예제 #1
0
        public override void SetIndex(int index)
        {
            base.SetIndex(index);

            Renderer renderer = TargetObject.GetComponent <Renderer>();

            if (renderer != null)
            {
                renderer.material = Current;
            }
        }
예제 #2
0
        /// <summary>
        /// get the material to assign textures to
        /// </summary>
        override protected void Awake()
        {
            base.Awake();

            Renderer renderer = TargetObject.GetComponent <Renderer>();

            if (renderer != null)
            {
                mMaterial = renderer.material;
            }
            else
            {
                Debug.LogError("CycleTexture requires a renderer and material on the assigned GameObject!");
                Destroy(this);
            }
        }
예제 #3
0
        //=========================================================================================
        /// <summary>
        /// メッシュのワールド座標/法線/接線を返す(エディタ設定用)
        /// </summary>
        /// <param name="wposList"></param>
        /// <param name="wnorList"></param>
        /// <param name="wtanList"></param>
        /// <returns>頂点数</returns>
        public override int GetEditorPositionNormalTangent(
            out List <Vector3> wposList,
            out List <Vector3> wnorList,
            out List <Vector3> wtanList
            )
        {
            wposList = new List <Vector3>();
            wnorList = new List <Vector3>();
            wtanList = new List <Vector3>();

            if (Application.isPlaying)
            {
                if (Status.IsDispose)
                {
                    return(0);
                }

                if (IsMeshUse() == false || TargetObject == null)
                {
                    return(0);
                }

                Vector3[] posArray = new Vector3[VertexCount];
                Vector3[] norArray = new Vector3[VertexCount];
                Vector3[] tanArray = new Vector3[VertexCount];
                MagicaPhysicsManager.Instance.Mesh.CopyToRenderMeshWorldData(MeshIndex, TargetObject.transform, posArray, norArray, tanArray);

                wposList = new List <Vector3>(posArray);
                wnorList = new List <Vector3>(norArray);
                wtanList = new List <Vector3>(tanArray);

                return(VertexCount);
            }
            else
            {
                if (TargetObject == null)
                {
                    return(0);
                }
                var ren = TargetObject.GetComponent <Renderer>();
                MeshUtility.CalcMeshWorldPositionNormalTangent(ren, sharedMesh, out wposList, out wnorList, out wtanList);

                return(wposList.Count);
            }
        }
        /// <summary>
        /// Select the color from the Array and apply it.
        /// </summary>
        /// <param name="index"></param>
        public override void SetIndex(int index)
        {
            base.SetIndex(index);

            mTargetColor = Array[Index];

            if (mColorTransition == null)
            {
                Renderer renderer = TargetObject.GetComponent <Renderer>();

                if (renderer != null)
                {
                    mMaterial = renderer.material;
                }

                mMaterial.color = mTargetColor;
            }
            else
            {
                mColorTransition.StartTransition(mTargetColor);
            }
        }
    void CreateMandoragora()
    {
        if (CreateFlg)
        {
            int count = 0;

            for (int y = 0; CounterY > y; y++)
            {
                for (int x = 0; CounterX > x; x++)
                {
                    if (count < CatchMandoragoraCreate)
                    {
                        GameObject TargetObject;
                        TargetObject      = Instantiate(Mandragora, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity);
                        TargetObject.name = "ReleaseMandragora" + count;
                        TargetObject.GetComponent <MandragoraCreate>().SetPosition(x, y, CounterX, CounterY);
                        count++;
                    }
                }
            }
            CreateFlg = false;
        }
    }
예제 #6
0
        /// <summary>
        /// ターゲットレンダラーの共有メッシュを取得する
        /// </summary>
        /// <returns></returns>
        private Mesh GetTargetSharedMesh()
        {
            if (TargetObject == null)
            {
                return(null);
            }
            var ren = TargetObject.GetComponent <Renderer>();

            if (ren == null)
            {
                return(null);
            }

            if (ren is SkinnedMeshRenderer)
            {
                var sren = ren as SkinnedMeshRenderer;
                return(sren.sharedMesh);
            }
            else
            {
                meshFilter = TargetObject.GetComponent <MeshFilter>();
                return(meshFilter.sharedMesh);
            }
        }
 protected override void Start()
 {
     mColorTransition = TargetObject.GetComponent <ColorTransition>();
     base.Start();
 }
예제 #8
0
        /// <summary>
        /// 初期化
        /// </summary>
        protected override void OnInit()
        {
            base.OnInit();
            if (status.IsInitError)
            {
                return;
            }

