void Start() { _PC = FindObjectOfType(typeof(PlayerController)) as PlayerController; _MM = FindObjectOfType(typeof(miniMapaController)) as miniMapaController; _SC = _PC.GetComponent <ShadowController>(); mainCamera = Camera.main.transform; }
void Update() { if (this.ragdoll == null) this.ragdoll = this.shadowControllers["ShadowRagdollController"] as ShadowRagdollController; if (this.locomotion == null) this.locomotion = this.shadowControllers["ShadowLocomotionController"]; this.dWeight.Tick(Time.deltaTime); // Set all of the shadows' root transform positions and orientations // to the real root position and orientation UpdateCoordinates(); this.locomotion.ControlledUpdate(); this.locomotion.Encode(this.locomotionPose); // Special management of the ragdoll controller for telling it // that it's fully faded out and done falling if (this.dWeight.IsMin == true) this.ragdoll.IsFalling = false; // Reuse the locomotion pose buffer this.locomotionPose = this.BlendRagdoll(this.locomotionPose); Shadow.ReadShadowData( this.locomotionPose, transform.GetChild(0), this); }
void Awake() { m_Animator = GetComponent <Animator>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_Shadow = GetComponentInChildren <ShadowController>(); m_Sword = GetComponentInChildren <SwordController>(); }
private ShadowTransform[] BlendController( ShadowController controller, ShadowTransform[] input, Slider weight, FilterList <string> filter = null) { if (weight.IsMin == true) { return(input); } // Update the target controller from that blend if (filter == null) { controller.Decode(input); } else { controller.Decode(input, filter); } controller.ControlledUpdate(); ShadowTransform[] result = controller.Encode(this.NewTransformArray()); return(BlendSystem.Blend( this.NewTransformArray(), new BlendPair(input, weight.Inverse), new BlendPair(result, weight.Value))); }
public override void ShowShadow() { if (instanceShadow == null && shadow != null) { instanceShadow = Instantiate(shadow) as GameObject; instanceShadow.transform.SetParent(transform.parent); instanceShadow.transform.localScale = new Vector3(1, 1, 1); instanceShadow.GetComponent <RectTransform>().anchorMax = new Vector2(1, 1); instanceShadow.GetComponent <RectTransform>().anchorMin = new Vector2(0, 0); instanceShadow.GetComponent <RectTransform>().anchoredPosition = new Vector2(0, 0); instanceShadow.GetComponent <RectTransform>().sizeDelta = new Vector2(0, 0); instanceShadow.GetComponent <RectTransform>().localRotation = Quaternion.Euler(Vector3.zero); CanvasGroup canvasGroup = instanceShadow.AddComponent <CanvasGroup>(); canvasGroup.alpha = 0f; ShadowController sc = instanceShadow.AddComponent <ShadowController>(); sc.TargetCanvasGroup = GetComponent <CanvasGroup>(); instanceShadow.transform.SetSiblingIndex(transform.GetSiblingIndex()); } else if (shadow != null && instanceShadow != null) { instanceShadow.transform.SetSiblingIndex(transform.GetSiblingIndex() - 1); instanceShadow.SetActive(true); } }
void Reset() { moveable = GetComponent <MoveableUnit>(); stopBeforeAttackable = GetComponent <StopBeforeAttackableUnit>(); stopAfterAttackable = GetComponent <StopAfterAttackableUnit>(); dontStopAttackable = GetComponent <DontStopAttackableUnit>(); enemyTargetable = GetComponent <EnemyTargetableUnit>(); friendlyTargetable = GetComponent <FriendlyTargetableUnit>(); randomMoveable = GetComponent <RandomMoveableUnit>(); rushMoveable = GetComponent <RushMoveableUnit>(); restRushMoveable = GetComponent <RestRushMoveableUnit>(); followMoveable = GetComponent <FollowMoveableUnit>(); boss0Moveable = GetComponent <Boss0MoveableUnit>(); damageable = GetComponent <DamageableUnit>(); hpable = GetComponent <HpableUnit>(); mpable = GetComponent <MpableUnit>(); deathable = GetComponent <DeathableUnit>(); effectable = GetComponent <EffectableUnit>(); timeLimitable = GetComponent <TimeLimitableUnit>(); orderable = GetComponent <Orderable>(); followable = GetComponent <FollowableUnit>(); animator = GetComponent <Animator>(); rigid = GetComponent <Rigidbody2D>(); renderer = GetComponent <SpriteRenderer>(); collider = GetComponent <Collider2D>(); tackleable = GetComponent <TackleableUnit>(); cachedTransform = transform; shadow = GetComponentInChildren <ShadowController>(); }
public static void RefreshShadows() { if (ShadowController.IsPreviousRealTimeShadowEnable != GameLevelManager.IsRealTimeShadowOn()) { XDict <long, EntityParent> allEntities = EntityWorld.Instance.AllEntities; using (List <EntityParent> .Enumerator enumerator = allEntities.Values.GetEnumerator()) { while (enumerator.MoveNext()) { EntityParent current = enumerator.get_Current(); if (current != null & current.Actor) { if (ShadowController.IsPreviousRealTimeShadowEnable) { ShadowController.SetShadowModelRender(current.Actor.FixTransform, true); } else { ShadowProjector.ShowShadowProjector(current.Actor.FixTransform, true); } ShadowController.ShowShadow(current.ID, current.Actor.FixTransform, false, 0); } } } } ShadowController.IsPreviousRealTimeShadowEnable = GameLevelManager.IsRealTimeShadowOn(); }
public void AddUnity(GameObject unityToAdd, int typeId) { GameManager.instance.SetUnit(); UnityController u = unityToAdd.GetComponent <UnityController>(); u.StablishUnit(unitScriptable.units[typeId].levelsDescription[DataController.instance.unitsData.units[typeId].level], unitScriptable.units[typeId].typeName); unities.Add(u); SearchInteractableObjects(u.transform.position, u.lightRange); RaycastHit hit; int layerMask = 1 << 8; Ray ray = new Ray(new Vector3(unityToAdd.transform.position.x, unityToAdd.transform.position.y + 30, unityToAdd.transform.position.z), -unityToAdd.transform.up); /*Vector3 up = unityToAdd.transform.TransformDirection(Vector3.up) * 10; * Debug.DrawRay(unityToAdd.transform.position,up, Color.green,10);*/ if (Physics.Raycast(ray, out hit, 30)) { if (hit.transform.CompareTag("Shadow")) { unityToAdd.GetComponent <UnityController>().myTextCoord = hit.textureCoord; if (shadow == null) { shadow = hit.transform.GetComponent <ShadowController>(); shadow.SetUnit(hit.textureCoord, unityToAdd.GetComponent <UnityController>().lightRange); } else { shadow.SetUnit(hit.textureCoord, unityToAdd.GetComponent <UnityController>().lightRange); } } } }
private void ActSelfChangeWeapon() { if (EntityWorld.Instance.ActSelf != null && this.CullingMasks.ContainsKey(RTManager.RtType.Player)) { ShadowController.ShowShadow(EntityWorld.Instance.EntSelf.ID, EntityWorld.Instance.ActSelf, true, 0); } }
private void ReferObjects() { //Fish Controller Refer FishController fishControl = gameObject.GetComponent <FishController>(); fishControl.headHitBox = hitBox; fishControl.fishIndicator = ingamePlayerName.GetComponent <FishTextMesh>(); fishControl.tFishHead = fishHead.transform; fishControl.tFishBodies = fishBodies.transform; fishControl.fishHead = theHeadObject; fishControl.buffControl = theHeadObject.GetComponent <BuffController> (); fishControl.fishIdleController = gameObject.GetComponent <IdleController> (); fishControl.fishLevelControl = theHeadObject.GetComponent <FishLevelController> (); fishControl.fishEyeControl = theFishEyes.GetComponent <FishEyeController> (); fishControl.fishHSVControl = fishHead.GetComponent <FishHSVController> (); //Idle Controller Refer IdleController idleControl = gameObject.GetComponent <IdleController>(); idleControl.fishAnimator = theFish.GetComponent <Animator> (); idleControl.fishTransform = gameObject.transform; //Mesh Renderers Fish Refer MeshRenderersFish renderFish = fishHead.GetComponent <MeshRenderersFish>(); renderFish.fishMeshRenderer = theFish.GetComponent <MeshRenderer> (); renderFish.fishText = playerName.GetComponent <MeshRenderer> (); //Fish HSV Controller Refer FishHSVController fishHSVControl = fishHead.GetComponent <FishHSVController>(); fishHSVControl.fish = fishHead.GetComponent <MeshRenderersFish> (); fishHSVControl.fishEye = theFishEyes.GetComponent <FishEyeController>(); fishHSVControl.blinkEffect = shineEffect; //Shadow Controller Refer ShadowController shadowControl = fishShadow.GetComponent <ShadowController>(); shadowControl.fishTransform = theFish.transform; //Buff Controller Refer BuffController buffControl = theHeadObject.GetComponent <BuffController>(); buffControl.BuffAnimation = buffParent.transform.GetChild(0).GetComponent <SkeletonAnimation> (); buffControl.fishRenderers = fishHead.GetComponent <MeshRenderersFish> (); buffControl.buffParentTransform = buffParent.transform; buffControl.buffAnimationObject = buffParent.transform.GetChild(0).gameObject; buffControl.nosBuffGameObject = buffParent.transform.GetChild(1).gameObject; //Fish Level Controller Refer - Fish Skin Name per level Previously included FishLevelController fishLevelControl = theHeadObject.GetComponent <FishLevelController>(); fishLevelControl.fishControllerTransform = gameObject.transform; fishLevelControl.fish = theFish.GetComponent <SkeletonAnimator> (); fishLevelControl.fishAnimator = theFish.GetComponent <Animator> (); fishLevelControl.fishRend = fishHead.GetComponent <MeshRenderersFish> (); fishLevelControl.mouthAnim = theFish.transform.GetChild(0).GetComponent <MouthAnimationController> (); }
protected void SetPlayerActor(ActorPlayer actorPlayer, Action logicCallback) { AvatarModel avatarModel = DataReader <AvatarModel> .Get(this.FixModelID); base.Actor = actorPlayer; actorPlayer.theEntity = this; base.Actor.FixGameObject.set_name(base.ID.ToString()); base.Actor.FixGameObject.SetActive(true); base.Actor.InitActionPriorityTable(); base.Actor.CanAnimatorApplyMotion = false; base.Actor.DataLayerState = ((avatarModel.collideOff <= 0) ? 0 : 1); base.Actor.DefaultModelHeight = avatarModel.defaultModelHeight; base.Actor.ModelHeight = avatarModel.defaultModelHeight; base.Actor.IsLockModelDir = (avatarModel.lockDirection == 1); base.Actor.RotateSpeed = avatarModel.RotateSpeed; base.Actor.RotateInterval = (float)avatarModel.rotateInterval; base.Actor.StartRotateAngle = (float)avatarModel.startAngle; base.Actor.FinishRotateAngle = (float)avatarModel.finishAngle; base.Actor.FloatRate = avatarModel.floatProba; ShadowController.ShowShadow(base.ID, base.Actor, false, this.FixModelID); ShaderEffectUtils.InitShaderRenderers(base.Actor.FixTransform, this.shaderRenderers, ref this.shadowRenderer, ref this.shadowSlicePlane); ShaderEffectUtils.InitHitEffects(this.shaderRenderers, this.hitControls); ShaderEffectUtils.InitTransparencys(this.shaderRenderers, this.alphaControls); ShaderEffectUtils.SetFadeRightNow(this.alphaControls, false); ShaderEffectUtils.SetOutlineStatus(base.Actor.FixTransform, LuminousOutline.Status.Normal); if (avatarModel.curve == 1) { ShaderEffectUtils.SetMeshRenderToLayerFXDistortion(base.Actor.FixTransform); } this.InitBillboard((float)avatarModel.height_HP, avatarModel.bloodBar); WaveBloodManager.Instance.AddWaveBloodControl(base.Actor.FixTransform, (float)avatarModel.height_Damage, base.ID); if (this.IsInBattle) { if (this.IsDead) { CommandCenter.ExecuteCommand(base.Actor.FixTransform, new PlayActionCmd { actName = "die", jumpToPlay = true, percent = 1f }); } else { base.Actor.CastAction("born", true, 1f, 0, 0, string.Empty); } } else { base.Actor.CastAction("idle", true, 1f, 0, 0, string.Empty); } if (logicCallback != null) { logicCallback.Invoke(); } this.InitActorState(); }
