public void create(SceneData data) { this.data = data; mesh = new MeshCreator(); if (projection == null) { projection = new GameObject(); projection.name = gameObject.name + "_proj"; projectionFilter = (MeshFilter)projection.AddComponent(typeof(MeshFilter)); projection.AddComponent(typeof(MeshRenderer)); projectionFilter.sharedMesh = new Mesh(); projection.transform.position = offset; projection.transform.parent = transform.parent; //projection.hideFlags = HideFlags.NotEditable; } mesh.fill(ref projectionFilter); subdivisions = 2; }
void Start() { isRunning = true; samples = new float[qSamples]; spectrum = new float[qSamples]; txtIngameScore = (GameObject)Instantiate(Resources.Load("txtIngameScore"),new Vector3(1,0,0),Quaternion.identity); sc = SceneData.GetInstance(); }
public int AddNewSceneData() { var index = _sceneData.Length; var newData = new SceneData(); ArrayUtility.Add(ref _sceneData, newData); return index; }
public void InitializeStructure() { _data = new SceneData(); foreach (var b in GetComponentsInChildren <Block>()) { b.InitializeStructure(); _data.blocks.Add(b.data); } }
protected static void Init() { for (int i = 0; i < SceneManager.sceneCount; i++) { SceneData sData = new SceneData(); sData._state = SceneState.Loaded; _loadedScenes[SceneManager.GetSceneAt(i).name] = sData; } }
void Start() { m_gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); m_gameManager.SetCurrentSceneKey(m_gameManager.GetCurrentSceneKey() + 1); sceneData = m_gameManager.GetSceneIndData(m_gameManager.GetGameMode()); AnsGenerator(); selectAns = 0; Debug.Log(answerStr.Length); }
public SceneAnimatorObject(SceneData inScene, SceneData outScene, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 1, Ease ease = Ease.InOutQuint) { _ease = ease; _in = inScene; _out = outScene; _speed = speed; _animation = animation; }
protected override async void OnNavigatedTo(NavigationEventArgs e) { base.OnNavigatedTo(e); //フルスクリーンに Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().TryEnterFullScreenMode(); var sceneData = new SceneData(); await Play(sceneData); }
private void MoveCharacterOnScene(SceneData data) { _backgroundManager.ChangeBackground(data.BackgroundKey); _characterManager.Show(data.CharacterKey, data.EmotionKey, () => { CharacterOnScene(data); }); if (data.Answers == null || data.Answers.Length < 0) { Invoke(nameof(DisplayButton), _delay); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { PlayerData.Save(); SceneData.setPrevScene(SceneManager.GetActiveScene().name); SceneManager.LoadScene("MoveIsland"); } }
/// <summary> /// added by mawenbin /// 传送界面 /// </summary> private void DoTeleport() { Tab_SceneClass tabSceneClass = TableManager.GetSceneClassByID(m_EndPointCache.SceneID, 0); if (null != tabSceneClass) { SceneData.RequestChangeScene((int)CG_REQ_CHANGE_SCENE.CHANGETYPE.WORLDMAP, 0, m_EndPointCache.SceneID, 0); } }
public virtual void Activate(SceneData sceneData) { if (_delay.Elapsed == -1) { print("SkillActivated."); Ability(sceneData); _delay.Start(cooldown); } }
public void LoadScene(EScene scene, SceneData sceneData) { if (sceneData == null) { throw new Exception("SceneData cannot be null. Use LoadScene(EScene) if no SceneData is required."); } AddSceneData(sceneData); LoadScene(scene); }
public void SetValue(SceneData data, SceneItemSelected _click) { sceneData = data; itemName.text = data.Name; //itemIcon.sprite = data.Icon; itemTime.text = DataUtility.UnixTimeStampToDateTime((double)data.created_at).ToString(); itemNumber.text = data.ModelNum.ToString(); ItemClick = _click; }
public ModifySceneAction(TDocument doc, TScene scene) { this.document = doc; this.scene = scene; this.original = new SceneData(); this.final = new SceneData(); setOriginalData(scene); }