            // レンダラーチェック
            if (TargetObject == null)
            {
                status.SetInitError();
                return;
            }
            var ren = TargetObject.GetComponent <Renderer>();

            if (ren == null)
            {
                status.SetInitError();
                return;
            }

            if (MeshData.VerifyData() != Define.Error.None)
            {
                status.SetInitError();
                return;
            }

            VertexCount   = MeshData.VertexCount;
            TriangleCount = MeshData.TriangleCount;

            // クローンメッシュ作成
            // ここではメッシュは切り替えない
            mesh = null;
            if (ren is SkinnedMeshRenderer)
            {
                var sren = ren as SkinnedMeshRenderer;
                skinMeshRenderer = sren;

                // メッシュクローン
                mesh = GameObject.Instantiate(sharedMesh);
#if !UNITY_EDITOR_OSX
                // MacではMetal関連でエラーが発生するので対応(エディタ環境のみ)
                mesh.MarkDynamic();
#endif
                originalBones = sren.bones;

                // クローンメッシュ初期化
                // srenのボーンリストはここで配列を作成し最後にレンダラーのトランスフォームを追加する
                var blist = new List <Transform>(originalBones);
                blist.Add(ren.transform); // レンダラートランスフォームを最後に追加
                boneList = blist.ToArray();

                var bindlist = new List <Matrix4x4>(sharedMesh.bindposes);
                bindlist.Add(Matrix4x4.identity); // レンダラーのバインドポーズを最後に追加
                mesh.bindposes = bindlist.ToArray();
            }
            else
            {
                // メッシュクローン
                mesh = GameObject.Instantiate(sharedMesh);
#if !UNITY_EDITOR_OSX
                // MacではMetal関連でエラーが発生するので対応(エディタ環境のみ)
                mesh.MarkDynamic();
#endif

                meshFilter = TargetObject.GetComponent <MeshFilter>();
                Debug.Assert(meshFilter);
            }
            oldUse = false;

            // 共有メッシュのuid
            int  uid   = sharedMesh.GetInstanceID(); // 共有メッシュのIDを使う
            bool first = MagicaPhysicsManager.Instance.Mesh.IsEmptySharedRenderMesh(uid);

            // メッシュ登録
            MeshIndex = MagicaPhysicsManager.Instance.Mesh.AddRenderMesh(
                uid,
                MeshData.isSkinning,
                MeshData.baseScale,
                MeshData.VertexCount,
                IsSkinning ? boneList.Length - 1 : 0, // レンダラーのボーンインデックス
#if UNITY_2018
                IsSkinning ? MeshData.VertexCount : 0 // ボーンウエイト数=頂点数
#else
                IsSkinning ? sharedMesh.GetAllBoneWeights().Length : 0
#endif
                );

            // レンダーメッシュの共有データを一次元配列にコピーする
            if (first)
            {
                MagicaPhysicsManager.Instance.Mesh.SetRenderSharedMeshData(
                    MeshIndex,
                    IsSkinning,
                    mesh.vertices,
                    mesh.normals,
                    mesh.tangents,
#if UNITY_2018
                    IsSkinning ? mesh.boneWeights : null
#else
                    sharedMesh.GetBonesPerVertex(),
                    sharedMesh.GetAllBoneWeights()
#endif
                    );
            }

            // レンダーメッシュ情報確定
            // すべてのデータが確定してから実行しないと駄目なもの
            MagicaPhysicsManager.Instance.Mesh.UpdateMeshState(MeshIndex);

            // 法線/接線再計算モード設定
            SetRecalculateNormalAndTangentMode();
        }
예제 #9
0
        /// <summary>
        /// 拷贝指引的目标控件
        /// </summary>
        public void CopyTargetObj()
        {
            if (TargetObject == null)
            {
                return;
            }

            CopyObj = UnityEngine.GameObject.Instantiate(TargetObject) as GameObject;


            var toggle = CopyObj.GetComponent <Toggle>();

            if (toggle != null)
            {
                toggle.group = null;
            }

            CopyTrans = CopyObj.transform;

            // 需要特殊处理的MonoBehaviour
            var spec_list = SGameEngine.Pool <MonoBehaviour> .List.New();

