public void RemoveAkEnvironment(Collider environmentCollider, Collider gameObjectCollider)
    {
        AkEnvironmentPortal portal = environmentCollider.GetComponent <AkEnvironmentPortal>();

        if (portal != null)
        {
            for (int i = 0; i < AkEnvironmentPortal.MAX_ENVIRONMENTS_PER_PORTAL; i++)
            {
                AkEnvironment env = portal.environments[i];
                if (env != null && !gameObjectCollider.bounds.Intersects(env.GetCollider().bounds))
                {
                    RemoveEnvironment(env);
                }
            }

            activePortals.Remove(portal);
            isDirty = true;
        }
        else
        {
            AkEnvironment env = environmentCollider.GetComponent <AkEnvironment>();
            if (env != null && !AkEnvironmentBelongsToActivePortals(env))
            {
                RemoveEnvironment(env);
            }
        }
    }
Пример #2
0
    private void AddAuxSend(GameObject in_AuxSendObject)
    {
        AkEnvironmentPortal component = in_AuxSendObject.GetComponent <AkEnvironmentPortal>();

        if (component != null && this.m_envData != null)
        {
            this.m_envData.activePortals.Add(component);
            for (int i = 0; i < component.environments.Length; i++)
            {
                if (component.environments[i] != null)
                {
                    int num = this.m_envData.activeEnvironments.BinarySearch(component.environments[i], AkEnvironment.s_compareByPriority);
                    if (num < 0)
                    {
                        this.m_envData.activeEnvironments.Insert(~num, component.environments[i]);
                    }
                }
            }
            this.m_envData.auxSendValues = null;
            this.UpdateAuxSend();
            return;
        }
        AkEnvironment component2 = in_AuxSendObject.GetComponent <AkEnvironment>();

        if (component2 != null && this.m_envData != null)
        {
            int num2 = this.m_envData.activeEnvironments.BinarySearch(component2, AkEnvironment.s_compareByPriority);
            if (num2 < 0)
            {
                this.m_envData.activeEnvironments.Insert(~num2, component2);
                this.m_envData.auxSendValues = null;
                this.UpdateAuxSend();
            }
        }
    }
Пример #3
0
    void OnTriggerExit(Collider other)
    {
#if UNITY_EDITOR
        if (!UnityEditor.EditorApplication.isPlaying)
        {
            return;
        }
#endif

        if (isEnvironmentAware)
        {
            AkEnvironmentPortal akPortal = other.gameObject.GetComponent <AkEnvironmentPortal>();
            if (akPortal != null)
            {
                for (int i = 0; i < 2; i++)
                {
                    if (akPortal.environments[i] != null)
                    {
                        //We just exited a portal so we remove its environments only if we're not inside of them
                        if (!GetComponent <Collider>().bounds.Intersects(akPortal.environments[i].GetComponent <Collider>().bounds))
                        {
                            m_envData.activeEnvironments.Remove(akPortal.environments[i]);
                        }
                    }
                }
                //remove the portal
                m_envData.activePortals.Remove(akPortal);

                //Update and send the auxSendArray
                m_envData.auxSendValues = null;
                UpdateAuxSend();
                return;
            }

            AkEnvironment akEnvironment = other.gameObject.GetComponent <AkEnvironment>();
            if (akEnvironment != null)
            {
                //we check if the environment belongs to a portal
                for (int i = 0; i < m_envData.activePortals.Count; i++)
                {
                    for (int j = 0; j < 2; j++)
                    {
                        if (akEnvironment == m_envData.activePortals[i].environments[j])
                        {
                            //if it belongs to a portal, then we're inside that portal and we don't remove the environment
                            m_envData.auxSendValues = null;
                            UpdateAuxSend();
                            return;
                        }
                    }
                }
                //if it doesn't belong to a portal, we remove it
                m_envData.activeEnvironments.Remove(akEnvironment);
                m_envData.auxSendValues = null;
                UpdateAuxSend();
                return;
            }
        }
    }
 void OnEnable()
 {
     m_envPortal = target as AkEnvironmentPortal;
     FindOverlappingEnvironments();
     for (int i = 0; i < 2; i++)
     {
         int index = m_envPortal.envList[i].list.IndexOf(m_envPortal.environments[i]);
         m_selectedIndex[i] = index == -1 ? 0 : index;
     }
 }
	void OnEnable()
	{
		m_envPortal = target as AkEnvironmentPortal;
        FindOverlappingEnvironments();
		for(int i = 0; i < 2; i++) 
		{
			int index = m_envPortal.envList[i].list.IndexOf (m_envPortal.environments [i]);
			m_selectedIndex [i] = index == -1 ? 0 : index;
		}
	}
Пример #6
0
    void AddAuxSend(GameObject in_AuxSendObject)
    {
#if UNITY_EDITOR
        if (AkUtilities.IsMigrating)
        {
            return;
        }
#endif

