MoveJS importAttack(string pathField) { string json = File.ReadAllText(pathField); MoveJS root = JsonConvert.DeserializeObject <MoveJS>(json); return(root); }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); ikContorl = GetComponent <IKControl>(); rightTrigger = rightHadukenTrigger.GetComponent <BoxCollider>(); leftTrigger = leftHadukenTrigger.GetComponent <BoxCollider>(); moves = new Move[moveFiles.Length]; for (int i = 0; i < moves.Length; i++) { moves[i] = new Move(); } /*for (int i = 0; i < moveFiles.Length; i++ ) * { * var hitboxes = importAttack(moveFiles[i]).hitboxes; * foreach (HitboxJS hbox in hitboxes) * { * //GameObject go = new GameObject(); * //go.AddComponent<MeshFilter>( * GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube); * go.transform.SetParent(transform); * Vector3 offset = floatVectorToVector(hbox.offset); * offset.Scale(transform.localScale); * go.transform.localPosition = offset; * go.transform.eulerAngles = floatVectorToVector(hbox.rotation); * Vector3 scale = floatVectorToVector(hbox.scale); * scale.Scale(transform.localScale); * go.transform.localScale = scale; * * } * }*/ for (int i = 0; i < moveFiles.Length; i++) { MoveJS move = importAttack(moveFiles[i]); var hitboxes = move.hitboxes; moves[i].hitboxes = new GhostHBox[hitboxes.Length]; moves[i].duration = move.duration; for (int j = 0; j < hitboxes.Length; j++) { Transform temp = Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity); GhostHBox g = temp.GetComponent <GhostHBox>(); temp.SetParent(transform); temp.localScale = floatVectorToVector(hitboxes[j].scale); temp.localEulerAngles = floatVectorToVector(hitboxes[j].rotation); temp.localPosition = floatVectorToVector(hitboxes[j].offset); temp.name = hitboxes[j].name; g.beginFrame = hitboxes[j].beginFrame; g.duration = hitboxes[j].duration; g.damage = hitboxes[j].damage; g.hitStun = hitboxes[j].hitStun; g.launchVector = floatVectorToVector(hitboxes[j].launchVector); g.linearVelocity = floatVectorToVector(hitboxes[j].linearVelocity); g.angularVelocity = floatVectorToVector(hitboxes[j].angularVelocity); g.scaleVelocity = floatVectorToVector(hitboxes[j].scaleVelocity); moves[i].hitboxes[j] = g; } } }