private void handleSceneSelectedEvent(SceneData sceneData) { _selectedSceneData = sceneData; //if (SceneSelectedEvent!=null) //{ // SceneSelectedEvent(_selectedSceneData); //} }
public void ShowSceneEdit(SceneData selectedScene) { this.IsBusy = true; this.title = "Edit Scene"; this.ReplaceTopViewController(this.prefabListView); this.SetLeftScreenViewController(null); this.SetRightScreenViewController(this.instanceListView); this.IsBusy = false; }
protected override void OnLoad(EventArgs e) { GL.ClearColor(.1f, .1f, .1f, 1.0f); GL.Enable(EnableCap.DepthTest); // ################################## Shader Setup this._shader = new Shader(ResourcePath + "Shaders\\shader.vert", ResourcePath + "Shaders\\shader.frag"); this._postProcessingShaderNoEffect = new PostProcessingShader(ResourcePath + "Shaders\\postprocessNoEffect.vert", ResourcePath + "Shaders\\postprocessNoEffect.frag"); this._postProcessingShader = new PostProcessingShader(ResourcePath + "Shaders\\postprocess.vert", ResourcePath + "Shaders\\postprocess.frag"); this._shader.Use(); // ################################## Font Setup FontManager.LoadFonts(ResourcePath + "Fonts"); this.ka1 = new Font(FontManager.GetFontFamilyByName("Karmatic Arcade"), 24); renderer = new TextRenderer(Width, Height); this.renderer.Clear(Color.Transparent); // ################################## Screen Setup this.Buffer = FrameBuffer.Create(new Size(this.Width, this.Height)); this._camera = new Camera(Vector3.UnitZ * 3, this.Width / (float)this.Height) { zFar = 1000f }; // ################################## Scene Setup //this._mainBuffer = new ArrayBuffer( ref this._vertices, ref this._indices ); //this._mainBuffer.ShaderSetup( ref this._shader, new[] { ( "aPosition", 3 ), ( "aTexCoord", 2 ) } ); //this._mainBuffer.TextureSetupSetup( new[] { ResourcePath + "Resources\\container.png", ResourcePath + "Resources\\awesomeface.png" } ); //Random r = new Random(); // //for ( int i = 0; i < this._objectBuffers.Length; i++ ) { // this._objectBuffers[i] = new ArrayBuffer( ref this._vertices, ref this._indices ); // this._objectBuffers[i].TransformationsMatrix *= Matrix4.CreateTranslation( r.Next( 0, 20 ), r.Next( 0, 20 ), r.Next( 0, 20 ) ); // this._objectBuffers[i].ShaderSetup( ref this._shader, new[] { ( "aPosition", 3 ), ( "aTexCoord", 2 ) } ); // this._objectBuffers[i].TextureSetupSetup( new[] { ResourcePath + "Resources\\container.png", ResourcePath + "Resources\\awesomeface.png" } ); //} var bf = new BinaryFormatter(); var fs = File.Open(@"C:\Users\admin\Desktop\untitled.bmf", FileMode.Open); SceneData sd = (SceneData)bf.Deserialize(fs); fs.Close(); List <ArrayBuffer> buffers = new List <ArrayBuffer>(); foreach (var bufferInfo in sd.Meshes1) { var vt = bufferInfo.Data; var id = bufferInfo.Indices; ArrayBuffer buf = new ArrayBuffer(ref vt, ref id); buf.TransformationsMatrix = sd.TransFormMatrix; buf.ShaderSetup(ref this._shader, new[] { ("aPosition", 3), ("aTexCoord", 2) });
/// <summary> /// Controls all of the rendering routine. /// </summary> /// <param name="sceneData"></param> public void UpdateRender(SceneData sceneData) { MoveCamera(_currentCam); if (sceneData.TrainSpeed == 0) { CameraShake(_currentCam); } }
public void ResetInteractables(SceneData scene, bool isCurrentScene) { foreach (var interactable in scene.Interactables) { interactable.CanBeInteractedWith = interactable.CanBeInteractedWithDefaultValue; //if (isCurrentScene) // currentSceneInteractables.First(c => c.ID == interactable.InteractableId).Reset(); } }
public void ResetTriggers(SceneData scene, bool isCurrentScene) { foreach (var trigger in scene.Triggers) { trigger.IsActive = trigger.IsActiveDefaultValue; //if (isCurrentScene) // currentSceneTriggers.First(c => c.ID == trigger.TriggerId).gameObject.SetActive(trigger.IsActive); } }