        AkEnvironmentPortal akPortal = in_AuxSendObject.GetComponent <AkEnvironmentPortal>();
        if (akPortal != null)
        {
            m_envData.activePortals.Add(akPortal);

            for (int i = 0; i < akPortal.environments.Length; i++)
            {
                if (akPortal.environments[i] != null)
                {
                    //Add environment only if its not already there
                    int index = m_envData.activeEnvironments.BinarySearch(akPortal.environments[i], AkEnvironment.s_compareByPriority);
                    if (index < 0)
                    {
                        m_envData.activeEnvironments.Insert(~index, akPortal.environments[i]);                        //List will still be sorted after insertion
                    }
                }
            }

            //Update and send the auxSendArray
            m_envData.auxSendValues = null;
            UpdateAuxSend();
            return;
        }

        AkEnvironment akEnvironment = in_AuxSendObject.GetComponent <AkEnvironment>();
        if (akEnvironment != null)
        {
            //Add environment only if its not already there
            int index = m_envData.activeEnvironments.BinarySearch(akEnvironment, AkEnvironment.s_compareByPriority);
            if (index < 0)
            {
                m_envData.activeEnvironments.Insert(~index, akEnvironment);                //List will still be sorted after insertion

                //Update only if the environment was inserted.
                //If it wasn't inserted, it means we're inside a portal so we dont update because portals have a highter priority than environments
                m_envData.auxSendValues = null;
                UpdateAuxSend();
            }
        }
    }
Пример #7
0
    public void UpdatePortal(AkEnvironmentPortal in_portal)
    {
        var envList = new System.Collections.Generic.List <AkEnvironment> [2];

        for (var i = 0; i < 2; i++)
        {
            if (!IntersectingEnvironments[i].TryGetValue(in_portal.GetInstanceID(), out envList[i]))
            {
                envList[i] = new System.Collections.Generic.List <AkEnvironment>();
                IntersectingEnvironments[i][in_portal.GetInstanceID()] = envList[i];
            }
            else
            {
                envList[i].Clear();
            }
        }

        //We check if a portal intersects any environment
        //Iterate in reverse order for safe removal form list while iterating
        for (var i = EnvironmentList.Count - 1; i >= 0; i--)
        {
            if (EnvironmentList[i] != null)
            {
                //if there is an intersection
                if (in_portal.GetComponent <UnityEngine.Collider>().bounds
                    .Intersects(EnvironmentList[i].GetComponent <UnityEngine.Collider>().bounds))
                {
                    if (UnityEngine.Vector3.Dot(in_portal.transform.rotation * in_portal.axis,
                                                EnvironmentList[i].transform.position - in_portal.transform.position) >= 0)
                    {
                        envList[1].Add(EnvironmentList[i]);
                    }
                    else
                    {
                        envList[0].Add(EnvironmentList[i]);
                    }
                }
            }
            else
            {
                EnvironmentList.RemoveAt(i);
            }
        }
    }
    public void AddAkEnvironment(Collider environmentCollider, Collider gameObjectCollider)
    {
        AkEnvironmentPortal portal = environmentCollider.GetComponent <AkEnvironmentPortal>();

        if (portal != null)
        {
            activePortals.Add(portal);

            for (int i = 0; i < AkEnvironmentPortal.MAX_ENVIRONMENTS_PER_PORTAL; i++)
            {
                TryAddEnvironment(portal.environments[i]);
            }
        }
        else
        {
            AkEnvironment env = environmentCollider.GetComponent <AkEnvironment>();
            TryAddEnvironment(env);
        }
    }
	public void UpdatePortal(AkEnvironmentPortal in_portal)
	{
		List<AkEnvironment>[] envList = new List<AkEnvironment>[2];

		for(int i = 0; i < 2; i++)
		{
			if(!IntersectingEnvironments[i].TryGetValue(in_portal.GetInstanceID(), out envList[i]))
			{
				envList[i] = new List<AkEnvironment>();
				IntersectingEnvironments[i][in_portal.GetInstanceID()] = envList[i];
			}
			else
			{
				envList[i].Clear();
			}

