コード例 #1
0
ファイル: GaugeJump.cs プロジェクト: zeph1912/WaveShooter
        public static void Create()
        {
            var task = new GaugeJump();

            task.init();
        }
コード例 #2
0
        private IEnumerator initialize()
        {
            camera_final_         = camera_final_holder_.GetComponent <Camera>();
            camera_final_.enabled = false;
            UnityPluginIF.Load("UnityPlugin");

            Application.targetFrameRate = (int)RENDER_FPS;
            DontDestroyOnLoad(gameObject);

            stopwatch_ = new System.Diagnostics.Stopwatch();
            stopwatch_.Start();
            rendering_front_ = 0;

#if UTJ_MULTI_THREADED
            manual_reset_event_ = new System.Threading.ManualResetEvent(false);
            update_sync_frame_  = 0;
#endif
            setFPS(DefaultFps);
            update_frame_      = 0;
            update_time_       = 0f;
            render_frame_      = 0;
            render_sync_frame_ = 0;
            pause_             = false;
            spectator_mode_    = auto_;
            canvas_.SetActive(false);

            camera_          = camera_holder_.GetComponent <Camera>();
            ProjectionMatrix = camera_.projectionMatrix;

            BoxingPool.init();
            InputManager.Instance.init();
            Controller.Instance.init(auto_);
            TaskManager.Instance.init();
            MyCollider.createPool();
            Bullet.createPool();
            EnemyBullet.createPool();
            EnemyLaser.createPool();
            Enemy.createPool();
            WaterSurface.Instance.init(water_surface_input_material_, water_surface_distortion_, water_surface_line_render_);
            WaterSurfaceRenderer.Instance.init(camera_.transform);
            Spark.Instance.init(spark_material_);
            Beam.Instance.init(beam_material_);
            BeamRenderer.Instance.init(Beam.Instance);
            Beam2.Instance.init(beam2_material_);
            Beam2Renderer.Instance.init(Beam2.Instance);
            WaterSplash.Instance.init(water_splash_material_, WaterSurfaceRenderer.Instance.getReflectionTexture());
            WaterSplashRenderer.Instance.init(WaterSplash.Instance);
            AuraEffect.Instance.init();
            Explosion.Instance.init(explosion_material_);
            ExplosionRenderer.Instance.init(Explosion.Instance);
            Hahen.Instance.init(hahen_material_);
            HahenRenderer.Instance.init(Hahen.Instance);
            Shield.Instance.init(shield_material_);
            ShieldRenderer.Instance.init(Shield.Instance);
            Debris.Instance.init(debris_material_);
            Dust.Instance.init(dust_material_);
            LightEnvironmentController.Instance.init();
            Sight.Instance.init(sight_material_);
            SightRenderer.Instance.init(Sight.Instance);
            MySprite.Instance.init(sprites_, sprite_material_);
            MySpriteRenderer.Instance.init(camera_);
            MyFont.Instance.init(font_, font_material_);
            MyFontRenderer.Instance.init();
            GaugeJump.Create();

            PerformanceMeter.Instance.init();

            draw_buffer_ = new DrawBuffer[2];
            for (int i = 0; i < 2; ++i)
            {
                draw_buffer_[i].init();
            }

            yield return(Player.Instance.initialize());

            my_camera_        = MyCamera.create();
            spectator_camera_ = SpectatorCamera.create();
            set_camera(spectator_mode_);

