Exemplo n.º 1
0
    private IEnumerator ApplyTexture(Transform target, OSLibTexture textureData, OSLib library)
    {
        while(_assetBundleIsOpen)
            yield return new WaitForEndOfFrame();
        _assetBundleIsOpen = true;
        WWW www = WWW.LoadFromCacheOrDownload (library.GetAssetBundlePath (), library.GetVersion ());
        yield return www;

        AssetBundle assets = www.assetBundle;

        Texture2D texture = assets.LoadAsset (textureData.GetFilePath (),
                                         typeof (Texture2D)) as Texture2D;
        Texture2D normalMap = null;
        if (textureData.GetNormalPath () != "")
            normalMap = assets.LoadAsset (textureData.GetNormalPath (),
                                                typeof (Texture2D)) as Texture2D;

        Texture2D hueMask = null;
        if (textureData.GetHueMaskPath () != "")
            hueMask = assets.LoadAsset (textureData.GetHueMaskPath (),
                                          typeof (Texture2D)) as Texture2D;

        Texture2D specularMask = null;
        if (textureData.GetSpecularMaskPath () != "")
            specularMask = assets.LoadAsset (textureData.GetSpecularMaskPath (),
                                        typeof (Texture2D)) as Texture2D;

        assets.Unload (false);
        target.GetComponent<Renderer>().material.mainTexture = texture;
        float scale = textureData.GetScale();
        /*if (target.name.CompareTo("plage")==0)
            scale/=2.0f;*/
        if (target.name.CompareTo("sol")==0)
            scale/=2.0f;
        if(target.GetComponent<Renderer>().material.shader.name == "Pointcube/StandardObjet")
        {
            target.GetComponent<Renderer>().material.SetTextureScale("_Diffuse",new Vector2(scale,scale));
            target.GetComponent<Renderer> ().material.SetTexture ("_Normal", normalMap);
            target.GetComponent<Renderer> ().material.SetTexture ("_Diffuse", texture);
            target.GetComponent<Renderer> ().material.SetTexture ("_HueMask", hueMask);
            target.GetComponent<Renderer> ().material.SetTexture ("_SpecMask", specularMask);

            Dictionary<string,float> preset;
            if(target.name == "plage" || target.name == "Plage")
            {
                preset = GameObject.Find ("MainScene").GetComponent<LoadShaderPresets>().getConfigPlage(texture.name);
            }
            else if(target.name == "margelle" || target.name == "Margelle")
            {
                preset = GameObject.Find ("MainScene").GetComponent<LoadShaderPresets>().getConfigMargelle(texture.name);
            }
            else if(target.name == "muret" || target.name == "Muret")
            {
                preset = GameObject.Find ("MainScene").GetComponent<LoadShaderPresets>().getConfigMuret(texture.name);
            }
            else
            {
                preset = null;
            }
            if(preset != null)
            {
                string[] keys = preset.Keys.ToArray();
                float red = 0;
                float green = 0;
                float blue = 0;
                foreach (string key in keys)
                {
                    switch(key)
                    {
                        case "Normallevel ":
                            target.GetComponent<Renderer> ().material.SetFloat("_Normallevel",preset[key]);
                            break ;
                        case "UVtranslation ":
                            target.GetComponent<Renderer> ().material.SetFloat("_UVtranslation",preset[key]);
                            break ;
                        case "UVRotation ":
                            target.GetComponent<AABBOutlineResizer>().setOffsetRotationUV(preset[key]);
                            //target.GetComponent<Renderer> ().material.SetFloat("_UVRotation",preset[key]);
                            break ;
                        case "UVTile ":
                            target.GetComponent<AABBOutlineResizer>().setOffsetTileUV(preset[key]);
                            //target.GetComponent<Renderer> ().material.SetFloat("_UVTile",preset[key]);
                            break ;
                        case "Blur ":
                                target.GetComponent<Renderer> ().material.SetFloat("_Blur",preset[key]);
                            break ;
                        case "gloss ":
                                target.GetComponent<Renderer> ().material.SetFloat("_gloss",preset[key]);
                            break ;
                        case "Specularlevel ":
                            target.GetComponent<Renderer> ().material.SetFloat("_Specularlevel",preset[key]);
                            break ;
                        case "Lightness ":
                            target.GetComponent<Renderer> ().material.SetFloat("_Ligntness",preset[key]);
                            break ;
                        case "HueMaskIntensity ":
                            target.GetComponent<Renderer> ().material.SetFloat("_HueMaskIntensity",preset[key]);
                            break ;
                        case "HuecolorR ":
                            red = preset[key];
                            break ;
                        case "HuecolorG ":
                            green = preset[key];
                            break ;
                        case "HuecolorB ":
                            blue = preset[key];
                            break ;
                        case "Huelevel ":
                            target.GetComponent<AABBOutlineResizer>().setHueLevel(preset[key]);;
                            break ;
                        case "Saturation ":
                            target.GetComponent<AABBOutlineResizer>().setSaturation(preset[key]);
                            break ;
                        case "Bulb ":
                            target.GetComponent<Renderer> ().material.SetFloat("_Bulb",preset[key]);
                            break ;
                        case "Reflexion ":
                            target.GetComponent<Renderer> ().material.SetFloat("_Reflexion",preset[key]);