void OnClickJDW(ButtonScript obj, object args, int param1, int param2) { if (!GamePlayer.Instance.GetOpenSubSystemFlag(OpenSubSystemFlag.OSSF_Team)) { PopText.Instance.Show(LanguageManager.instance.GetValue("duiwuweikai")); return; } //if(!(((PlayerInst.openSubSystemFlag_) &(0x1 << (int)OpenSubSystemFlag.OSSF_Team)) != 0)) //{ // PopText.Instance.Show(LanguageManager.instance.GetValue("Duifangduiwu")); // return; //} SceneData ssd = SceneData.GetData(GameManager.SceneID); //if(ssd.sceneType_ == SceneType.SCT_AlonePK||ssd.sceneType_ == SceneType.SCT_TeamPK) //{ // PopText.Instance.Show(LanguageManager.instance.GetValue("bunengzudui")); // return; //} if (ssd.sceneType_ == SceneType.SCT_GuildBattleScene) { if (!GuildSystem.IsInMyGuild(PlayerInst.instId_)) { PopText.Instance.Show(LanguageManager.instance.GetValue("bunengyaoqingdifang")); return; } } if (TeamSystem.IsInTeam()) { if (!TeamSystem.IsTeamLeader(GamePlayer.Instance.InstId)) { PopText.Instance.Show(LanguageManager.instance.GetValue("onlyLeaderCanOperate")); } else { NetConnection.Instance.inviteTeamMember(PlayerInst.instName_); //PopText.Instance.Show(LanguageManager.instance.GetValue("yaoqingchenggong")); gameObject.SetActive(false); } } else { //NetConnection.Instance.jointLobby(); COM_CreateTeamInfo cti = new COM_CreateTeamInfo(); cti.type_ = TeamType.TT_MainQuest; cti.name_ = LanguageManager.instance.GetValue("autoTeam"); //cti.pwd_ = passWordInput.text; cti.maxMemberSize_ = 5; cti.minLevel_ = 1; cti.maxLevel_ = (ushort)maxLevel; NetConnection.Instance.createTeam(cti); // NetConnection.Instance.inviteTeamMember(PlayerInst.instName_); PopText.Instance.Show(LanguageManager.instance.GetValue("yaoqingchenggong")); } }
void PackageAdd(string SrcFolder, string DestFolder, BuildTarget target) { DirectoryInfo di = new DirectoryInfo(SrcFolder); // 场景名 string scenename = di.Name; // 场景prefab string sceneprefabpath = SrcFolder.Replace(scenename, "Prefabs") + "/" + scenename + ".prefab"; if (!File.Exists(sceneprefabpath)) { Debug.LogError("File is not Exist" + sceneprefabpath); return; } string scenenavprefabpath = SrcFolder.Replace(scenename, "Prefabs") + "/" + scenename + "_nav.prefab"; if (!File.Exists(scenenavprefabpath)) { Debug.LogError("File is not Exist" + scenenavprefabpath); return; } string scenelightmap = SrcFolder + "/LightmapFar-0.exr"; if (!File.Exists(scenelightmap)) { Debug.LogError("File is not Exist" + scenelightmap); return; } bool a = IsPackage(sceneprefabpath, DestFolder, Path.GetFileName(sceneprefabpath)); bool b = IsPackage(scenenavprefabpath, DestFolder, Path.GetFileName(scenenavprefabpath)); bool c = IsPackage(scenelightmap, DestFolder, scenename + "_" + Path.GetFileName(scenelightmap)); if (!a && !b && !c) { Debug.Log(" MD5 Not Need Update "); return; } sceneprefabpath = sceneprefabpath.Substring(sceneprefabpath.IndexOf("Assets")); scenenavprefabpath = scenenavprefabpath.Substring(scenenavprefabpath.IndexOf("Assets")); scenelightmap = scenelightmap.Substring(scenelightmap.IndexOf("Assets")); SceneData sd = new SceneData(); sd.scene = (GameObject)AssetDatabase.LoadAssetAtPath(sceneprefabpath, typeof(UnityEngine.Object)); Decompose(sd.scene, ref sd, DestFolder, di.Parent.Name); sd.scene_nav = (GameObject)AssetDatabase.LoadAssetAtPath(scenenavprefabpath, typeof(UnityEngine.Object)); //sd.scene_Lightmap = (Texture2D)AssetDatabase.LoadAssetAtPath(scenelightmap, typeof(UnityEngine.Object)); mgr.CreateAssetBundlesScene(sd, DestFolder, target); return; }
