Exemplo n.º 1
0
        public ModelLoaderBase LoadModel(GameObject go, bool need_shadow, bool enable_light_probe, Action <Animator> on_complete, bool useSpecialModel)
        {
            if (IsUsePlayerModel())
            {
                PlayerLoader   loader           = go.AddComponent <PlayerLoader>();
                PlayerLoadInfo player_load_info = CreatePlayerLoadInfo();
                loader.StartLoad(player_load_info, go.get_layer(), 99, false, false, need_shadow, enable_light_probe, false, false, FieldManager.IsValidInField(), true, (!enable_light_probe) ? SHADER_TYPE.UI : ShaderGlobal.GetCharacterShaderType(), delegate
                {
                    if (on_complete != null)
                    {
                        on_complete(loader.animator);
                    }
                }, true, -1);
                return(loader);
            }
            NPCLoader loader2 = go.AddComponent <NPCLoader>();

            HomeThemeTable.HomeThemeData homeThemeData = Singleton <HomeThemeTable> .I.GetHomeThemeData(TimeManager.GetNow());

            int num = Singleton <HomeThemeTable> .I.GetNpcModelID(homeThemeData, id);

            int num2         = (num <= 0) ? specialModelID : num;
            int npc_model_id = (!useSpecialModel || num2 <= 0) ? npcModelID : num2;

            loader2.Load(npc_model_id, go.get_layer(), need_shadow, enable_light_probe, (!enable_light_probe) ? SHADER_TYPE.UI : ShaderGlobal.GetCharacterShaderType(), delegate
            {
                if (on_complete != null)
                {
                    on_complete(loader2.animator);
                }
            });
            return(loader2);
        }
Exemplo n.º 2
0
    protected override ModelLoaderBase LoadModel()
    {
        //IL_001d: Unknown result type (might be due to invalid IL or missing references)
        lastTargetNPCID = -1;
        sexType         = MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex;
        PlayerLoader playerLoader = this.get_gameObject().AddComponent <PlayerLoader>();

        playerLoader.StartLoad(PlayerLoadInfo.FromUserStatus(false, true, -1), 8, 99, false, false, true, true, false, false, false, false, SHADER_TYPE.NORMAL, null, true, -1);
        return(playerLoader);
    }
Exemplo n.º 3
0
 public void LoadPlayer(PlayerLoadInfo load_info)
 {
     //IL_002f: Unknown result type (might be due to invalid IL or missing references)
     //IL_003a: Unknown result type (might be due to invalid IL or missing references)
     //IL_004e: Unknown result type (might be due to invalid IL or missing references)
     //IL_0053: Unknown result type (might be due to invalid IL or missing references)
     //IL_0122: Unknown result type (might be due to invalid IL or missing references)
     if (playerShadow == null)
     {
         playerShadow = PlayerLoader.CreateShadow(MonoBehaviourSingleton <StageManager> .I.stageObject, false, -1, false);
         playerShadow.get_transform().set_position(parameter.playerPos + new Vector3(0f, 0.005f, 0f));
     }
     ShaderGlobal.lightProbe = false;
     if (!(playerLoader != null) || !playerLoader.loadInfo.Equals(load_info))
     {
         if (renderTexture != null)
         {
             Object.DestroyImmediate(renderTexture);
         }
         renderTexture = UIRenderTexture.Get(uiTexture, -1f, true, -1);
         renderTexture.Disable();
         renderTexture.nearClipPlane = parameter.renderTextureNearClip;
         int num = -1;
         if (MonoBehaviourSingleton <OutGameSettingsManager> .IsValid())
         {
             num = ((!MonoBehaviourSingleton <OutGameSettingsManager> .I.statusScene.isChangeHairShader) ? (-1) : MonoBehaviourSingleton <UserInfoManager> .I.userStatus.hairColorId);
         }
         playerLoader = renderTexture.modelTransform.get_gameObject().AddComponent <PlayerLoader>();
         PlayerLoader obj = playerLoader;
         int          use_hair_overlay = num;
         obj.StartLoad(load_info, renderTexture.renderLayer, PLAYER_ANIM_TYPE.GetStatus(MonoBehaviourSingleton <UserInfoManager> .I.userStatus.sex), false, false, false, false, false, true, true, true, SHADER_TYPE.NORMAL, delegate
         {
             //IL_0006: Unknown result type (might be due to invalid IL or missing references)
             //IL_0011: Unknown result type (might be due to invalid IL or missing references)
             //IL_0021: Unknown result type (might be due to invalid IL or missing references)
             //IL_0056: Unknown result type (might be due to invalid IL or missing references)
             //IL_00a2: Unknown result type (might be due to invalid IL or missing references)
             //IL_00ad: Unknown result type (might be due to invalid IL or missing references)
             //IL_00b2: Unknown result type (might be due to invalid IL or missing references)
             //IL_00ba: Unknown result type (might be due to invalid IL or missing references)
             //IL_00bf: Unknown result type (might be due to invalid IL or missing references)
             playerLoader.get_transform().set_position(parameter.playerPos);
             playerLoader.get_transform().set_eulerAngles(new Vector3(0f, (viewMode != 0) ? parameter.avatarPlayerRot : parameter.playerRot, 0f));
             if (MonoBehaviourSingleton <UserInfoManager> .IsValid())
             {
                 UserStatus userStatus = MonoBehaviourSingleton <UserInfoManager> .I.userStatus;
                 float num2            = (userStatus.sex != 0) ? parameter.playerScaleFemale : parameter.playerScaleMale;
                 playerLoader.get_transform().set_localScale(playerLoader.get_transform().get_localScale().Mul(new Vector3(num2, num2, num2)));
             }
             renderTexture.Enable(0.25f);
         }, true, use_hair_overlay);
     }
 }
    private static PlayerLoader Load(HomePlayerCharacter chara, GameObject go, FriendCharaInfo chara_info, PlayerLoader.OnCompleteLoad callback)
    {
        PlayerLoader   playerLoader   = go.AddComponent <PlayerLoader>();
        PlayerLoadInfo playerLoadInfo = new PlayerLoadInfo();