void Start() { m_DuelController = GameObject.FindGameObjectWithTag("GameController") .GetComponent <DuelController>(); m_Player = GameObject.FindGameObjectWithTag("Player") .GetComponent <PlayerCharacter>(); m_ShadowController = GetComponent <ShadowController>(); m_DamageColor = m_SpriteColor; }
//public InteractionShadow(Transform node) //{ // renderQueue=3000; // intension=0.25f; // shaderName = "Legacy Shaders/Transparent/Diffuse"; // color=Color.yellow; // Init(node); //} public void Init(Transform node) { shadowController?.Destroy(); shadowController = null; //if (shadowController==null) // shadowController=node.gameObject.GetComponent<ShadowController>(); //if (shadowController==null) shadowController = node.gameObject.AddComponent <ShadowController>(); shadowController.Init(node.parent, traModelNode, Color.yellow, intension, renderQueue, type, shaderName); }
public static void ShowShadow(long uuid, ActorParent actorParent, bool bHideShadow, int modelId = 0) { if (actorParent is ActorMonster && (actorParent as ActorMonster).GetEntity().IsLogicBoss) { ShadowController.ShowShadow(uuid, actorParent.FixTransform, actorParent, bHideShadow, modelId); } else { ShadowController.ShowShadow(uuid, actorParent.FixTransform, null, bHideShadow, modelId); } }
private static void SetShadow(int lod, bool init = false) { if (!init) { ShadowController.RefreshShadows(); } else { ShadowController.IsPreviousRealTimeShadowEnable = GameLevelManager.IsRealTimeShadowOn(); } }
protected void SetModel(Transform root, int modelID) { base.GetAsyncModel(root, modelID, delegate { AvatarModel avatarModel = DataReader <AvatarModel> .Get(modelID); if (avatarModel == null) { return; } BillboardManager.Instance.AddBillboardsInfo(23, root, (float)avatarModel.height_HP, (long)this.id, false, false, true); HeadInfoManager.Instance.SetName(23, (long)this.id, this.GetName()); ShadowController.ShowShadow((long)this.id, root, false, modelID); }); }
public void CreateActor() { this.AsyncLoadID = EntityWorld.Instance.GetCityPetActorAsync(this.ModelID, delegate(ActorCityPet actorCityPet) { Pet dataPet = DataReader <Pet> .Get(this.TypeID); this.Actor = actorCityPet; actorCityPet.Entity = this; this.Actor.FixGameObject.set_name(this.ID.ToString()); this.Actor.SetScale(PetManagerBase.GetCityPetModelZoom(dataPet, this.ModelID)); ShadowController.ShowShadow(this.ID, this.Actor.FixTransform, false, this.ModelID); ActorVisibleManager.Instance.Add(this.ID, this.Actor.FixTransform, 22, this.OwnerID); this.Show(); }); }
/// <summary> /// Makes a shadow, which is a hierarchy of GameObjects /// that matches the hierarchy given by root. It only /// contains the transform hierarchy and an animation /// component, nothing else! /// </summary> /// <param name="originalRoot">Root of the hierarchy to be shadowed</param> /// <param name="controller">The controller being assigned this shadow</param> /// <returns></returns> public Shadow( Transform originalRoot, Transform originalHips, ShadowController controller) { if (originalRoot.animation == null) { throw new System.ArgumentException( "Component to be shadowed must