public bool LoadGame(int saveSlot) { if (saveSlot >= 0) { string saveFilename = this.GetSaveFilename(saveSlot); if (!string.IsNullOrEmpty(saveFilename) && File.Exists(Application.persistentDataPath + saveFilename)) { try { string toDecrypt = string.Empty; string json = string.Empty; BinaryFormatter binaryFormatter = new BinaryFormatter(); FileStream fileStream = File.Open(Application.persistentDataPath + saveFilename, FileMode.Open); if (this.gameConfig.useSaveEncryption) { toDecrypt = (string)binaryFormatter.Deserialize(fileStream); } else { json = (string)binaryFormatter.Deserialize(fileStream); } fileStream.Close(); if (this.gameConfig.useSaveEncryption) { json = StringEncrypt.DecryptData(toDecrypt); } Logger.LogFine("[API] - Loading Game:" + json); SaveGameData saveGameData = JsonUtility.FromJson <SaveGameData>(json); global::PlayerData instance = saveGameData.playerData; SceneData instance2 = saveGameData.sceneData; ModHooks.Instance.OnAfterSaveGameLoad(saveGameData); global::PlayerData.instance = instance; this.playerData = instance; SceneData.instance = instance2; this.sceneData = instance2; this.profileID = saveSlot; this.inputHandler.RefreshPlayerData(); ModHooks.Instance.OnSavegameLoad(saveSlot); return(true); } catch (Exception ex) { Debug.LogFormat("Error loading save file for slot {0}: {1}", new object[] { saveSlot, ex }); return(false); } } Debug.Log("Save file not found for slot " + saveSlot); return(false); } Debug.LogError("Save game slot not valid: " + saveSlot); return(false); }
protected virtual void Start() { Config = Service <StaticData> .Get(); Runtime = Service <RuntimeData> .Get(); World = Service <EcsWorld> .Get(); Scene = Service <SceneData> .Get(); }
public void Save() { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/sceneInfo.dat"); SceneData sceneData = new SceneData(sceneIndex); bf.Serialize(file, sceneData); Debug.Log("Saving Scene : " + sceneIndex); file.Close(); }
public void singleIn(SceneData sceneIn, SceneAnimator.Animations animation = SceneAnimator.Animations.LEFT, float speed = 0.5f, Ease ease = Ease.InOutQuad) { SceneAnimatorObject so = new SceneAnimatorObject(sceneIn, null, animation, speed, ease); animations.Add(so); if (!_animating) { animate(); } }
/// <summary> /// Helper method to convert a <see cref="SceneData"/> instance /// to a <see cref="SceneInfo"/> instance. /// </summary> /// <param name="data">The data instance.</param> /// <returns>The converted data.</returns> public static SceneInfo ToSceneInfo(this SceneData data) { return(new SceneInfo() { Uuid = data?.Uuid, Link = data?.Link, Name = data?.Name, Tags = data?.Tags }); }
private void Start() { var userData = SceneData.GetUserData(); userData.onChange.AddListener((user) => { UpdateByUserChange(); }); UpdateByUserChange(); }
///<summary>引数を受け取る</summary> static public Arg getArg(string aName) { SceneData tData = findSceneData(aName); if (tData == null) { return(null); } return(tData.arg); }
private void DeexpandAllScenePanelsWithout(SceneData scene) { foreach (SideScenePanel panel in _scenePanels) { if (!panel.Scene.Equals(scene)) { panel.Expand(false); } } }
///<summary>シーンを再生する</summary> static public void playScene(string aName) { SceneData tData = findSceneData(aName); foreach (MonoBehaviour tBehaviour in tData.pausedBehaviour) { tBehaviour.enabled = true; } tData.pausedBehaviour.Clear(); }
// Save to file logic // private void SaveToJSON() { // Path.Combine combines strings into a file path // Application.StreamingAssets points to Assets/StreamingAssets in the Editor, and the StreamingAssets folder in a build string filePath = Path.Combine(Application.streamingAssetsPath, "FarmaciaBaricentro.json"); SceneData sd = FromSceneToJSON(standList); string json_data = JsonUtility.ToJson(sd); File.WriteAllText(filePath, json_data); }