        if (chara_info != null)
        {
            playerLoadInfo.Apply(chara_info, false, true, true, true);
            chara.sexType = chara_info.sex;
        }
        else
        {
            int num = Random.Range(0, 2);
            int face_type_id;
            int hair_style_id;
            if (num == 0)
            {
                int[] defaultHasManFaceIndexes = Singleton <AvatarTable> .I.defaultHasManFaceIndexes;
                face_type_id = defaultHasManFaceIndexes[Random.Range(0, defaultHasManFaceIndexes.Length)];
                int[] defaultHasManHeadIndexes = Singleton <AvatarTable> .I.defaultHasManHeadIndexes;
                hair_style_id = defaultHasManHeadIndexes[Random.Range(0, defaultHasManHeadIndexes.Length)];
            }
            else
            {
                int[] defaultHasWomanFaceIndexes = Singleton <AvatarTable> .I.defaultHasWomanFaceIndexes;
                face_type_id = defaultHasWomanFaceIndexes[Random.Range(0, defaultHasWomanFaceIndexes.Length)];
                int[] defaultHasWomanHeadIndexes = Singleton <AvatarTable> .I.defaultHasWomanHeadIndexes;
                hair_style_id = defaultHasWomanHeadIndexes[Random.Range(0, defaultHasWomanHeadIndexes.Length)];
            }
            int[] defaultHasSkinColorIndexes = Singleton <AvatarTable> .I.defaultHasSkinColorIndexes;
            int   skin_color_id = defaultHasSkinColorIndexes[Random.Range(0, defaultHasSkinColorIndexes.Length)];
            int[] defaultHasHairColorIndexes = Singleton <AvatarTable> .I.defaultHasHairColorIndexes;
            int   hair_color_id = defaultHasHairColorIndexes[Random.Range(0, defaultHasHairColorIndexes.Length)];
            playerLoadInfo.SetFace(num, face_type_id, skin_color_id);
            playerLoadInfo.SetHair(num, hair_style_id, hair_color_id);
            OutGameSettingsManager.HomeScene.RandomEquip randomEquip = MonoBehaviourSingleton <OutGameSettingsManager> .I.homeScene.randomEquip;
            uint equip_body_item_id = (uint)Utility.Lot(randomEquip.bodys);
            uint equip_head_item_id = (uint)Utility.Lot(randomEquip.helms);
            uint equip_arm_item_id  = (uint)Utility.Lot(randomEquip.arms);
            uint equip_leg_item_id  = (uint)Utility.Lot(randomEquip.legs);
            playerLoadInfo.SetEquipBody(num, equip_body_item_id);
            if (Random.Range(0, 4) != 0)
            {
                playerLoadInfo.SetEquipHead(num, equip_head_item_id);
            }
            playerLoadInfo.SetEquipArm(num, equip_arm_item_id);
            playerLoadInfo.SetEquipLeg(num, equip_leg_item_id);
            chara.sexType = num;
        }
        playerLoader.StartLoad(playerLoadInfo, 0, 99, false, false, true, true, false, false, true, true, SHADER_TYPE.NORMAL, callback, true, -1);
        return(playerLoader);
    }
Exemplo n.º 5
0
    private PlayerLoader Load(LoungePlayer chara, GameObject go, CharaInfo chara_info, PlayerLoader.OnCompleteLoad callback)
    {
        PlayerLoader   playerLoader   = go.AddComponent <PlayerLoader>();
        PlayerLoadInfo playerLoadInfo = new PlayerLoadInfo();

