コード例 #1
0
        /// <summary>
        /// 导入项目的Physics2DSettings
        /// </summary>
        /// <param name="path">需要导入Physics2DSettings的项目路径</param>
        /// <param name="currentProjectTempPath">临时文件夹</param>
        /// <param name="projectName">需要导入项目名称</param>
        public override void Import(string path, string currentProjectTempPath, string projectName)
        {
            //需要导入的Physics2DSettings.asset的路径
            string settingsFilePath = path + "/ProjectSettings/Physics2DSettings.asset";

            StreamReader streamReader = new StreamReader(settingsFilePath, Encoding.UTF8);
            YamlStream   yaml         = new YamlStream();

            yaml.Load(streamReader);
            streamReader.Dispose();
            streamReader.Close();

            YamlNode        rootNode  = yaml.Documents[0].RootNode;
            YamlMappingNode firstNode = (YamlMappingNode)rootNode["Physics2DSettings"];

            Physics2dData physics2dData = ScriptableObject.CreateInstance <Physics2dData>();

            foreach (var item in firstNode)
            {
                var keyNode   = (YamlScalarNode)item.Key;
                var valueNode = item.Value;
                if (keyNode.Value == "m_Gravity")
                {
                    Vector2 v2 = new Vector2();
                    v2.x = float.Parse(valueNode["x"].ToString());
                    v2.y = float.Parse(valueNode["y"].ToString());
                    physics2dData.gravity = v2;
                }
                else if (keyNode.Value == "m_DefaultMaterial")
                {
                    //获取默认物理材质
                    int    fileId = int.Parse(valueNode["fileID"].ToString());
                    string defaultPhysicsMaterialPath = AssetDatabase.GetAssetPath(fileId);
                    physics2dData.defaultMaterial = AssetDatabase.LoadAssetAtPath <PhysicsMaterial2D>(defaultPhysicsMaterialPath);                 //当没有设置时会自动为None
                }
                else if (keyNode.Value == "m_VelocityIterations")
                {
                    physics2dData.velocityIterations = int.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_PositionIterations")
                {
                    physics2dData.positionIterations = int.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_VelocityThreshold")
                {
                    physics2dData.velocityThreshold = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_MaxLinearCorrection")
                {
                    physics2dData.maxLinearCorrection = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_MaxAngularCorrection")
                {
                    physics2dData.maxAngularCorrection = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_MaxTranslationSpeed")
                {
                    physics2dData.maxTranslationSpeed = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_MaxRotationSpeed")
                {
                    physics2dData.maxRotationSpeed = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_BaumgarteScale")
                {
                    physics2dData.baumgarteScale = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_BaumgarteTimeOfImpactScale")
                {
                    physics2dData.baumgarteTimeOfImpactScale = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_TimeToSleep")
                {
                    physics2dData.timeToSleep = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_LinearSleepTolerance")
                {
                    physics2dData.linearSleepTolerance = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_AngularSleepTolerance")
                {
                    physics2dData.angularSleepTolerance = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_DefaultContactOffset")
                {
                    physics2dData.defaultContactOffset = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_JobOptions")
                {
                    JobOptions jobOptions = new JobOptions();
                    jobOptions.useMultithreading            = valueNode["useMultithreading"].ToString() == "1";
                    jobOptions.useConsistencySorting        = valueNode["useConsistencySorting"].ToString() == "1";
                    jobOptions.interpolationPosesPerJob     = int.Parse(valueNode["m_InterpolationPosesPerJob"].ToString());
                    jobOptions.newContactsPerJob            = int.Parse(valueNode["m_NewContactsPerJob"].ToString());
                    jobOptions.collideContactsPerJob        = int.Parse(valueNode["m_CollideContactsPerJob"].ToString());
                    jobOptions.clearFlagsPerJob             = int.Parse(valueNode["m_ClearFlagsPerJob"].ToString());
                    jobOptions.clearBodyForcesPerJob        = int.Parse(valueNode["m_ClearBodyForcesPerJob"].ToString());
                    jobOptions.syncDiscreteFixturesPerJob   = int.Parse(valueNode["m_SyncDiscreteFixturesPerJob"].ToString());
                    jobOptions.syncContinuousFixturesPerJob = int.Parse(valueNode["m_SyncContinuousFixturesPerJob"].ToString());
                    jobOptions.findNearestContactsPerJob    = int.Parse(valueNode["m_FindNearestContactsPerJob"].ToString());
                    jobOptions.updateTriggerContactsPerJob  = int.Parse(valueNode["m_UpdateTriggerContactsPerJob"].ToString());
                    jobOptions.islandSolverCostThreshold    = int.Parse(valueNode["m_IslandSolverCostThreshold"].ToString());