public static SceneData GetInstance() { if (!instance) { instance = (SceneData)GameObject.FindObjectOfType(typeof(SceneData)); if (!instance) Debug.LogError("There needs to be one active v script on a GameObject in your scene."); instance.Start(); } return instance; }
private void GetList() { taScene = AssetDatabase.LoadAssetAtPath(BPConfig.cfgPath, typeof(TextAsset)) as TextAsset; List<string> lsData = BPTool.GetContent(new MemoryStream(taScene.bytes)); listSceneDatas.Clear(); foreach (string e in lsData) { SceneData data = new SceneData(); data.scnenname = e; data.flag = true; listSceneDatas.Add(data); } }
public GameObject CreateSceneNode( ref SceneData.SceneNodeData data ) { GameObject node; string nodePath = data.parentname + "/" + data.name; node = GameObject.Find( nodePath ); if( node == null ){ node = GameObject.Find( data.texturePath ); } Vector3 pos = new Vector3( data.posX, data.posY , data.posZ ); Vector3 scl = new Vector3( data.sclX, data.sclY , data.sclZ ); GameObject pr = GameObject.Find( data.parentname ); if( spriteFactory != null ){ node = spriteFactory.Create( ref data , node , pos , scl , pr ); } if( node != null ){ data.name = node.name; } return node; }
public void createProjectedStaticDecal(string dname, SceneData sd) { GameObject obj = new GameObject(); if (dname == "") { obj.name = "Default Projected Decal"; } else { obj.name = dname; dname = ""; } obj.tag = "ProjectedStaticDecal"; obj.AddComponent(typeof(ProjectedStaticDecal)); obj.transform.parent = sd.transform; ProjectedStaticDecal decal = obj.GetComponent<ProjectedStaticDecal>(); decal.create(sd); psdList.Add(decal); // add to batch psdBatcher.addDecal(decal); }
public void createDynamicDecal(string dname, SceneData sd) { GameObject obj = new GameObject(); if (dname == "") { obj.name = "Default Dynamic Decal"; } else { obj.name = dname; dname = ""; } obj.tag = "DynamicDecal"; obj.AddComponent(typeof(DynamicDecal)); obj.transform.parent = sd.transform; DynamicDecal decal = obj.GetComponent<DynamicDecal>(); decal.create(sd); ddList.Add(decal); }
public void create(SceneData data) { this.data = data; //material = Resources.LoadAssetAtPath("Assets/DecalFramework/Textures/DefaultDecal.mat", typeof(Material)) as Material; offset = 0.01f; //decalMesh = new Mesh(); /*if (projection == null) { projection = new GameObject(); projection.name = gameObject.name + "_proj"; projectionFilter = (MeshFilter)projection.AddComponent(typeof(MeshFilter)); projection.AddComponent(typeof(MeshRenderer)); projectionFilter.sharedMesh = new Mesh(); //projection.transform.position = offset; projection.transform.parent = transform.parent; }*/ oobb.update(gameObject); }
private void Start() { _data = SceneManager.instance.RegisterSceneObject(this); }
/// <summary> /// Adds a cross-scene reference to a given SceneData. /// </summary> /// <param name="instance">The SceneData to add the reference to</param> /// <param name="xRef">The cross-scene reference</param> internal static void AddOrUpdateCrossSceneReference( this SceneData instance, SceneData.CrossSceneReference xRef ) { var xSceneRefs = instance._crossSceneReferences; for (int i = 0 ; i < xSceneRefs.Count ; ++i) { var xSceneRef = xSceneRefs[i]; // We could be just updating an existing one... if ( xSceneRef.fromObjectHash == xRef.fromObjectHash && xSceneRef.fromPropertyPath == xRef.fromPropertyPath && xSceneRef.fromSubScene == xRef.fromSubScene ) { xSceneRefs.RemoveAt(i); --i; } } xSceneRefs.Add( xRef ); }
