コード例 #1
0
ファイル: MonoDevLevel.cs プロジェクト: slb1988/agame
 private void PostAwakeTryLoadFromFile()
 {
     if (DevLevelConfigData.configFromScene)
     {
         this.TryDestroyTypeAll <BaseMonoAvatar>();
         this.TryDestroyTypeAll <BaseMonoMonster>();
         this.TryDestroyTypeAll <MonoBasePerpStage>();
         this.TryDestroyTypeAll <MonoStageEnv>();
         Resources.UnloadUnusedAssets();
         GC.Collect();
         GC.WaitForPendingFinalizers();
         StageEntry stageEntryByName = StageData.GetStageEntryByName(this.stageDevData.stageName);
         GameObject obj2             = UnityEngine.Object.Instantiate <GameObject>(Miscs.LoadResource <GameObject>(stageEntryByName.GetPerpStagePrefabPath(), BundleType.RESOURCE_FILE));
         obj2.transform.position = Vector3.zero;
         Transform transform = obj2.transform;
         transform.position -= obj2.transform.Find(stageEntryByName.LocationPointName).position;
         StageManager.SetPerpstageNodeVisibility(obj2.GetComponent <MonoBasePerpStage>(), stageEntryByName, false, false);
         StageManager.SetPerpstageNodeVisibility(obj2.GetComponent <MonoBasePerpStage>(), stageEntryByName, true, true);
         UnityEngine.Object.Instantiate <GameObject>(Miscs.LoadResource <GameObject>(stageEntryByName.GetEnvPrefabPath(), BundleType.RESOURCE_FILE));
         DevAvatarData data = this.avatarDevDatas[0];
         UnityEngine.Object.Instantiate <GameObject>(Miscs.LoadResource <GameObject>(AvatarData.GetPrefabResPath(data.avatarType, false), BundleType.RESOURCE_FILE));
         this.monsterInstanceIds = new List <int>();
         foreach (DevMonsterData data2 in this.monsterDevDatas)
         {
             this.monsterInstanceIds.Add(UnityEngine.Object.Instantiate <GameObject>(Miscs.LoadResource <GameObject>(MonsterData.GetPrefabResPath(data2.monsterName, data2.typeName, false), BundleType.RESOURCE_FILE)).GetInstanceID());
         }
     }
 }
コード例 #2
0
ファイル: MonsterManager.cs プロジェクト: slb1988/agame
        public uint CreateMonster(string monsterName, string typeName, int level, bool isLocal, Vector3 initPos, uint runtimeID, bool isElite = false, uint uniqueMonsterID = 0, bool checkOutsideWall = true, bool disableBehaviorWhenInit = false, int tagID = 0)
        {
            BaseMonoMonster component = null;
            GameObject      gameObj   = null;

            if (uniqueMonsterID != 0)
            {
                UniqueMonsterMetaData uniqueMonsterMetaData = MonsterData.GetUniqueMonsterMetaData(uniqueMonsterID);
                monsterName = uniqueMonsterMetaData.monsterName;
                typeName    = uniqueMonsterMetaData.typeName;
            }
            string str   = monsterName + typeName + uniqueMonsterID.ToString() + disableBehaviorWhenInit.ToString();
            int    index = 0;
            int    num2  = 0;
            int    count = this._preloadedMonsters.Count;

            while (num2 < count)
            {
                if (this._preloadedMonsters[num2].name == str)
                {
                    gameObj = this._preloadedMonsters[num2].gameObj;
                    index   = num2;
                    break;
                }
                num2++;
            }
            if (gameObj != null)
            {
                gameObj.SetActive(true);
                this._preloadedMonsters.RemoveAt(index);
            }
            else
            {
                gameObj = (GameObject)UnityEngine.Object.Instantiate(Miscs.LoadResource <GameObject>(MonsterData.GetPrefabResPath(monsterName, typeName, !GlobalVars.MONSTER_USE_DYNAMIC_BONE || (Singleton <LevelManager> .Instance.levelActor.levelMode == LevelActor.Mode.Multi)), BundleType.RESOURCE_FILE), InLevelData.CREATE_INIT_POS, Quaternion.identity);
            }
            component = gameObj.GetComponent <BaseMonoMonster>();
            if (runtimeID == 0)
            {
                runtimeID = Singleton <RuntimeIDManager> .Instance.GetNextRuntimeID(4);
            }
            bool flag = checkOutsideWall;