            // 把非UI控件的MonoBehaviour销毁掉
            var remove_list = SGameEngine.Pool <MonoBehaviour> .List.New();

            var db_guide_copy_behavior = DBManager.Instance.GetDB <DBGuideCopyBehavior>();

            foreach (var com in CopyObj.GetComponentsInChildren <MonoBehaviour>(true))
            {
                // 处理特殊的组件
                TargetModelInfo target_model_info = com as TargetModelInfo;
                if (target_model_info != null)
                {
                    spec_list.Add(target_model_info);
                    continue;
                }

                // 因为UIItemNewSlot采用了延迟加载图标,直接拷贝会图标丢失,需要把UIItemNewSlot也拷贝进来并进行加载工作
                UIItemNewSlot slot = com as UIItemNewSlot;
                if (slot != null)
                {
                    UIItemNewSlot source_slot = TargetObject.GetComponentInChildren <UIItemNewSlot>();

                    if (source_slot != null)
                    {
                        slot.ItemInfo = source_slot.ItemInfo;
                        slot.SetUI();
                        if (slot.ItemInfo != null && GoodsHelper.GetGoodsType(slot.ItemInfo.type_idx) == GameConst.GIVE_TYPE_SOUL)
                        {
                            slot.CanShowCircleBkg = true;
                            slot.SetColor(false);
                            slot.SetBgImageVisiable(false);
                            slot.SetEffectRootVisiable(false);
                        }
                    }

                    continue;
                }

                // ui控件的基类
                if (com == null || com is ICanvasElement || com is Selectable)
                {
                    continue;
                }

                // 其他需要添加的组件
                string class_name = com.GetType().Name;
                if (db_guide_copy_behavior.ContainType(class_name))
                {
                    continue;
                }

                //有Alpha渐变时直接设为不透明
                TweenAlpha tween = com as TweenAlpha;
                if (tween != null)
                {
                    tween.value = 1;
                }

                // 剩余的组件添加到remove_list
                remove_list.Add(com);
            }

            for (int i = remove_list.Count - 1; i >= 0; i--)
            {
                //包含序列帧特效的GameObject直接删掉,因为有特效重叠不同步的问题,物品除外
                if (remove_list[i] is UGUIFrameAnimation)
                {
                    if (remove_list[i].transform.parent != null && remove_list[i].transform.parent.parent != null)
                    {
                        if (remove_list[i].transform.parent.parent.GetComponent <UIItemNewSlot>() == null)
                        {
                            UnityEngine.Object.DestroyImmediate(remove_list[i].gameObject);
                        }
                    }
                }
                else
                {
                    UnityEngine.Object.DestroyImmediate(remove_list[i]);
                }
            }
            SGameEngine.Pool <MonoBehaviour> .List.Free(remove_list);

            var canvas = CopyObj.GetComponent <Canvas>();

            if (canvas != null)
            {
                UnityEngine.Object.DestroyImmediate(canvas);
            }

            CopyObj.SetActive(false);
            CopyTrans.SetParent(Wnd.TargetTmpRoot);

            var local_pos = CopyTrans.localPosition;

            local_pos.z             = 0f;
            CopyTrans.localPosition = local_pos;
            RectTransform copy_trans   = CopyTrans.GetComponent <RectTransform>();
            RectTransform traget_trans = TargetObject.GetComponent <RectTransform>();

            UGUIMath.SetWidgetSize(copy_trans, traget_trans);
            CopyObj.SetActive(true);

            // 可能traget_trans的父亲节点有缩放
            var rect_corner = new Vector3[4];

            copy_trans.GetWorldCorners(rect_corner);
            float copy_rect_size_x = rect_corner[2].x - rect_corner[0].x;

            traget_trans.GetWorldCorners(rect_corner);
            float target_size_x = rect_corner[2].x - rect_corner[0].x;

            float scale = 1;

            if (copy_rect_size_x != 0)
            {
                scale = target_size_x / copy_rect_size_x;
            }
            Vector3 ori_scale = CopyTrans.localScale;

            CopyTrans.localScale = new Vector3(ori_scale.x * scale, ori_scale.y * scale, ori_scale.z * scale);

            for (int i = spec_list.Count - 1; i >= 0; i--)
            {
                var com = spec_list[i];

                //StartLoadModel 函数中播放模型动作在object隐藏时会不生效,需延后调用
                TargetModelInfo target_model_info = com as TargetModelInfo;
                if (target_model_info != null)
                {
                    target_model_info.StartLoadModel();
                }
            }

            SGameEngine.Pool <MonoBehaviour> .List.Free(spec_list);
        }