private void UpdateScenePreviewImage(SceneData sceneData) { SetUpCamera(); _windowCamera.aspect = sceneData.rectangle.width / sceneData.rectangle.height; _windowCamera.orthographicSize = sceneData.rectangle.height * .5f; _windowCamera.transform.position = new Vector3(sceneData.rectangle.center.x, sceneData.rectangle.y - sceneData.rectangle.height * .5f, -10); var tempRT = RenderTexture.GetTemporary((int)sceneData.rectangle.width, (int)sceneData.rectangle.height, 16, RenderTextureFormat.ARGB32); var final = new Texture2D(tempRT.width, tempRT.height, TextureFormat.ARGB32, false); final.hideFlags = HideFlags.HideAndDontSave; _windowCamera.targetTexture = tempRT; RenderTexture.active = tempRT; _windowCamera.Render(); final.ReadPixels(new Rect(0, 0, tempRT.width, tempRT.height), 0, 0); final.Apply(); _previewCollection.Add(sceneData.name, final); RenderTexture.active = null; RenderTexture.ReleaseTemporary(tempRT); }
void Awake() { if( instance == null ){ instance= this; m_SceneData= new SceneData(); hideFlags = 0; } else{ if( Application.isPlaying ){ Destroy( gameObject ); } } }
public void clear(SceneData data) { create(data); }
public void SetSceneData( SceneData data ) { m_SceneData = data; }
public void OnMsgSceneScore(MemoryStream stream) { MS2C_SceneScore mS2C_SceneScore = Serializer.NonGeneric.Deserialize(typeof(MS2C_SceneScore), stream) as MS2C_SceneScore; SceneData sceneData = this.GetSceneData(mS2C_SceneScore.SceneID); if (sceneData != null) { if (sceneData.Score < mS2C_SceneScore.Score) { sceneData.Score = mS2C_SceneScore.Score; } sceneData.Times = mS2C_SceneScore.Times; sceneData.ResetCount = mS2C_SceneScore.ResetCount; if (sceneData.CoolDown < mS2C_SceneScore.CoolDown) { sceneData.CoolDown = mS2C_SceneScore.CoolDown; } } else { sceneData = new SceneData(); sceneData.SceneID = mS2C_SceneScore.SceneID; sceneData.Score = mS2C_SceneScore.Score; sceneData.Times = mS2C_SceneScore.Times; sceneData.ResetCount = mS2C_SceneScore.ResetCount; sceneData.CoolDown = mS2C_SceneScore.CoolDown; this.scenes.Add(sceneData.SceneID, sceneData); } if (mS2C_SceneScore.SceneVersion != 0u) { this.SceneVersion = mS2C_SceneScore.SceneVersion; } }
public void SetNodeData( SceneData.SceneNodeData[] data ) { nodeData = data; }
/// <summary> /// Return the SceneData of the specified scene /// </summary> /// <returns></returns> public static SceneData GetSceneData(string sceneName) { if (Registery.m_scenes.ContainsKey(sceneName)) { return Registery.m_scenes[sceneName]; } else { SceneData data = new SceneData(sceneName); Registery.m_scenes.Add(sceneName, data); return data; } }
public static void SaveWorldToGameInformation(int scene) { int breakableCount = 0; int animalCount = 0; int characterCount = 0; ALLGAMEOBJECTS = UnityEngine.Object.FindObjectsOfType<GameObject>(); foreach(GameObject g in ALLGAMEOBJECTS) { try { Breakable b = g.GetComponent<Breakable>(); breakableCount++; } catch (Exception e) {} try { Animal ani = g.GetComponent<Animal>(); Action a = g.GetComponent<Action>(); animalCount++; } catch (Exception ee) {} try { Character c = g.GetComponent<Character>(); Action a = g.GetComponent<Action>(); characterCount++; } catch (Exception eee) {} } BreakableData[] breakableArray = new BreakableData[breakableCount]; AnimalData[] animalArray = new AnimalData[animalCount]; CharacterData[] characterArray = new CharacterData[characterCount]; int breakableIndex = 0; int animalIndex = 0; int characterIndex = 0; foreach(GameObject g in ALLGAMEOBJECTS) { try { Breakable b = g.GetComponent<Breakable>(); BreakableData bd = new BreakableData(g); breakableArray[breakableIndex] = bd; breakableIndex++; } catch (Exception e) {} try { Animal ani = g.GetComponent<Animal>(); Action a = g.GetComponent<Action>(); AnimalData anid = new AnimalData(g); animalArray[animalIndex] = anid; animalIndex++; } catch (Exception ee) {} try { Character c = g.GetComponent<Character>(); Action a = g.GetComponent<Action>(); CharacterData