コード例 #1
0
        public FOWRender CreateRender(Transform parent)
        {
            if (parent == null)
            {
                return(null);
            }

            FOWRender render = null;
            // TODO:实际项目中,从这里的资源管理类加载预设
            // 为了简单,这里直接从Resource加载
            Object prefabs = Resources.Load("Prefabs/FOWRender");

            if (prefabs != null)
            {
                GameObject mesh = GameObject.Instantiate(prefabs) as GameObject;
                if (mesh != null)
                {
                    mesh.transform.parent = parent;
                    render = mesh.gameObject.AddComponent <FOWRender>();
                }
            }

            if (render != null)
            {
                m_renders.Add(render);
            }
            return(render);
        }
コード例 #2
0
        public override void Dispose()
        {
            Messenger.RemoveListener <int>(MessageName.MN_CHARACTOR_BORN, AddCharactor);

            for (int i = 0; i < m_revealers.Count; i++)
            {
                IFOWRevealer revealer = m_revealers[i];
                if (revealer != null)
                {
                    revealer.Release();
                }
            }
            m_revealers.Clear();

            for (int i = 0; i < m_renders.Count; i++)
            {
                FOWRender render = m_renders[i];
                if (render != null)
                {
                    render.enabled = false;
                    UnityEngine.Object.Destroy(render.gameObject);
                }
            }
            m_renders.Clear();

            m_mapFOWRender = null;
            FOWSystem.instance.DestroySelf();
        }
コード例 #3
0
 private void ActivateRender(FOWRender render, bool active)
 {
     if (render != null)
     {
         render.Activate(active);
     }
 }
コード例 #4
0
        public MapFOWRender(Transform mapParent)
        {
            FOWRender render = FOWLogic.instance.CreateRender(mapParent);

            if (render != null)
            {
                // TODO:实际项目中,自己根据场景地图设置中心点位置
                // 这里为了简单,直接居中
                float fCenterX = 0f;
                float fCenterZ = 0f;
                float scale    = FOWSystem.instance.WorldSize / 128f * 2.56f;

                render.transform.position    = new Vector3(fCenterX, 0f, -fCenterZ);
                render.transform.eulerAngles = new Vector3(-90f, 180f, 0f);
                render.transform.localScale  = new Vector3(scale, scale, 1f);
            }
        }
コード例 #5
0
        public MiniMapFOWRender(Transform mapParent, Camera fowCamera, UITexture fowRenderTex)
        {
            FOWRender render = FOWLogic.instance.CreateRender(mapParent);

            if (render != null)
            {
                //m_transform = render.transform.parent;
                render.transform.localPosition    = Vector3.zero;
                render.transform.localEulerAngles = new Vector3(0f, 180f, 0f);
                render.transform.localScale       = Vector3.one;
                render.gameObject.layer           = mapParent.gameObject.layer;
                m_renderer = render.GetComponent <MeshRenderer>();
            }
            m_renderTexture                   = RenderTexture.GetTemporary(fowRenderTex.width, fowRenderTex.height);
            fowCamera.transform.parent        = null;
            fowCamera.transform.localScale    = Vector3.one;
            fowCamera.transform.localPosition = new Vector3(-10000, 0, 0);
            fowCamera.targetTexture           = m_renderTexture;

            m_fowRenderTex             = fowRenderTex;
            m_fowRenderTex.mainTexture = m_renderTexture;
        }