have animation component", "originalRoot"); } this.controller = controller; this.quickFind = new Dictionary <string, Transform>(); // Incorporate both ignored bones and ignored non-bone transforms HashSet <string> ignores = new HashSet <string>(controller.ignoreBones); ignores.UnionWith(controller.Coordinator.NonBoneTransformsSet); this._rootObject = CloneHierarchy(originalRoot, ignores, quickFind); this._rootHips = quickFind[originalHips.name]; // Add the ShadowGizmo ShadowGizmo sg = this._rootObject.AddComponent <ShadowGizmo>(); sg.parentController = controller; // Add animations in original GameObject to the shadow. // TODO: Allow shadow controllers to be more choosy about what // animations get copied over, and make the animation // component itself optional. - AS this._rootObject.AddComponent <Animation>(); foreach (AnimationState aState in originalRoot.animation) { this._rootObject.animation.AddClip(aState.clip, aState.name); } this._rootObject.animation.playAutomatically = false; // The shadow should always animate, despite not being rendered // TODO: Adjust this as per LOD. - AS this._rootObject.animation.cullingType = AnimationCullingType.AlwaysAnimate; // Set the name based on what's being cloned string name = controller.GetType().ToString(); this._rootObject.name += " (Shadow: " + name + ")"; }
public void ZoomOut() { _mainCamera.gameObject.GetComponent <Camera2DTweener>().TweenTo(new Vector3(6f, -2f, -2.3f), 31f, 0.5f, this.gameObject); // Room shadow tweening GameObject shadow = GameObject.Find("Sombras/Sombra_" + _room) as GameObject; if (shadow) { ShadowController sc = shadow.GetComponent <ShadowController>(); sc.ShadowOut(); } _zoomed = ZoomState.Zooming; }
public void RegisterController(ShadowController controller) { if (this.shadowControllers == null) this.shadowControllers = new Dictionary<string, ShadowController>(); if (this.boneKeys == null) this.InitBoneKeys(); string name = controller.GetType().ToString(); this.shadowControllers[name] = controller; controller.shadow = new Shadow(this.transform, controller); // The controller is now ready to wake up controller.ControlledAwake(); }
void Start() { shadowController = GetComponentInChildren <ShadowController> (); shadowBox = dropShadow.GetComponent <BoxCollider2D> (); boxCollider = GetComponent <BoxCollider2D> (); boxRB = GetComponent <Rigidbody2D> (); // CalculateShadowTrajectory (); shadowController.SetVelocity(Vector3.forward * boxRB.velocity.y); shadowController.Drop(); strikeTime = Time.time + airTime; midPointTime = strikeTime - (airTime * 0.5f); grounded = false; }
public override void CreateActor() { base.AsyncLoadID = EntityWorld.Instance.GetCityMonsterActorAsync(this.ModelID, delegate(ActorWildMonster actorMonster) { Monster monster = DataReader <Monster> .Get(this.TypeID); base.Actor = actorMonster; base.Actor.InitActionPriorityTable(); actorMonster.theEntity = this; AvatarModel avatarModel = DataReader <AvatarModel> .Get(this.ModelID); BillboardManager.Instance.AddBillboardsInfo(25, base.Actor.FixTransform, (float)avatarModel.height_HP, base.ID, false, true, true); ShadowController.ShowShadow(base.ID, base.Actor.FixTransform, false, this.modelID); LayerSystem.SetGameObjectLayer(base.Actor.FixGameObject, "CityPlayer", 2); ActorVisibleManager.Instance.Add(base.ID, base.Actor.FixTransform, 25, 0L); base.Actor.SetAllCollider(true); this.Show(); }); }