cd = new CharacterData(g); characterArray[characterIndex] = cd; characterIndex++; } catch (Exception eee) {} } SceneData sd = new SceneData(scene, breakableArray, animalArray, characterArray); if(SCENEARRAY != null) { foreach(SceneData i in SCENEARRAY) { sceneList.Add(i); } foreach(SceneData s in sceneList) { if(s.getId() == scene) { removeList.Add(s); } } foreach(SceneData s in removeList) { sceneList.Remove(s); } removeList.Clear(); } sceneList.Add(sd); SCENEARRAY = new SceneData[sceneList.Count]; int sceneIndex = 0; foreach(SceneData i in sceneList) { SCENEARRAY[sceneIndex] = i; sceneIndex++; } WORLDDATA = new WorldData(SCENEARRAY); }
public static void DrawSceneNodeField( SceneData.SceneNodeData data , int offset ) { float y = 20 + offset; GUI.Box( new Rect( 20 , y , 200 , 200 ) , "" ); y += 20; data.name = EditorGUI.TextField( new Rect( 30 , y , 200 , 20 ) , "Name" , data.name ); y += 20; data.parentname = EditorGUI.TextField( new Rect( 30 , y , 200 , 20 ) , "Parent" , data.parentname ); y += 20; Vector3 pos = Vector3.zero; pos.x = data.posX; pos.y = data.posY; pos.z = data.posZ; pos = EditorGUI.Vector3Field( new Rect( 30 , y , 150 , 20 ) , "position" , pos ); data.posX = pos.x; data.posY = pos.y; data.posZ = pos.z; }
static bool LightmapSettingsCompare(SceneData mySceneData, SceneData theirSceneData) { #if !UNITY_5 if (mySceneData.aoAmount != theirSceneData.aoAmount) return false; if (mySceneData.aoContrast != theirSceneData.aoContrast) return false; if (mySceneData.bounceBoost != theirSceneData.bounceBoost) return false; if (mySceneData.bounceIntensity != theirSceneData.bounceIntensity) return false; if (mySceneData.finalGatherContrastThreshold != theirSceneData.finalGatherContrastThreshold) return false; if (mySceneData.lastUsedResolution != theirSceneData.lastUsedResolution) return false; if (mySceneData.bounces != theirSceneData.bounces) return false; if (mySceneData.finalGatherInterpolationPoints != theirSceneData.finalGatherInterpolationPoints) return false; if (mySceneData.finalGatherRays != theirSceneData.finalGatherRays) return false; if (mySceneData.lockAtlas != theirSceneData.lockAtlas) return false; #if !(UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5) if (mySceneData.padding != theirSceneData.padding) return false; #endif #endif #if !(UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5) if (mySceneData.bakedColorSpace != theirSceneData.bakedColorSpace) return false; if (mySceneData.lightProbes != theirSceneData.lightProbes) return false; #endif //if (mySceneData.lightmaps != theirSceneData.lightmaps) // return false; if (mySceneData.lightmapsMode != theirSceneData.lightmapsMode) return false; if (mySceneData.aoMaxDistance != theirSceneData.aoMaxDistance) return false; if (mySceneData.resolution != theirSceneData.resolution) return false; if (mySceneData.skyLightIntensity != theirSceneData.skyLightIntensity) return false; if (mySceneData.maxAtlasHeight != theirSceneData.maxAtlasHeight) return false; if (mySceneData.maxAtlasWidth != theirSceneData.maxAtlasWidth) return false; if (mySceneData.textureCompression != theirSceneData.textureCompression) return false; if (mySceneData.skyLightColor != theirSceneData.skyLightColor) return false; return true; }
static bool RenderSettingsCompare(SceneData mySceneData, SceneData theirSceneData) { if (mySceneData.fog != theirSceneData.fog) return false; if (mySceneData.fogColor != theirSceneData.fogColor) return false; if (mySceneData.fogMode != theirSceneData.fogMode) return false; if (mySceneData.fogDensity != theirSceneData.fogDensity) return false; if (mySceneData.fogStartDistance != theirSceneData.fogStartDistance) return false; if (mySceneData.fogEndDistance != theirSceneData.fogEndDistance) return false; if (mySceneData.ambientLight != theirSceneData.ambientLight) return false; if (mySceneData.skybox != theirSceneData.skybox) return false; if (mySceneData.haloStrength != theirSceneData.haloStrength) return false; if (mySceneData.flareStrength != theirSceneData.flareStrength) return false; if (mySceneData.flareFadeSpeed != theirSceneData.flareFadeSpeed) return false; return true; }
