public void ExecuteOnTarget(HeroKitObject targetObject, ParticleSystem particlePrefab, bool changePosition, bool changeRotation) { // create a pool for this particle if it doesn't exist string poolName = particlePrefab.transform.name + " particle effects" + targetObject.transform.GetInstanceID(); if (HeroKitDatabase.GetParticlePool(poolName, false) == null) { HeroKitDatabase.AddParticlePool(poolName, particlePrefab, 1, targetObject); } // change position of particle system Vector3 position = new Vector3(); if (changePosition) { position = CoordinatesValue.GetValue(heroKitObject, 4, 5, 6, 7, 8, 9, new Vector3()); } // change rotation Quaternion rotation = new Quaternion(); if (changeRotation) { Vector3 eulerAngles = CoordinatesValue.GetValue(heroKitObject, 11, 12, 13, 14, 15, 16, new Vector3()); rotation = Quaternion.Euler(eulerAngles); } // spawn the particle effect particleObject = HeroKitDatabase.SpawnParticle(poolName, position, rotation); // play the particle effect particleObject.Stop(); particleObject.Play(); }
public void ExecuteOnTarget(ParticleSystem particleSystem, bool changePosition, bool changeRotation) { // get default rotation and positon Vector3 position = particleSystem.transform.localPosition; Quaternion rotation = particleSystem.transform.localRotation; // set the postion of the particle system if (changePosition) { position = CoordinatesValue.GetValue(heroKitObject, 4, 5, 6, 7, 8, 9, particleSystem.transform.localPosition); particleSystem.transform.localPosition = position; } // set the rotation of the particle system if (changeRotation) { Vector3 eulerAngles = CoordinatesValue.GetValue(heroKitObject, 11, 12, 13, 14, 15, 16, particleSystem.transform.localEulerAngles); rotation = Quaternion.Euler(eulerAngles); particleSystem.transform.localRotation = rotation; } // set the particle system on the script particles.particleObject = particleSystem; particleSystem.gameObject.SetActive(true); particles.Initialize(); }
/// <summary> /// 自动将最新采样数值添加到数组 /// </summary> /// <param name="newValue">最新采样数值</param> public void AddNewValue(float newValue, float newAngle) { CoordinatesValue value; value.Value = newValue; //value.time = System.DateTime.Now; //TimeSpan sPan = value.time - StartTime; //value.getSecond = (value.time - StartTime).TotalSeconds; value.Angle = newAngle; if (value.Angle > XMaxValue) { //OldXMax = XMaxValue;0 XMaxValue = (int)xMaxValue + 500; //if(XMaxValue%100==0) XScale = XMaxValue / 10; for (int i = 0; i < this.noteMessages.Count; i++) { CoordinatesValue value1 = this.noteMessages[i]; value1.X = xOffset + ((float)value1.Angle - XMinValue) / (XMaxValue - XMinValue) * (this.picCurveShow.Width - XOffset); noteMessages[i] = value1; } } value.X = xOffset + ((float)value.Angle - XMinValue) / (XMaxValue - XMinValue) * (this.picCurveShow.Width - XOffset); value.Y = this.picCurveShow.Height - YOffset - (newValue - yMinValue) / (yMaxValue - yMinValue) * (this.picCurveShow.Height - yOffset); value.ID = this.noteMessages.Count; lock (thisLock) { this.noteMessages.Add(value); } }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; // Get the scene object string sceneName = UnityObjectFieldValue.GetValueA(heroKitObject, 0).sceneName; Vector3 cameraPosition = new Vector3(); Vector3 cameraRotation = new Vector3(); bool runThis = (sceneName != ""); if (runThis) { bool useDefaultScene = BoolValue.GetValue(heroKitObject, 1); bool removeNonPersistent = BoolValue.GetValue(heroKitObject, 2); bool saveCurrentScene = !BoolValue.GetValue(heroKitObject, 3); // get position bool getPosition = BoolValue.GetValue(heroKitObject, 4); Vector3 defaultPosition = new Vector3(-999999, -999999, -999999); cameraPosition = (getPosition) ? CoordinatesValue.GetValue(heroKitObject, 5, 6, 7, 8, 9, 10, defaultPosition) : defaultPosition; // get rotation bool getRotation = BoolValue.GetValue(heroKitObject, 11); Vector3 