            if (player_prefab_ != null)
            {
                GameObject go = Instantiate(player_prefab_);
                // player_renderer_ = go.GetComponent<PlayerRenderer>();
                muscle_motion_renderer_player_ = go.GetComponent <MuscleMotionRenderer>();
                muscle_motion_renderer_player_.init();
            }
            if (enemy_zako_prefab_ != null)
            {
                enemy_zako_pool_ = new GameObject[ENEMY_ZAKO_MAX];
                for (var i = 0; i < ENEMY_ZAKO_MAX; ++i)
                {
                    enemy_zako_pool_[i] = Instantiate(enemy_zako_prefab_) as GameObject;
                    enemy_zako_pool_[i].SetActive(false);
                }
            }
            if (dragon_head_prefab_ != null)
            {
                dragon_head_pool_ = new GameObject[DRAGON_HEAD_MAX];
                for (var i = 0; i < DRAGON_HEAD_MAX; ++i)
                {
                    dragon_head_pool_[i] = Instantiate(dragon_head_prefab_) as GameObject;
                    dragon_head_pool_[i].SetActive(false);
                }
            }
            if (dragon_body_prefab_ != null)
            {
                dragon_body_pool_ = new GameObject[DRAGON_BODY_MAX];
                for (var i = 0; i < DRAGON_BODY_MAX; ++i)
                {
                    dragon_body_pool_[i] = Instantiate(dragon_body_prefab_) as GameObject;
                    dragon_body_pool_[i].SetActive(false);
                }
            }
            if (dragon_tail_prefab_ != null)
            {
                dragon_tail_pool_ = new GameObject[DRAGON_TAIL_MAX];
                for (var i = 0; i < DRAGON_TAIL_MAX; ++i)
                {
                    dragon_tail_pool_[i] = Instantiate(dragon_tail_prefab_) as GameObject;
                    dragon_tail_pool_[i].SetActive(false);
                }
            }

            // audio
            audio_sources_bullet_ = new AudioSource[AUDIOSOURCE_BULLET_MAX];
            for (var i = 0; i < AUDIOSOURCE_BULLET_MAX; ++i)
            {
                audio_sources_bullet_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_bullet_[i].clip   = se_bullet_;
                audio_sources_bullet_[i].volume = 0.04f;
            }
            audio_source_bullet_index_ = 0;
            audio_sources_explosion_   = new AudioSource[AUDIOSOURCE_EXPLOSION_MAX];
            for (var i = 0; i < AUDIOSOURCE_EXPLOSION_MAX; ++i)
            {
                audio_sources_explosion_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_explosion_[i].clip   = se_explosion_;
                audio_sources_explosion_[i].volume = 0.025f;
            }
            audio_source_explosion_index_ = 0;
            audio_sources_laser_          = new AudioSource[AUDIOSOURCE_LASER_MAX];
            for (var i = 0; i < AUDIOSOURCE_LASER_MAX; ++i)
            {
                audio_sources_laser_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_laser_[i].clip   = se_laser_;
                audio_sources_laser_[i].volume = 0.025f;
            }
            audio_source_laser_index_ = 0;
            audio_sources_shield_     = new AudioSource[AUDIOSOURCE_SHIELD_MAX];
            for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i)
            {
                audio_sources_shield_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_shield_[i].clip   = se_shield_;
                audio_sources_shield_[i].volume = 0.020f;
            }
            audio_source_shield_index_ = 0;
            audio_sources_shield_      = new AudioSource[AUDIOSOURCE_SHIELD_MAX];
            for (var i = 0; i < AUDIOSOURCE_SHIELD_MAX; ++i)
            {
                audio_sources_shield_[i]        = gameObject.AddComponent <AudioSource>();
                audio_sources_shield_[i].clip   = se_shield_;
                audio_sources_shield_[i].volume = 0.025f;
            }
            audio_source_shield_index_ = 0;
            audio_sources_bgm_         = gameObject.AddComponent <AudioSource>();
            audio_sources_bgm_.clip    = bgm01_;
            audio_sources_bgm_.volume  = 0.05f;
            audio_sources_bgm_.loop    = true;
            is_bgm_playing_            = false;

            GameManager.Instance.init();

#if UTJ_MULTI_THREADED
            update_thread_          = new Thread(thread_entry);
            update_thread_.Priority = System.Threading.ThreadPriority.Highest;
            update_thread_.Start();
#endif

#if UNITY_PS4 || UNITY_EDITOR
            int rw = 1920;
            int rh = 1080;
#elif UNITY_PSP2
            int rw = 480;
            int rh = 272;
#else
            int rw = 568;
            int rh = 320;
#endif
            render_texture_ = new RenderTexture(rw, rh, 24 /* depth */, RenderTextureFormat.ARGB32);
            render_texture_.Create();
            camera_.targetTexture       = render_texture_;
            final_material_.mainTexture = render_texture_;

            initialized_          = true;
            camera_final_.enabled = true;
        }