/// <summary> Persists between Scene Loads & Loads a ScriptableAsset with Scene Data names /// </summary> public void Awake() { DontDestroyOnLoad(gameObject); _sceneData = Resources.Load<SceneData>("SceneData"); }
public static GameObject Create( SceneData.SceneNodeData data ) { ViNoSceneManager sm = GameObject.FindObjectOfType( typeof( ViNoSceneManager) ) as ViNoSceneManager; GameObject go = sm.CreateSceneNode( ref data ); return go; }
/// <summary> /// Calculate the difficulty of a certain scene w.r.t a certain contract /// </summary> /// <param name="_scene"></param> /// <param name="_contract"></param> /// <returns></returns> public int SceneDifficulty(SceneData _scene, ContractData _contract) { int ret = _scene.baseDifficulty; GenreData highestGenre = _contract.genre[0]; foreach (GenreData g in _contract.genre) { if (g.genreDifficulty > highestGenre.genreDifficulty) { highestGenre = g; } } ret += highestGenre.genreDifficulty; int sum = 0; foreach (GenreData g in _contract.genre) { if (g != highestGenre) { sum += g.genreDifficulty; } } ret += (int)(secondaryGenreWeight * sum); int diff = 0; foreach(SkillReq s in _contract.skill) { foreach(SkillData sk in currentSkills) { if(s.skillType == sk.skillType && sk.skillLevel > s.minReq) { diff += sk.skillLevel - s.minReq; } } } ret -= (int)(skillBonusWeight * diff); ret += (int)(sequelDifficulty * _contract.prequel.Count); if(ret <= 1) { ret = 1; } else if(ret > 100) { ret = 100; } return ret; }
private void DrawScene(SceneData data, Color col) { var rectWithOffset = GetRectWithScreenOffset(data.rectangle); if (ShowScenePreviews && !string.IsNullOrEmpty(data.name) && _previewCollection.ContainsKey(data.name)) { if (_previewCollection.ContainsKey(data.name)) GUI.DrawTexture(rectWithOffset, _previewCollection[data.name]); } if (ShowSceneNames) GUI.Label(rectWithOffset, string.IsNullOrEmpty(data.name) ? "<NO SCENE>" : data.name); DrawSceneOutline(rectWithOffset, ref col); }
/// <summary> /// 依據場景ID嘗試取得一筆場景資料 /// </summary> /// <param name="sceneID">要取得場景資料的場景ID</param> /// <param name="data">取得的場景資料存放處</param> /// <returns>是否有取得場景資料</returns> public bool TryGetOneSceneData(ushort sceneID, out SceneData data) { data = default(SceneData); if (DataState[(int)GlobalConst.DataLoadTag.Scene] != ReadDataState.HaveLoad) { return false; } if (_allDataList[GlobalConst.DataLoadTag.Scene] == null) {return false;} data = (_allDataList[GlobalConst.DataLoadTag.Scene] as List<SceneData>).Find(sd => sd.SceneID == sceneID); return data != default(SceneData); // 若data == default(SceneData) 表示沒有搜尋到資料 }
static public void SetScene(CutsceneMgr resumeCutscene) { if(resumeCutscene == null) return; SceneData data = null; string sceneName = World.loadedLevelName; if( sceneName == "") sceneName = Application.loadedLevelName; if (sceneFlow.Count > 0) { data = sceneFlow[sceneFlow.Count - 1]; if (data.name != sceneName) { data = null; } } if (data == null) { if (sceneFlow.Count > 1) { sceneFlow.RemoveRange(0, sceneFlow.Count - 1); } data = new SceneData(); data.name = sceneName; sceneFlow.Add(data); } if (resumeCutscene != null) { data.resumeCutscene = resumeCutscene.name; } else data.resumeCutscene = null; }
private Rect GetRectWithScreenOffset(SceneData data) { return GetRectWithScreenOffset(data.rectangle); }