                    jobOptions.islandSolverBodyCostScale    = int.Parse(valueNode["m_IslandSolverBodyCostScale"].ToString());
                    jobOptions.islandSolverContactCostScale = int.Parse(valueNode["m_IslandSolverContactCostScale"].ToString());
                    jobOptions.islandSolverJointCostScale   = int.Parse(valueNode["m_IslandSolverJointCostScale"].ToString());
                    jobOptions.islandSolverBodiesPerJob     = int.Parse(valueNode["m_IslandSolverBodiesPerJob"].ToString());
                    jobOptions.islandSolverContactsPerJob   = int.Parse(valueNode["m_IslandSolverContactsPerJob"].ToString());
                    physics2dData.jobOptions = jobOptions;
                }
                else if (keyNode.Value == "m_AutoSimulation")
                {
                    physics2dData.autoSimulation = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_QueriesHitTriggers")
                {
                    physics2dData.queriesHitTriggers = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_QueriesStartInColliders")
                {
                    physics2dData.queriesStartInColliders = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_CallbacksOnDisable")
                {
                    physics2dData.callbacksOnDisable = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_ReuseCollisionCallbacks")
                {
                    physics2dData.reuseCollisionCallbacks = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_AutoSyncTransforms")
                {
                    physics2dData.autoSyncTransforms = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_AlwaysShowColliders")
                {
                    physics2dData.alwaysShowColliders = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_ShowColliderSleep")
                {
                    physics2dData.showColliderSleep = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_ShowColliderContacts")
                {
                    physics2dData.showColliderContacts = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_ShowColliderAABB")
                {
                    physics2dData.showColliderAABB = valueNode.ToString() == "1";
                }
                else if (keyNode.Value == "m_ContactArrowScale")
                {
                    physics2dData.contactArrowScale = float.Parse(valueNode.ToString());
                }
                else if (keyNode.Value == "m_ColliderAwakeColor")
                {
                    physics2dData.colliderAwakeColor = readColor(valueNode);
                }
                else if (keyNode.Value == "m_ColliderAsleepColor")
                {
                    physics2dData.colliderAsleepColor = readColor(valueNode);
                }
                else if (keyNode.Value == "m_ColliderContactColor")
                {
                    physics2dData.colliderContactColor = readColor(valueNode);
                }
                else if (keyNode.Value == "m_ColliderAABBColor")
                {
                    physics2dData.colliderAABBColor = readColor(valueNode);
                }
                else if (keyNode.Value == "m_LayerCollisionMatrix")
                {
                    string matrixString = valueNode.ToString();
                    int[]  intList      = new int[32];
                    for (int i = 0; i < 32; i++)
                    {
                        int value = Convert.ToInt32(matrixString.Substring(i * 8, 8), 16);
                        int a     = value & 0xFF;
                        int r     = value >> 8 & 0xFF;
                        int g     = value >> 16 & 0xFF;
                        int b     = value >> 24 & 0xFF;
                        value      = b | (g << 8) | (r << 16) | (a << 24);
                        intList[i] = value;
                    }
                    physics2dData.layerCollisionMatrix = intList;
                }
            }
            AssetDatabase.CreateAsset(physics2dData, ProjectImporterEditor.resourcePath + "/" + projectName + "_physics2dData.asset");
            AssetDatabase.Refresh();
        }
コード例 #2
0
        /// <summary>根据指定的数据设置2d物理引擎参数</summary>
        public void SetPhysics2dWithData(Physics2dData physics2dData)
        {
            Physics2D.gravity = physics2dData.gravity;
            //physics2dData.defaultMaterial;
            Physics2D.velocityIterations    = physics2dData.velocityIterations;
            Physics2D.positionIterations    = physics2dData.positionIterations;
            Physics2D.velocityThreshold     = physics2dData.velocityThreshold;
            Physics2D.maxLinearCorrection   = physics2dData.maxLinearCorrection;
            Physics2D.maxAngularCorrection  = physics2dData.maxAngularCorrection;
            Physics2D.maxTranslationSpeed   = physics2dData.maxTranslationSpeed;
            Physics2D.maxRotationSpeed      = physics2dData.maxRotationSpeed;
            Physics2D.baumgarteScale        = physics2dData.baumgarteScale;
            Physics2D.baumgarteTOIScale     = physics2dData.baumgarteTimeOfImpactScale;
            Physics2D.timeToSleep           = physics2dData.timeToSleep;
            Physics2D.linearSleepTolerance  = physics2dData.linearSleepTolerance;
            Physics2D.angularSleepTolerance = physics2dData.angularSleepTolerance;
            Physics2D.defaultContactOffset  = physics2dData.defaultContactOffset;
            //设置jobOptions
            var jobOptions = new PhysicsJobOptions2D();