void Awake() { efxSource = GetComponent<AudioSource> (); dropShadow = Instantiate<GameObject> (dropShadowPrefab, transform.position, Quaternion.identity); dropShadow.SetActive (false); shadowController = GetComponentInChildren<ShadowController> (); spriteRenderer = GetComponent<SpriteRenderer> (); rb2D = GetComponent<Rigidbody2D> (); landingParticles = GetComponentInChildren<ParticleSystem> (); // the landing particle system must be the first child of the throwable gameobject for this to work if (Throwable.throwSectors == null) { Throwable.throwSectors = new List<Range> (); float throwSectorAngle = 359.9375f / throwSectorCount; for (int i = 0; i < throwSectorCount; i++) { float currentMinAngle = i * throwSectorAngle; Throwable.throwSectors.Add (new Range (currentMinAngle, currentMinAngle + throwSectorAngle)); } } }
void Update() { if (this.buffer == null) this.buffer = this.NewTransformArray(); if (this.controller == null) foreach (ShadowController sc in this.shadowControllers.Values) this.controller = sc; UpdateCoordinates(); this.controller.ControlledUpdate(); this.controller.Encode(this.buffer); Shadow.ReadShadowData( this.buffer, transform.GetChild(0), this); }
public EventRecurrence(Appointment appointment) { InitializeComponent(); _appointment = appointment; // Initialize display to defaults InitializeNewDisplay(); if (_appointment.IsRepeating) { InitializeRepeatDisplay(); } Loaded += EventRecurrence_Loaded; AccessKeyManager.Register(" ", okButton); ShadowController c = new ShadowController(this); }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <Character>(); m_ShadowController = GetComponent <ShadowController>(); m_Animator = GetComponent <Animator>(); }
private void DoEquipWeapons(int equipId, EquipBody dataEB, Action <bool> finished) { this.InstantiateEquipWeapon(equipId, dataEB, delegate(GameObject weapon1, GameObject weapon2) { if (this.ActorTarget == null) { this.ClearWeaponTemp(weapon1, weapon2); finished.Invoke(false); return; } if (!this.VerifyWeapon(equipId)) { this.ClearWeaponTemp(weapon1, weapon2); finished.Invoke(false); return; } if (weapon1 == null) { this.ClearWeaponTemp(weapon1, weapon2); finished.Invoke(false); return; } this.ClearWeapons(); if (weapon1 != null) { EquipCustomizationTool.SetLayer(weapon1, this.ActorTarget); ShadowController.SetShadowModelRender2Child(this.ActorTarget.get_transform(), weapon1.get_transform(), false); this.m_goWeapons.Add(weapon1); this.SetWeapon2Slot(this.GetWeaponSlotRealName(dataEB.slot), true); } if (weapon2 != null) { EquipCustomizationTool.SetLayer(weapon2, this.ActorTarget); ShadowController.SetShadowModelRender2Child(this.ActorTarget.get_transform(), weapon2.get_transform(), false); this.m_goWeapons.Add(weapon2); this.SetWeapon2Slot(this.GetWeaponSlotRealName(dataEB.slot), true); } if (finished != null) { finished.Invoke(weapon1 != null); } }); }
/// <summary> /// Makes a shadow, which is a hierarchy of GameObjects /// that matches the hierarchy given by root. It only /// contains the transform hierarchy and an animation /// component, nothing else! /// </summary> /// <param name="originalRoot">Root of the hierarchy to be shadowed</param> /// <param name="controller">The controller being assigned this shadow</param> /// <returns></returns> public Shadow( Transform originalRoot, Transform originalHips, ShadowController controller) { if (originalRoot.GetComponent<Animation>() == null) throw new System.ArgumentException( "Component to be shadowed must have animation component", "originalRoot"); this.controller = controller; this.quickFind = new Dictionary<string, Transform>(); // Incorporate both ignored bones and ignored non-bone transforms HashSet<string> ignores = new HashSet<string>(controller.ignoreBones); ignores.UnionWith(controller.Coordinator.NonBoneTransformsSet); this._rootObject = CloneHierarchy(originalRoot, ignores, quickFind); this._rootHips = quickFind[originalHips.name]; // Add the ShadowGizmo ShadowGizmo sg = this._rootObject.AddComponent<ShadowGizmo>(); sg.parentController = controller; // Add animations in original GameObject to the shadow. // TODO: Allow shadow controllers to be more choosy about what // animations get copied over, and make the animation // component itself optional. - AS this._rootObject.AddComponent<Animation>(); foreach (AnimationState aState in originalRoot.GetComponent<Animation>()) this._rootObject.GetComponent<Animation>().AddClip(aState.clip, aState.name); this._rootObject.GetComponent<Animation>().playAutomatically = false; // The shadow should always animate, despite not being rendered // TODO: Adjust this as per LOD. - AS this._rootObject.GetComponent<Animation>().cullingType = AnimationCullingType.AlwaysAnimate; // Set the name based on what's being cloned string name = controller.GetType().ToString(); this._rootObject.name += " (Shadow: " + name + ")"; }
public void RegisterController(ShadowController controller) { if (this.shadowControllers == null) { this.shadowControllers = new Dictionary <string, ShadowController>(); } if (this.boneKeys == null) { this.InitBoneKeys(); } string name = controller.GetType().ToString(); this.shadowControllers[name] = controller; controller.shadow = new Shadow(this.transform, this.hips, controller); // The controller is now ready to wake up controller.ControlledAwake(); }
protected void SetModel(Transform root, int modelID) { base.GetAsyncModel(root, modelID, delegate { CaiJiPeiZhi caiJiPeiZhi = DataReader <CaiJiPeiZhi> .Get(this.collectionDataID); AvatarModel avatarModel = DataReader <AvatarModel> .Get(modelID); this.animator = root.GetComponentInChildren <Animator>(); if (this.animator) { AssetManager.AssetOfControllerManager.SetController(this.animator, modelID, false); this.ChangeAnimationSpeed(); } this.SetCharacterController(root); BillboardManager.Instance.AddBillboardsInfo(31, root, (float)avatarModel.height_HP, (long)this.id, false, true, true); if (caiJiPeiZhi.name != 0) { HeadInfoManager.Instance.SetName(31, (long)this.id, GameDataUtils.GetChineseContent(caiJiPeiZhi.name, false)); } ShadowController.ShowShadow((long)this.id, root, false, modelID); }); }
private static void ShowShadow(long uuid, Transform actorTarget, ActorParent actorParent, bool bHideShadow, int modelId = 0) { if (GameLevelManager.IsRealTimeShadowOn()) { ShadowController.SetShadowModelRender(actorTarget, bHideShadow); } else { float scale = 1f; if (modelId > 0) { AvatarModel avatarModel = DataReader <AvatarModel> .Get(modelId); if (avatarModel != null) { scale = avatarModel.projectorScale; } } ShadowSlicePlaneMgr.ShowShadowSlicePlane(uuid, actorTarget, actorParent, bHideShadow, scale); } }
protected void SetModel(Transform root, int modelID) { base.GetAsyncModel(root, modelID, delegate { NPC nPC = DataReader <NPC> .Get(this.npcDataID); AvatarModel avatarModel = DataReader <AvatarModel> .Get(modelID); this.animator = root.GetComponentInChildren <Animator>(); if (this.animator) { AssetManager.AssetOfControllerManager.SetController(this.animator, modelID, false); this.CastAction(this.DefaultIdleActionStatus); this.ChangeAnimationSpeed(); } this.SetCharacterController(root); BillboardManager.Instance.AddBillboardsInfo(31, root, (float)avatarModel.height_HP, (long)this.id, false, true, true); HeadInfoManager.Instance.SetName(31, (long)this.id, GameDataUtils.GetChineseContent(nPC.name, false)); ShadowController.ShowShadow((long)this.id, root, false, modelID); ActorVisibleManager.Instance.Add((long)this.id, root, 31, 0L); this.ShowShopInfo(nPC, root, avatarModel.height_HP); }); }