                            if(preset[key] !=0)
                            {
                                Cubemap temp = Resources.Load("shaders/configs/Chrome 1") as Cubemap;
                                Debug.Log(temp.name  +  "    Reflexion");
                                target.GetComponent<Renderer> ().material.SetTexture("_CubeMap",temp);
                            }
                            break ;
                        case "Reflexionintensity ":
                            target.GetComponent<Renderer> ().material.SetFloat("_Reflexionintensity",preset[key]);
                            break ;
                        case "ReflexionBlur ":
                            target.GetComponent<Renderer> ().material.SetFloat("_ReflexionBlur",preset[key]);
                            break ;
                    }
                }
                Vector3 hue = new Vector3(red,green,blue);
                Color hueColor = new Color(red,green,blue,1.0f);
                if(target.name == "plage" || target.name == "Plage")
                {
                    target.GetComponent<AABBOutlineResizer>().setColorPlage(hue);
                }
                else if(target.name == "margelle" || target.name == "Margelle")
                {
                    target.GetComponent<AABBOutlineResizer>().setColorMargelle(hue);
                }
                else if(target.name == "muret" || target.name == "Muret")
                {
                    target.GetComponent<AABBOutlineResizer>().setColorMuret(hue);
                }

                //target.GetComponent<Renderer> ().material.SetColor("_Huecolor",hue);
                picker.GetComponent<HSVPicker>().currentColor = hueColor;
            }
        }
        else
        {
            target.GetComponent<Renderer>().material.SetTextureScale("_MainTex",new Vector2(scale,scale));
            target.GetComponent<Renderer> ().material.SetTexture ("_BumpMap", normalMap);
        }

        _assetBundleIsOpen=false;
    }
Exemplo n.º 2
0
    private IEnumerator ApplyTexture2(Transform target, OSLibTexture textureData, OSLib library)
    {
        while(_assetBundleIsOpen)
            yield return new WaitForEndOfFrame();
        _assetBundleIsOpen = true;
        WWW www = WWW.LoadFromCacheOrDownload (library.GetAssetBundlePath (), library.GetVersion ());
        yield return www;

        AssetBundle assets = www.assetBundle;
        Texture2D texture = assets.LoadAsset (textureData.GetFilePath2 (),
                                         typeof (Texture2D)) as Texture2D;
        assets.Unload (false);
        target.GetComponent<Renderer>().material.mainTexture = texture;
        _assetBundleIsOpen=false;
    }
Exemplo n.º 3
0
    //--------------COROUTINES-----------------------------------
    /* LoadConf()
     * Chargement de la configuration d'abri par défaut
     **/
    private IEnumerator LoadConf()
    {
        _isBuilding = true;
        Montage.assetBundleLock = true;
        //Attend que le objdata soit configuré
        while(gameObject.GetComponent<ObjData>()==null)
        {
                yield return new WaitForEndOfFrame();
        }
            while(gameObject.GetComponent<ObjData>().GetObjectModel() == null)
            {
                yield return new WaitForEndOfFrame();
            }
        _lib = GetComponent<ObjData>().GetObjectModel().GetLibrary();
        //Récupération de l'assetbundle
        //		OSLib libObj = GetComponent<ObjData>().GetObjectModel().GetLibrary();
        WWW www = WWW.LoadFromCacheOrDownload (_lib.GetAssetBundlePath (), _lib.GetVersion ());
        yield return www;