defaultRotation = new Vector3(-999999, -999999, -999999); cameraRotation = (getRotation) ? CoordinatesValue.GetValue(heroKitObject, 12, 13, 14, 15, 16, 17, defaultRotation) : defaultRotation; // Save the current scene if (saveCurrentScene) { SaveScene saveScene = new SaveScene(); saveScene.SaveSceneData(heroKitObject, false); // save scene objects saveScene.SaveSceneData(heroKitObject, true); // save persistent objects } // Load the scene. Load any cached data for the scene. HeroKitCommonScene.LoadScene(sceneName, useDefaultScene, removeNonPersistent, cameraPosition, cameraRotation); // set up update for long action eventID = heroKitObject.heroStateData.eventBlock; heroKitObject.heroState.heroEvent[eventID].waiting = true; updateIsDone = false; heroKitObject.longActions.Add(this); } // debug message if (heroKitObject.debugHeroObject) { string debugMessage = "Scene ID: " + sceneName + "\n" + "Camera Position: " + cameraPosition + "\n" + "Camera Rotation: " + cameraRotation; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } // Return value return(-99); }
// get rotation to use private Quaternion GetRotation() { bool changeRotation = BoolValue.GetValue(heroKitObject, 13); Quaternion rotation = new Quaternion(); if (changeRotation) { Vector3 eulerAngles = CoordinatesValue.GetValue(heroKitObject, 14, 15, 16, 17, 18, 19, new Vector3()); rotation = Quaternion.Euler(eulerAngles); } return(rotation); }
// get position to use private Vector3 GetPosition() { // get position to spawn bool changePosition = BoolValue.GetValue(heroKitObject, 6); Vector3 position = new Vector3(); if (changePosition) { position = CoordinatesValue.GetValue(heroKitObject, 7, 8, 9, 10, 11, 12, new Vector3()); } return(position); }
private void picCurveShow_SizeChanged(object sender, EventArgs e) { if (this.Width < 1 || this.Height < 1) { return; } if (this.noteMessages.Count > 0) { for (int i = 0; i < this.noteMessages.Count; i++) { CoordinatesValue value1 = this.noteMessages[i]; value1.X = xOffset + ((float)value1.Angle - XMinValue) / (XMaxValue - XMinValue) * (this.picCurveShow.Width - XOffset); value1.Y = this.picCurveShow.Height - YOffset - (value1.Value - yMinValue) / (yMaxValue - yMinValue) * (this.picCurveShow.Height - yOffset); noteMessages[i] = value1; } } //ShowCurve();\\0820 }
public void ExecuteOnTarget(HeroKitObject targetObject) { Vector3 pos = CoordinatesValue.GetValue(heroKitObject, 2, 3, 4, 5, 6, 7, targetObject.transform.localPosition); // get nav mesh agent NavMeshAgent navMeshAgent = targetObject.GetHeroComponent <NavMeshAgent>("navMeshAgent"); if (navMeshAgent == null) { navMeshAgent = targetObject.GetHeroComponent <NavMeshAgent>("navMeshAgent", true); navMeshAgent = HeroKitCommonRuntime.CreateNavMeshAgent(navMeshAgent); } // get the pathfinding script HeroPathfinding3D moveObject = targetObject.GetHeroComponent <HeroPathfinding3D>("HeroPathfinding3D", true); moveObject.navMeshAgent = navMeshAgent; moveObject.navigationType = 2; moveObject.destination = pos; moveObject.Initialize(); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; // get the particle to play UnityObjectField unityObject = UnityObjectFieldValue.GetValueA(heroKitObject, 0); ParticleSystem particlePrefab = (unityObject.value != null) ? (ParticleSystem)unityObject.value : null; bool runThis = (particlePrefab != null); if (runThis) { // create a pool for this particle if it doesn't exist string poolName = particlePrefab.transform.name + " particle effects"; if (HeroKitDatabase.GetParticlePool(poolName, false) == null) { HeroKitDatabase.AddParticlePool(poolName, particlePrefab); } // get the positon to use for the particle Vector3 position = particlePrefab.transform.localPosition; bool changePosition = BoolValue.GetValue(heroKitObject, 1); if (changePosition) { position = CoordinatesValue.GetValue(heroKitObject, 2, 3, 4, 5, 6, 