist.Count && !findtype; i++)
            {
                if (plist[i].name == ModelName)
                {
                    skillart.skillArt.modelType = ModelTargetType.Player;
                    findtype = true;
                }
            }
            for (int i = 0; i < nlist.Count && !findtype; i++)
            {
                if (nlist[i].name == ModelName)
                {
                    skillart.skillArt.modelType = ModelTargetType.NPC;
                    findtype = true;
                }
            }
            skillart.skillArt.modelName = ModelName;
            skillart.skillArt.model     = AssetUtility.GetFBXWithName(ModelName);
            Animator Animator = AffectedObject.GetComponent <Animator>();

            skillart.skillArt.animationController = Animator.runtimeAnimatorController.name;
            skillart.skillArt.id = EditorDataContainer.GetSkillIdByString(AffectedObject.parent.name.Split('_')[1]);
            if (sequenceer.TimelineContainers.Length > 0)
            {
                JTimelineBase[] lines = sequenceer.TimelineContainers[0].Timelines;
                for (int i = 0; i < lines.Length; i++)
                {
                    JTimelineBase line = lines[i];
                    //动作时间线 guideaction

                    /* if (line.LineType() == TimeLineType.Animation)
                     * {
                     *   JTimelineAnimation aniline = (JTimelineAnimation)line;
                     *   foreach (var track in aniline.AnimationTracks)
                     *   {
                     *       if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.GuideAction])
                     *       {
                     *           if (track.TrackClips.Count > 0)
                     *           {
                     *               skillart.skillArt.guideAction = track.TrackClips[0].StateName;
                     *           }
                     *       }
                     *       else if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.GuidingAction])
                     *       {
                     *           if (track.TrackClips.Count > 0)
                     *           {
                     *               skillart.skillArt.guidingAction = track.TrackClips[0].StateName;
                     *           }
                     *       }
                     *       else if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.EndAction])
                     *       {
                     *           if (track.TrackClips.Count > 0)
                     *           {
                     *               skillart.skillArt.endAction = track.TrackClips[0].StateName;
                     *           }
                     *       }
                     *   }
                     * }*/
                    //特效时间线 begineffect
                    if (line.LineType() == TimeLineType.Effect)
                    {
                        JTimelineEffect aniline = (JTimelineEffect)line;
                        foreach (var track in aniline.EffectTracks)
                        {
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.GuideAction])
                            {
                                if (track.TrackClips.Count > 0)
                                {
                                    skillart.skillArt.guideAction = track.TrackClips[0].StateName;
                                }
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.GuidingAction])
                            {
                                if (track.TrackClips.Count > 0)
                                {
                                    skillart.skillArt.guidingAction = track.TrackClips[0].StateName;
                                }
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndAction])
                            {
                                if (track.TrackClips.Count > 0)
                                {
                                    skillart.skillArt.endAction = track.TrackClips[0].StateName;
                                }
                            }

                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0] || track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect1])
                            {
                                if (skillart.skillArt.beginEffect == null)
                                {
                                    skillart.skillArt.beginEffect = new List <SkillEffectUnit>();
                                }
                                skillart.skillArt.beginEffect.Add(track.TrackClips[0].effectunit.Copy());
                            }


