コード例 #1
0
        /// <summary>
        /// セーブデータ用のバイナリ読みこみ
        /// </summary>
        /// <param name="reader">バイナリリーダー</param>
        public void ReadSaveData(BinaryReader reader)
        {
            UtageToolKit.ReadLocalTransform(this.transform, reader);
            this.LocalColor = UtageToolKit.ReadColor(reader);
            //Tweenがある場合は、Tween情報を読み込む
            int tweenCount = reader.ReadInt32();

            for (int i = 0; i < tweenCount; ++i)
            {
                iTweenPlayer tween = this.gameObject.AddComponent <iTweenPlayer>() as iTweenPlayer;
                tween.Read(reader, pixelsToUnits);
            }

            //各スプライトの読み込み
            int count = reader.ReadInt32();

            for (int i = 0; i < count; ++i)
            {
                string         name   = reader.ReadString();
                AdvFadeSprites sprite = GetSpriteCreateIfMissing(name);
                sprite.Read(reader);
            }
            string defaultSpriteName = reader.ReadString();

            if (!string.IsNullOrEmpty(defaultSpriteName))
            {
                DefaultSprite = FindSprite(defaultSpriteName);
            }
        }
コード例 #2
0
ファイル: AdvGraphicLayer.cs プロジェクト: TUmedu/Utage-GVR
        //旧バージョン(LayerManagerだったころ)のレイヤーデータ読み込み
        internal void ReadOld(BinaryReader reader)
        {
            //Transofom,Colorを空読み込み
            Vector3 pos   = new Vector3();
            Vector3 euler = new Vector3();
            Vector3 scale = new Vector3();

            UtageToolKit.ReadLocalTransform(reader, out pos, out euler, out scale);
            UtageToolKit.ReadColor(reader);

            //Tween情報を空読み込み
            int tweenCount = reader.ReadInt32();

            for (int i = 0; i < tweenCount; ++i)
            {
                AdvTweenPlayer tween = this.gameObject.AddComponent <AdvTweenPlayer>() as AdvTweenPlayer;
                tween.Read(reader, Manager.PixelsToUnits);
                Destroy(tween);
            }

            //各スプライトの読み込み
            int count = reader.ReadInt32();

            for (int i = 0; i < count; ++i)
            {
                string     name = reader.ReadString();
                GameObject go   = UtageToolKit.AddChildGameObject(this.transform, name);
                AdvGraphicObject2DSprite obj = go.AddComponent <AdvGraphicObject2DSprite>();
                obj.Init(this);
                currentGraphics.Add(name, obj);
                obj.ReadOld(reader);
            }
            //デフォルトオブジェクトを設定
            defaultObject = Find(reader.ReadString());
        }
コード例 #3
0
/*
 *              /// <summary>
 *              /// セーブデータ用のバイナリ書き込み
 *              /// </summary>
 *              /// <param name="writer">バイナリライター</param>
 *              public void WriteOld(BinaryWriter writer)
 *              {
 *                      UtageToolKit.WriteLocalTransform(this.transform, writer);
 *                      UtageToolKit.WriteColor(this.LocalColor, writer);
 *
 *                      //無限ループのTweenがある場合は、Tween情報を書き込む
 *                      iTweenPlayer[] tweenArray = this.gameObject.GetComponents<iTweenPlayer>() as iTweenPlayer[];
 *                      int tweenCount = 0;
 *                      foreach (var tween in tweenArray)
 *                      {
 *                              if (tween.IsEndlessLoop) ++tweenCount;
 *                      }
 *                      writer.Write(tweenCount);
 *                      foreach (var tween in tweenArray)
 *                      {
 *                              if (tween.IsEndlessLoop) tween.Write(writer);
 *                      }
 *
 *                      writer.Write(CurrentTextureName);
 *              }
 */
        /// <summary>
        /// 昔のセーブデータ用のバイナリ読みこみ
        /// </summary>
        /// <param name="reader">バイナリリーダー</param>
        public void ReadOld(BinaryReader reader)
        {
            UtageToolKit.ReadLocalTransform(this.transform, reader);
//			EffectColors.SetColor( Utage.EffectColors.Index.TweenColor, UtageToolKit.ReadColor(reader) );