protected void SetModel(Transform root, int modelID) { base.GetAsyncModel(root, modelID, delegate { Monster monster = DataReader <Monster> .Get(this.monsterDataID); AvatarModel avatarModel = DataReader <AvatarModel> .Get(modelID); CharacterController[] componentsInChildren = root.GetComponentsInChildren <CharacterController>(); if (componentsInChildren != null && componentsInChildren.Length > 0) { for (int i = 0; i < componentsInChildren.Length; i++) { componentsInChildren[i].set_enabled(avatarModel.collideOff == 0); } } this.animator = root.GetComponentInChildren <Animator>(); BillboardManager.Instance.AddBillboardsInfo(25, root, (float)avatarModel.height_HP, (long)this.id, false, true, true); HeadInfoManager.Instance.SetName(25, (long)this.id, GameDataUtils.GetChineseContent(monster.name, false)); ShadowController.ShowShadow((long)this.id, root, false, modelID); ActorVisibleManager.Instance.Add((long)this.id, root, 25, 0L); }); }
protected void SetModel(Transform root, int modelID) { base.GetAsyncModel(root, modelID, delegate { Monster monster = DataReader <Monster> .Get(this.monsterDataID); AvatarModel avatarModel = DataReader <AvatarModel> .Get(modelID); CharacterController[] componentsInChildren = root.GetComponentsInChildren <CharacterController>(); if (componentsInChildren != null && componentsInChildren.Length > 0) { for (int i = 0; i < componentsInChildren.Length; i++) { componentsInChildren[i].set_enabled(avatarModel.collideOff == 0); } } this.animator = root.GetComponentInChildren <Animator>(); BillboardManager.Instance.AddBillboardsInfo(23, root, (float)avatarModel.height_HP, (long)this.id, false, true, true); HeadInfoManager.Instance.SetName(23, (long)this.id, TextColorMgr.GetColorByID(string.Format(GameDataUtils.GetChineseContent((!this.isMultiBoss) ? 505163 : 505164, false), this.monsterLv, GameDataUtils.GetChineseContent(monster.name, false), (!this.isMultiBoss) ? DataReader <YeWaiBOSSJieJi> .Get(this.monsterLv).SingleRank : DataReader <YeWaiBOSSJieJi> .Get(this.monsterLv).ManyRank), (!this.isMultiBoss) ? 1000007 : 1000009)); ShadowController.ShowShadow((long)this.id, root, false, modelID); ActorVisibleManager.Instance.Add((long)this.id, root, 23, 0L); this.AppState(); }); }
// Use this for initialization void Start() { this.coordinator = rootObject.GetComponent<ShadowCoordinator>(); this.controller = coordinator.GetController(shadowName); }
void Start() { this.dummyController = this.shadowControllers["ShadowDummyController"]; this.reachController = this.shadowControllers["ShadowReachController"]; }
void Start() { this.dummyController = this.shadowControllers["ShadowDummyController"]; this.headlookController = this.shadowControllers["ShadowHeadLookController"]; }
private ShadowTransform[] BlendController( ShadowController controller, ShadowTransform[] input, Slider weight, FilterList<string> filter = null) { if (weight.IsMin == true) return input; // Update the target controller from that blend if (filter == null) controller.Decode(input); else controller.Decode(input, filter); controller.ControlledUpdate(); ShadowTransform[] result = controller.Encode(this.NewTransformArray()); return BlendSystem.Blend( this.NewTransformArray(), new BlendPair(input, weight.Inverse), new BlendPair(result, weight.Value)); }
public void SetShadowController(ShadowController controller) { shadowContoller = controller; }
// Used for inheritance protected Shadow() { this._rootObject = null; this.controller = null; }