                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndEffect])
                            {
                                if (skillart.skillArt.endEffect == null)
                                {
                                    skillart.skillArt.endEffect = new List <SkillEffectUnit>();
                                }
                                skillart.skillArt.endEffect.Add(track.TrackClips[0].effectunit.Copy());
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect])
                            {
                                if (skillart.skillArt.unitEffect == null)
                                {
                                    skillart.skillArt.unitEffect = new List <SkillEffectUnit>();
                                }
                                if (skillart.skillUnit == null)
                                {
                                    skillart.skillUnit = new JSkillUnit();
                                }
                                skillart.skillArt.unitEffect.Add(track.TrackClips[0].effectunit.Copy());
                                skillart.skillUnit = track.TrackClips[0].skillunit.Copy();
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.HitEffect])
                            {
                                if (skillart.skillArt.hitEffect == null)
                                {
                                    skillart.skillArt.hitEffect = new List <SkillEffectUnit>();
                                }
                                skillart.skillArt.hitEffect.Add(track.TrackClips[0].effectunit.Copy());
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.TipEffect])
                            {
                                if (skillart.skillArt.tipEffect == null)
                                {
                                    skillart.skillArt.tipEffect = new List <SkillEffectUnit>();
                                }
                                skillart.skillArt.tipEffect.Add(track.TrackClips[0].effectunit.Copy());
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginCameraAction])
                            {
                                if (skillart.skillArt.beginCameraAction == null)
                                {
                                    skillart.skillArt.beginCameraAction = new List <SkillCameraAction>();
                                }
                                skillart.skillArt.beginCameraAction.Add(track.TrackClips[0].cameraAction.Copy());
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.MoveCameraAction])
                            {
                                if (skillart.skillArt.moveCameraAction == null)
                                {
                                    skillart.skillArt.moveCameraAction = new List <SkillCameraAction>();
                                }
                                skillart.skillArt.moveCameraAction.Add(track.TrackClips[0].cameraAction.Copy());
                            }
                            if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.HitCameraAction])
                            {
                                if (skillart.skillArt.hitCameraAction == null)
                                {
                                    skillart.skillArt.hitCameraAction = new List <SkillCameraAction>();
                                }
                                skillart.skillArt.hitCameraAction.Add(track.TrackClips[0].cameraAction.Copy());
                            }
                        }
                    }
                    if (skillart.skillArt.beginEffect != null)
                    {
                        skillart.skillArt.beginEffect.Sort(delegate(SkillEffectUnit x, SkillEffectUnit y)
                        {
                            return(x.artEffect.beginTime.CompareTo(y.artEffect.beginTime));
                        });
                    }


                    /*
                     *  if (line.LineType() == TimeLineType.Particle)
                     *  {
                     *      JTimelineParticle aniline = (JTimelineParticle)line;
                     *      foreach (var track in aniline.ParticleTracks)
                     *      {
                     *          if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0]|| track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect1]|| track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndEffect])
                     *          {
                     *              if (track.TrackClips.Count > 0)
                     *              {
                     *                  SkillEffectUnit unit = new SkillEffectUnit();
                     *                  unit.configure = track.TrackClips[0].EffectConfig.Copy();
                     *                  unit.artEffect.beginTime = (int)(track.TrackClips[0].StartTime*1000f);
                     *                  unit.artEffect.phaseTime = (int)(track.TrackClips[0].PlaybackDuration * 1000f);
                     *                  unit.artEffect.effectObj = track.TrackClips[0].Effect;
                     *                  unit.artEffect.effect = EditorDataContainer.GetIdByString(track.TrackClips[0].ParticleName);
                     *                  begineffect.Insert(0, unit);
                     *              }
                     *          }
                     *
                     *      }
                     *  }
                     *  //弹道时间线
                     *  if (skillart.skillArt.unitEffect == null)
                     *      skillart.skillArt.unitEffect = new List<SkillEffectUnit>();
                     *  List<SkillEffectUnit> unitEffect = skillart.skillArt.unitEffect;
                     *  unitEffect.Clear();
                     *  if (line.LineType() == TimeLineType.Trajectory)
                     *  {
                     *      JTimelineTrajectory aniline = (JTimelineTrajectory)line;
                     *
                     *      foreach (var track in aniline.TrajectoryTracks)
                     *      {
                     *          if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect])
                     *          {
                     *              if (track.TrackClips.Count > 0)
                     *              {
                     *                  skillart.skillUnit = track.TrackClips[0].skillunit.Copy();
                     *                  unitEffect.Add(track.TrackClips[0].effectunit.Copy());
                     *              }
                     *          }
                     *      }
                     *  }
                     */
                }
            }
            Debug.Log(skillart.skillArt.beginEffect.Count);

            return(skillart);
        }