		}

		//We check if a portal intersects any environment 
		for(int i = EnvironmentList.Count - 1; i >= 0 ; i--)//Iterate in reverse order for safe removal form list while iterating
		{
			if(EnvironmentList[i] != null)
			{
				//if there is an intersection
				if(in_portal.GetComponent<Collider>().bounds.Intersects(EnvironmentList[i].GetComponent<Collider>().bounds))
				{
					//We check if the environment is on the left(negatif side of chosen axis) or right side of the portal
					if(Vector3.Dot(in_portal.transform.rotation * in_portal.axis, EnvironmentList[i].transform.position - in_portal.transform.position) >= 0)
					{
						envList[1].Add(EnvironmentList[i]);
					}
					else
					{
						envList[0].Add(EnvironmentList[i]);
					}
				}
			}
			else
			{
				EnvironmentList.RemoveAt(i);
			}
		}
	}
Пример #10
0
    public void AddAkEnvironment(GameObject in_AuxSendObject, GameObject gameObject)
    {
        AkEnvironmentPortal portal = in_AuxSendObject.GetComponent <AkEnvironmentPortal>();

        if (portal != null)
        {
            activePortals.Add(portal);

            for (int i = 0; i < AkEnvironmentPortal.MAX_ENVIRONMENTS_PER_PORTAL; i++)
            {
                TryAddEnvironment(portal.environments[i]);
            }
        }
        else
        {
            AkEnvironment env = in_AuxSendObject.GetComponent <AkEnvironment>();
            TryAddEnvironment(env);
        }
    }
Пример #11
0
    public void UpdatePortal(AkEnvironmentPortal in_portal)
    {
        List <AkEnvironment>[] envList = new List <AkEnvironment> [2];

        for (int i = 0; i < 2; i++)
        {
            if (!IntersectingEnvironments[i].TryGetValue(in_portal.GetInstanceID(), out envList[i]))
            {
                envList[i] = new List <AkEnvironment>();
                IntersectingEnvironments[i][in_portal.GetInstanceID()] = envList[i];
            }
            else
            {
                envList[i].Clear();
            }
        }

