void moveactor(Hashtable param) { // Debug.Log( "OnMoveActor" ); string actorName = param["name"] as string; string position = param["position"] as string; #if true GameObject go = GameObject.Find(actorName); if (go == null) { // Debug.LogWarning( "Actor name :" + actorName + " Object not found." ); return; } #else GameObject go = null; if (m_ActorGOMap.ContainsKey(actorName)) { go = m_ActorGOMap[actorName]; if (go == null) { Debug.LogWarning("Actor name :" + actorName + " Object not found."); return; } } #endif Vector3 toPos = go.transform.localPosition; ActorPosition pos = ActorUtility.GetActorPosition(position); toPos.x = GetPositionX(pos); // Debug.Log( "to :" + pos + " , value:" + toPos.x ); AnimationNode.MoveTo(go, toPos, 1f); // TweenPosition.Begin( go , 1f , toPos ); // iTween.MoveTo( go , toPos , 1f ); }
void OnWizardCreate() { EditorUtility.DisplayDialog("Note", "Please check that the BG Texture is placed at under a \"Resources/\" folder.", "ok"); if (!System.IO.Directory.Exists("Assets/Actors")) { AssetDatabase.CreateFolder("Assets", "Actors"); } ActorInfo actor = ScriptableObjectUtility.CreateScriptableObject("ActorInfo", "Assets/Actors/" + actorName + ".asset") as ActorInfo; ActorUtility.SetUpActorInfo(actor, actorName, sizeInPercent, textColor, textures); EditorGUIUtility.PingObject(actor); }
// Test Define character. void defineactor(Hashtable param) { string actorName = param["name"] as string; // string textColorStr = param["textColor"] as string; string texturePath = param["texture"] as string; float sizeInPercent = 100f; if (param.ContainsKey("size")) { sizeInPercent = float.Parse(param["size"] as string); } // Color textColor = C ActorInfo info = ScriptableObject.CreateInstance <ActorInfo>(); m_ActorMap[actorName] = info; string[] texs = new string[1]; texs[0] = texturePath; //Resources.Load( texturePath , typeof(Texture2D) ) as Texture2D; ActorUtility.SetUpActorInfo(info, actorName, sizeInPercent, Color.cyan, texs); }
// Actor Event. /// <summary> /// Raises the enter actor event. /// </summary> /// <param name='param'> /// Parameter. /// </param> void enteractor(Hashtable param) { if (actorLib != null) { bool fadein = false; if (param.ContainsKey("fade")) { string fade = param["fade"] as string; fadein = (fade == "true") ? true : false; } // Fade in Start ?. ISpriteFactory._FADEIN_AT_CREATE = fadein; string actorName = param["name"] as string; string position = param["position"] as string; ActorPosition pos = ActorUtility.GetActorPosition(position); // Debug.Log( "OnEnterActor :" + actorName ); OnEnterActor(actorName, pos); } }