        if (www.error != null)
        {
            Debug.Log ("AssetBundle ERROR" + www.error);
        }
        else
        {
            _assetBundle = www.assetBundle;
            if (_assetBundle != null)
            {
                //Chargement de la config
                TextAsset confXml = _assetBundle.LoadAsset (modelName+"_conf", typeof (TextAsset)) as TextAsset;
                if (confXml != null)
                {
                    _dsMdl.ParseConfFile(confXml);
                }

            }
            _assetBundle.Unload (false);
        }
        www.Dispose();

        //Création de l'abri par default
        ArrayList stConf= _dsMdl.GetdefaultConf();
        _currentColor = _dsMdl.GetColor(_currentColorIndex);

        if(stConf.Count > 0)
        {
        //			SaveTransform();
            _hasFacadeInDefaultBegin = false;
            _hasFacadeInDefaultEnd = false;
            for(int i=0;i<stConf.Count;i=i+3)
            {
                ModuleType typ = ModuleType.bloc;
                switch ((string)stConf[i])
                {
                case "facade":
                    typ = ModuleType.facade;
                    break;
                case "bloc":
                    typ = ModuleType.bloc;
                    if(IsAbrifixe())
                    {
                        typ = ModuleType.multiBloc;
                    }
                    break;
                case "extremite":
                    typ = ModuleType.extremite;
                    break;
                case "multibloc":
                    typ = ModuleType.multiBloc;
                    break;
                }

                if((typ == ModuleType.facade) && (i==0))
                {
                    _hasFacadeInDefaultBegin = true;
                    _saveTailleBegin = (int) stConf[i+1];
                    _saveStyleBegin = (string) stConf[i+2];
                    continue;
                }
                if((typ == ModuleType.facade) && (i>0))
                {
                    _hasFacadeInDefaultEnd = true;
                    _saveTailleEnd = (int) stConf[i+1];
                    _saveStyleEnd = (string) stConf[i+2];
                    continue;
                }

                int t = (int) stConf[i+1];

                string styl = (string) stConf[i+2];

                _nextInsertion = true;
                _decalZ = 0.0f;
                yield return StartCoroutine(AddModule(t,styl,typ,/*_dsMdl.GetColor(0)*/_currentColor,true));

            }

            _isBuilding = false;
        }
        if(!_hasFacadeInDefaultEnd)
        {
            _selectedIndex = 0;
            if(IsAbrifixe())
                _selectedIndex = Mathf.Clamp(_selectedIndex,1,_modules.Count-2);
        }
        UpdateCurrentModule();
        UpdateModules();
        UpdateBoxCollider();
        ChangeModuleColor(_currentColor);

        //	www.Dispose();
        Montage.assetBundleLock = false;
        enabled = false;

        if(_hasFacadeInDefaultEnd)
        {
            yield return StartCoroutine(AddModule(_saveTailleEnd,_saveStyleEnd,ModuleType.facade,_currentColor,true));
            _hasFacadeInDefaultEnd = false;
            _selectedIndex = 0;
            if(IsAbrifixe())
                _selectedIndex = Mathf.Clamp(_selectedIndex,1,_modules.Count-2);

        }

        if(_hasFacadeInDefaultBegin)
        {
            _selectedIndex = 0;
            UpdateCurrentModule();
            _nextInsertion = false;
            yield return StartCoroutine(AddModule(_saveTailleBegin,_saveStyleBegin,ModuleType.facade,_currentColor,true));
            _hasFacadeInDefaultBegin = false;
            if(IsAbrifixe())
                _selectedIndex = Mathf.Clamp(_selectedIndex,1,_modules.Count-2);

            UpdateCurrentModule();
            UpdateModules();
            UpdateBoxCollider();
        }

        //CenterDeployAndFeetLimit();

        yield return null;
    }