7, particlePrefab.transform.localPosition); } // get the rotation to use for the particle Quaternion rotation = particlePrefab.transform.localRotation; bool changeRotation = BoolValue.GetValue(heroKitObject, 8); if (changeRotation) { Vector3 eulerAngles = CoordinatesValue.GetValue(heroKitObject, 9, 10, 11, 12, 13, 14, particlePrefab.transform.localEulerAngles); rotation = Quaternion.Euler(eulerAngles); } // spawn the particle effect particleObject = HeroKitDatabase.SpawnParticle(poolName, position, rotation); // should next action wait until this action is complete? wait = BoolValue.GetValue(heroKitObject, 15); // play the particle effect particleObject.Stop(); particleObject.Play(); // set up the long action eventID = heroKitObject.heroStateData.eventBlock; heroKitObject.heroState.heroEvent[eventID].waiting = wait; updateIsDone = false; heroKitObject.longActions.Add(this); } // show debug message if (heroKitObject.debugHeroObject) { string debugMessage = "Particle System: " + particleObject; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } return(-99); }
// Execute the action public int Execute(HeroKitObject hko) { heroKitObject = hko; // Get the hero kit object to move HeroKitObject targetObject = HeroObjectFieldValue.GetValueE(heroKitObject, 0, 1, false)[0]; // Get the scene object string sceneName = UnityObjectFieldValue.GetValueA(heroKitObject, 2).sceneName; // get new position for target object Vector3 defaultPosition = new Vector3(-999999, -999999, -999999); Vector3 targetPosition = CoordinatesValue.GetValue(heroKitObject, 3, 4, 5, 6, 7, 8, defaultPosition); // get new rotation for target object Vector3 targetDirection = defaultPosition; int directionType = DropDownListValue.GetValue(heroKitObject, 9); switch (directionType) { case 1: // retain break; case 2: // left targetDirection.y = -90f; break; case 3: // right targetDirection.y = 90f; break; case 4: // up targetDirection.y = 0f; break; case 5: // down targetDirection.y = 180f; break; case 6: // custom targetDirection = CoordinatesValue.GetValue(heroKitObject, 10, 11, 12, 13, 14, 15, defaultPosition); break; } // move camera to object's position? bool moveCameraPos = BoolValue.GetValue(heroKitObject, 16); // move camera to object's rotation? bool moveCameraRotation = BoolValue.GetValue(heroKitObject, 17); // scene transition settings bool useDefaultScene = BoolValue.GetValue(heroKitObject, 18); bool removeNonPersistent = BoolValue.GetValue(heroKitObject, 19); bool saveCurrentScene = !BoolValue.GetValue(heroKitObject, 20); bool runThis = (targetObject != null && sceneName != ""); // NEXT STEP: // save current scene, // check if object is persistant. if it is, load next scene, change direction and rotation of object. // if it isn't see what we can do to physically move it from one scene to another. Keep in mind that object could exist in two scenes after this (if it is saved in scene data) // maybe disable it in current scene and create a new verison in the next scene. if (runThis) { // Save the current scene if (saveCurrentScene) { SaveScene saveScene = new SaveScene(); saveScene.SaveSceneData(heroKitObject, false); // save scene objects saveScene.SaveSceneData(heroKitObject, true); // save persistent objects } // Load the scene. Load any cached data for the scene. HeroKitCommonScene.LoadSceneWithObject(sceneName, useDefaultScene, removeNonPersistent, targetPosition, targetDirection, targetObject, moveCameraPos, moveCameraRotation); } if (targetObject == null) { Debug.LogError("There is no object to move to the next scene! Terminating action early."); } // debug message if (heroKitObject.debugHeroObject) { string debugMessage = "Scene: " + sceneName + "\n" + "Move this object: " + targetObject + "\n" + "To this position: " + targetPosition; Debug.Log(HeroKitCommonRuntime.GetActionDebugInfo(heroKitObject, debugMessage)); } // Return value return(-99); }