        if (chara_info != null)
        {
            playerLoadInfo.Apply(chara_info, false, true, true, true);
            chara.sexType = chara_info.sex;
        }
        playerLoader.StartLoad(playerLoadInfo, 8, 99, false, false, true, true, false, false, true, true, SHADER_TYPE.NORMAL, callback, true, -1);
        return(playerLoader);
    }
    private IEnumerator Loading()
    {
        renderTexture.enableTexture = false;
        if (userInfo != null && userIndex >= 0)
        {
            bool is_owner = userInfo.userId == MonoBehaviourSingleton <PartyManager> .I.GetOwnerUserId();

            foreach (Transform item in model)
            {
                Transform t = item;
                Object.Destroy(t.get_gameObject());
            }
            PlayerLoadInfo load_info = new PlayerLoadInfo();
            load_info.Apply(userInfo, true, true, true, true);
            bool wait = true;
            loader = model.get_gameObject().AddComponent <PlayerLoader>();
            loader.StartLoad(load_info, renderTexture.renderLayer, 90, false, false, false, false, false, false, true, true, SHADER_TYPE.UI, delegate
            {
                //IL_004b: Unknown result type (might be due to invalid IL or missing references)
                //IL_005b: Unknown result type (might be due to invalid IL or missing references)
                //IL_0060: Unknown result type (might be due to invalid IL or missing references)
                //IL_0068: Unknown result type (might be due to invalid IL or missing references)
                //IL_006d: Unknown result type (might be due to invalid IL or missing references)
                ((_003CLoading_003Ec__Iterator105) /*Error near IL_0168: stateMachine*/)._003Cwait_003E__4 = false;
                float num = (((_003CLoading_003Ec__Iterator105) /*Error near IL_0168: stateMachine*/)._003C_003Ef__this.userInfo.sex != 0) ? MonoBehaviourSingleton <OutGameSettingsManager> .I.statusScene.playerScaleFemale : MonoBehaviourSingleton <OutGameSettingsManager> .I.statusScene.playerScaleMale;
                ((_003CLoading_003Ec__Iterator105) /*Error near IL_0168: stateMachine*/)._003C_003Ef__this.loader.get_transform().set_localScale(((_003CLoading_003Ec__Iterator105) /*Error near IL_0168: stateMachine*/)._003C_003Ef__this.loader.get_transform().get_localScale().Mul(new Vector3(num, num, num)));
            }, true, -1);
            int voice_id = -1;
            if (!is_owner)
            {
                voice_id = loader.GetVoiceId(ACTION_VOICE_EX_ID.ALLIVE_01);
                LoadingQueue lo_queue = new LoadingQueue(this);
                lo_queue.CacheActionVoice(voice_id, null);
                while (lo_queue.IsLoading())
                {
                    yield return((object)null);
                }
            }
            while (wait)
            {
                yield return((object)null);
            }
            animCtrl = PlayerAnimCtrl.Get(loader.animator, PlayerAnimCtrl.battleAnims[load_info.weaponModelID / 1000], null, OnAnimChange, OnAnimEnd);
            renderTexture.enableTexture = true;
            if (voice_id > 0)
            {
                SoundManager.PlayActionVoice(voice_id, 1f, 0u, null, null);
            }
        }
    }
 public void InitPlayerInFact(UITexture ui_tex, PlayerLoadInfo info, int anim_id, Vector3 pos, Vector3 rot, bool is_priority_visual_equip, Action <PlayerLoader> onload_callback)
 {
     //IL_006c: Unknown result type (might be due to invalid IL or missing references)
     //IL_006e: Unknown result type (might be due to invalid IL or missing references)
     //IL_0074: Unknown result type (might be due to invalid IL or missing references)
     //IL_0076: Unknown result type (might be due to invalid IL or missing references)
     isPriorityVisualEquip = is_priority_visual_equip;
     Init(ui_tex, 10f, LOADER_TYPE.PLAYER);
     if (uiRenderTexture != null && uiRenderTexture.nearClipPlane == -1f && pos.z > 13f)
     {
         uiRenderTexture.nearClipPlane = pos.z - 5f;
     }
     playerLoadInfo = info;
     modelPos       = pos;
     modelRot       = rot;
     playerAnimID   = anim_id;
     onPlayerLoadFinishedCallBack = onload_callback;
     playerLoader.StartLoad(info, modelLayer, playerAnimID, false, false, false, false, false, false, true, true, SHADER_TYPE.UI, OnPlayerLoadFinished, true, -1);
     LoadStart();
 }