            //Tweenがある場合は、Tween情報を読み込む
            int tweenCount = reader.ReadInt32();

            for (int i = 0; i < tweenCount; ++i)
            {
                AdvTweenPlayer tween = this.gameObject.AddComponent <AdvTweenPlayer>() as AdvTweenPlayer;
                tween.Read(reader, pixelsToUnits);
            }
        }
コード例 #4
0
        internal virtual void Read(GraphicInfoList graphic, BinaryReader reader)
        {
            int version = reader.ReadInt32();

            if (version == Version)
            {
                UtageToolKit.ReadLocalTransform(this.transform, reader);
                this.EffectColors.Read(reader);

                //Tweenがある場合は、Tween情報を読み込む
                int tweenCount = reader.ReadInt32();
                for (int i = 0; i < tweenCount; ++i)
                {
                    AdvTweenPlayer tween = this.gameObject.AddComponent <AdvTweenPlayer>() as AdvTweenPlayer;
                    tween.Read(reader, PixelsToUnits);
                }
                OnRead(graphic, reader);
            }
        }
コード例 #5
0
        //古いセーブデータを読み込み
        internal void ReadOld(BinaryReader reader)
        {
            UtageToolKit.ReadLocalTransform(this.transform, reader);
            EffectColors.SetColor(Utage.EffectColors.Index.TweenColor, UtageToolKit.ReadColor(reader));

            //Tweenがある場合は、Tween情報を読み込む
            int tweenCount = reader.ReadInt32();

            for (int i = 0; i < tweenCount; ++i)
            {
                AdvTweenPlayer tween = this.gameObject.AddComponent <AdvTweenPlayer>();
                tween.Read(reader, PixelsToUnits);
            }

            GraphicInfoList graphic = AdvGraphicInfoParser.FindGraphicInfoFromTexturePath(Engine, reader.ReadString());

            OnDraw(graphic, 0);
            Graphic   = graphic;
            IsLoading = false;
        }
コード例 #6
0
ファイル: AdvFadeSprites.cs プロジェクト: chaosrx/Utage_test
        /// <summary>
        /// セーブデータ用のバイナリ読みこみ
        /// </summary>
        /// <param name="reader">バイナリリーダー</param>
        public void Read(BinaryReader reader)
        {
            UtageToolKit.ReadLocalTransform(this.transform, reader);
            this.LocalColor = UtageToolKit.ReadColor(reader);

            //Tweenがある場合は、Tween情報を読み込む
            int tweenCount = reader.ReadInt32();

            for (int i = 0; i < tweenCount; ++i)
            {
                iTweenPlayer tween = this.gameObject.AddComponent <iTweenPlayer>() as iTweenPlayer;
                tween.Read(reader, pixelsToUnits);
            }

            string    nameCurrenTexture = reader.ReadString();
            AssetFile texture           = AssetFileManager.Load(nameCurrenTexture, this);

            currentSprite = CreateSprite(texture);
            texture.Unuse(this);
        }
コード例 #7
0
        /// <summary>
        /// セーブデータ用のバイナリ読みこみ
        /// </summary>
        /// <param name="reader">バイナリリーダー</param>
        public void Read(BinaryReader reader)
        {
            int version = reader.ReadInt32();

            if (version >= Version)
            {
                UtageToolKit.ReadLocalTransform(this.transform, reader);
                this.LocalColor = UtageToolKit.ReadColor(reader);
//				this.EffectColors.Read(reader);

                //Tweenがある場合は、Tween情報を読み込む
                int tweenCount = reader.ReadInt32();
                for (int i = 0; i < tweenCount; ++i)
                {
                    AdvTweenPlayer tween = this.gameObject.AddComponent <AdvTweenPlayer>();
                    tween.Read(reader, pixelsToUnits);
                }
            }
            else
            {
                Debug.LogError(LanguageErrorMsg.LocalizeTextFormat(ErrorMsg.UnknownVersion, version));
            }
        }