            jobOptions.useMultithreading            = physics2dData.jobOptions.useMultithreading;
            jobOptions.useConsistencySorting        = physics2dData.jobOptions.useConsistencySorting;
            jobOptions.interpolationPosesPerJob     = physics2dData.jobOptions.interpolationPosesPerJob;
            jobOptions.newContactsPerJob            = physics2dData.jobOptions.newContactsPerJob;
            jobOptions.collideContactsPerJob        = physics2dData.jobOptions.collideContactsPerJob;
            jobOptions.clearFlagsPerJob             = physics2dData.jobOptions.clearFlagsPerJob;
            jobOptions.clearBodyForcesPerJob        = physics2dData.jobOptions.clearBodyForcesPerJob;
            jobOptions.syncDiscreteFixturesPerJob   = physics2dData.jobOptions.syncDiscreteFixturesPerJob;
            jobOptions.syncContinuousFixturesPerJob = physics2dData.jobOptions.syncContinuousFixturesPerJob;
            jobOptions.findNearestContactsPerJob    = physics2dData.jobOptions.findNearestContactsPerJob;
            jobOptions.updateTriggerContactsPerJob  = physics2dData.jobOptions.updateTriggerContactsPerJob;
            jobOptions.islandSolverCostThreshold    = physics2dData.jobOptions.islandSolverCostThreshold;
            jobOptions.islandSolverBodyCostScale    = physics2dData.jobOptions.islandSolverBodyCostScale;
            jobOptions.islandSolverContactCostScale = physics2dData.jobOptions.islandSolverContactCostScale;
            jobOptions.islandSolverJointCostScale   = physics2dData.jobOptions.islandSolverJointCostScale;
            jobOptions.islandSolverBodiesPerJob     = physics2dData.jobOptions.islandSolverBodiesPerJob;
            jobOptions.islandSolverContactsPerJob   = physics2dData.jobOptions.islandSolverContactsPerJob;
            Physics2D.jobOptions = jobOptions;
            //
            Physics2D.autoSimulation          = physics2dData.autoSimulation;
            Physics2D.queriesHitTriggers      = physics2dData.queriesHitTriggers;
            Physics2D.queriesStartInColliders = physics2dData.queriesStartInColliders;
            Physics2D.callbacksOnDisable      = physics2dData.callbacksOnDisable;
            Physics2D.reuseCollisionCallbacks = physics2dData.reuseCollisionCallbacks;
            Physics2D.autoSyncTransforms      = physics2dData.autoSyncTransforms;
            Physics2D.alwaysShowColliders     = physics2dData.alwaysShowColliders;
            Physics2D.showColliderSleep       = physics2dData.showColliderSleep;
            Physics2D.showColliderContacts    = physics2dData.showColliderContacts;
            Physics2D.showColliderAABB        = physics2dData.showColliderAABB;
            Physics2D.contactArrowScale       = physics2dData.contactArrowScale;
            Physics2D.colliderAwakeColor      = physics2dData.colliderAwakeColor;
            Physics2D.colliderAsleepColor     = physics2dData.colliderAsleepColor;
            Physics2D.colliderContactColor    = physics2dData.colliderContactColor;
            Physics2D.colliderAABBColor       = physics2dData.colliderAABBColor;
            //设置layerCollisionMatrix
            int layerValue = 0;

            for (int i = 0; i < 32; i++)
            {
                layerValue = 1 << i;
                for (int j = 0; j < 32; j++)
                {
                    bool ignore = (layerValue & physics2dData.layerCollisionMatrix[j]) == 0;
                    Physics2D.IgnoreLayerCollision(i, j, ignore);
                }
            }
        }