            component.Init(monsterName, typeName, runtimeID, initPos, uniqueMonsterID, null, flag, isElite, disableBehaviorWhenInit, tagID);
            this.RegisterMonster(component);
            MonsterActor actor = Singleton <EventManager> .Instance.CreateActor <MonsterActor>(component);

            actor.InitLevelData(level, isElite);
            actor.PostInit();
            int num4   = 0;
            int length = component.config.CommonArguments.RequestSoundBankNames.Length;

            while (num4 < length)
            {
                Singleton <WwiseAudioManager> .Instance.ManualPrepareBank(component.config.CommonArguments.RequestSoundBankNames[num4]);

                num4++;
            }
            return(component.GetRuntimeID());
        }
コード例 #3
0
ファイル: MonsterManager.cs プロジェクト: slb1988/agame
        public uint CreateMonsterMirror(BaseMonoMonster owner, Vector3 initPos, Vector3 initDir, string AIName, float hpRatio, bool disableBehaviorWhenInit = false)
        {
            BaseMonoMonster component = ((GameObject)UnityEngine.Object.Instantiate(Miscs.LoadResource <GameObject>(MonsterData.GetPrefabResPath(owner.MonsterName, owner.TypeName, false), BundleType.RESOURCE_FILE), initPos, Quaternion.LookRotation(initDir))).GetComponent <BaseMonoMonster>();
            bool            flag      = disableBehaviorWhenInit;

            component.Init(owner.MonsterName, owner.TypeName, Singleton <RuntimeIDManager> .Instance.GetNextRuntimeID(4), initPos, owner.uniqueMonsterID, AIName, true, false, flag, 0);
            this.RegisterMonster(component);
            MonsterMirrorActor actor = Singleton <EventManager> .Instance.CreateActor <MonsterMirrorActor>(component);

            actor.InitFromMonsterActor(Singleton <EventManager> .Instance.GetActor <MonsterActor>(owner.GetRuntimeID()), hpRatio);
            actor.PostInit();
            int index  = 0;
            int length = component.config.CommonArguments.RequestSoundBankNames.Length;

            while (index < length)
            {
                Singleton <WwiseAudioManager> .Instance.ManualPrepareBank(component.config.CommonArguments.RequestSoundBankNames[index]);

                index++;
            }
            return(component.GetRuntimeID());
        }
コード例 #4
0
ファイル: MonsterManager.cs プロジェクト: slb1988/agame
        public void PreloadMonster(string monsterName, string typeName, uint uniqueMonsterID = 0, bool disableBehaviorWhenInit = false)
        {
            string name = monsterName + typeName + uniqueMonsterID.ToString() + disableBehaviorWhenInit.ToString();

            for (int i = 0; i < this._preloadedMonsters.Count; i++)
            {
                if ((this._preloadedMonsters[i].name == name) && !this._preloadedMonsters[i].occupied)
                {
                    this._preloadedMonsters[i].occupied = true;
                    return;
                }
            }
            GameObject      gameObj   = (GameObject)UnityEngine.Object.Instantiate(Miscs.LoadResource <GameObject>(MonsterData.GetPrefabResPath(monsterName, typeName, !GlobalVars.MONSTER_USE_DYNAMIC_BONE || (Singleton <LevelManager> .Instance.levelActor.levelMode == LevelActor.Mode.Multi)), BundleType.RESOURCE_FILE), InLevelData.CREATE_INIT_POS, Quaternion.identity);
            BaseMonoMonster component = gameObj.GetComponent <BaseMonoMonster>();

            component.PreInit(monsterName, typeName, uniqueMonsterID, disableBehaviorWhenInit);
            gameObj.SetActive(false);
            PreloadMonsterItem item = new PreloadMonsterItem(name, gameObj, component.config);

            this._preloadedMonsters.Add(item);
            ConfigMonster monster2 = MonsterData.GetMonsterConfig(monsterName, typeName, string.Empty);

            for (int j = 0; j < monster2.CommonArguments.PreloadEffectPatternGroups.Length; j++)
            {
                Singleton <EffectManager> .Instance.PreloadEffectGroup(monster2.CommonArguments.PreloadEffectPatternGroups[j], false);
            }
            for (int k = 0; k < monster2.CommonArguments.RequestSoundBankNames.Length; k++)
            {
                Singleton <WwiseAudioManager> .Instance.ManualPrepareBank(component.config.CommonArguments.RequestSoundBankNames[k]);
            }
        }