        //We check if a portal intersects any environment
        for (int i = EnvironmentList.Count - 1; i >= 0; i--)        //Iterate in reverse order for safe removal form list while iterating
        {
            if (EnvironmentList[i] != null)
            {
                //if there is an intersection
                if (in_portal.GetComponent <Collider>().bounds.Intersects(EnvironmentList[i].GetComponent <Collider>().bounds))
                {
                    //We check if the environment is on the left(negatif side of chosen axis) or right side of the portal
                    if (Vector3.Dot(in_portal.transform.rotation * in_portal.axis, EnvironmentList[i].transform.position - in_portal.transform.position) >= 0)
                    {
                        envList[1].Add(EnvironmentList[i]);
                    }
                    else
                    {
                        envList[0].Add(EnvironmentList[i]);
                    }
                }
            }
            else
            {
                EnvironmentList.RemoveAt(i);
            }
        }
    }
Пример #12
0
 private void OnTriggerExit(Collider other)
 {
     if (this.isEnvironmentAware)
     {
         AkEnvironmentPortal component = other.gameObject.GetComponent <AkEnvironmentPortal>();
         if (component != null)
         {
             for (int i = 0; i < 2; i++)
             {
                 if ((component.environments[i] != null) && !base.GetComponent <Collider>().bounds.Intersects(component.environments[i].GetComponent <Collider>().bounds))
                 {
                     this.m_envData.activeEnvironments.Remove(component.environments[i]);
                 }
             }
             this.m_envData.activePortals.Remove(component);
             this.m_envData.auxSendValues = null;
             this.UpdateAuxSend();
         }
         else
         {
             AkEnvironment item = other.gameObject.GetComponent <AkEnvironment>();
             if (item != null)
             {
                 for (int j = 0; j < this.m_envData.activePortals.Count; j++)
                 {
                     for (int k = 0; k < 2; k++)
                     {
                         if (item == this.m_envData.activePortals[j].environments[k])
                         {
                             this.m_envData.auxSendValues = null;
                             this.UpdateAuxSend();
                             return;
                         }
                     }
                 }
                 this.m_envData.activeEnvironments.Remove(item);
                 this.m_envData.auxSendValues = null;
                 this.UpdateAuxSend();
             }
         }
     }
 }
Пример #13
0
 private void OnTriggerExit(Collider other)
 {
     if (this.isEnvironmentAware && this.coll != null && this.m_envData != null)
     {
         AkEnvironmentPortal component = other.gameObject.GetComponent <AkEnvironmentPortal>();
         if (component != null)
         {
             for (int i = 0; i < component.environments.Length; i++)
             {
                 if (component.environments[i] != null && !this.GameObjColliderBounds.Intersects(component.environments[i].GetComponent <Collider>().bounds))
                 {
                     this.m_envData.activeEnvironments.Remove(component.environments[i]);
                 }
             }
             this.m_envData.activePortals.Remove(component);
             this.m_envData.auxSendValues = null;
             this.UpdateAuxSend();
             return;
         }
         AkEnvironment component2 = other.gameObject.GetComponent <AkEnvironment>();
         if (component2 != null && this.m_envData != null)
         {
             for (int j = 0; j < this.m_envData.activePortals.Count; j++)
             {
                 for (int k = 0; k < this.m_envData.activePortals[j].environments.Length; k++)
                 {
                     if (component2 == this.m_envData.activePortals[j].environments[k])
                     {
                         this.m_envData.auxSendValues = null;
                         this.UpdateAuxSend();
                         return;
                     }
                 }
             }
             this.m_envData.activeEnvironments.Remove(component2);
             this.m_envData.auxSendValues = null;
             this.UpdateAuxSend();
             return;
         }
     }
 }
Пример #14
0
    private void OnEnable()
    {
        m_envPortal    = target as AkEnvironmentPortal;
        m_environments = serializedObject.FindProperty("environments");
        m_axis         = serializedObject.FindProperty("axis");
        m_envList      = serializedObject.FindProperty("envList");

        FindOverlappingEnvironments();
        for (var i = 0; i < AkEnvironmentPortal.MAX_ENVIRONMENTS_PER_PORTAL; i++)
        {
            m_selectedIndex[i] = 0;

            var list = m_envList.GetArrayElementAtIndex(i).FindPropertyRelative("list");
            for (var j = 0; j < list.arraySize; ++j)
            {
                if (list.GetArrayElementAtIndex(j).objectReferenceValue == m_environments.GetArrayElementAtIndex(i).objectReferenceValue)
                {
                    m_selectedIndex[i] = j;
                    break;
                }
            }
        }
    }
Пример #15
0
    private void AddAuxSend(GameObject in_AuxSendObject)
    {
        AkEnvironmentPortal component = in_AuxSendObject.GetComponent <AkEnvironmentPortal>();

        if (component != null)
        {
            this.m_envData.activePortals.Add(component);
            for (int i = 0; i < 2; i++)
            {
                if (component.environments[i] != null)
                {
                    int num2 = this.m_envData.activeEnvironments.BinarySearch(component.environments[i], AkEnvironment.s_compareByPriority);
                    if (num2 < 0)
                    {
                        this.m_envData.activeEnvironments.Insert(~num2, component.environments[i]);
                    }
                }
            }
            this.m_envData.auxSendValues = null;
            this.UpdateAuxSend();
        }
        else
        {
            AkEnvironment item = in_AuxSendObject.GetComponent <AkEnvironment>();
            if (item != null)
            {
                int num3 = this.m_envData.activeEnvironments.BinarySearch(item, AkEnvironment.s_compareByPriority);
                if (num3 < 0)
                {
                    this.m_envData.activeEnvironments.Insert(~num3, item);
                    this.m_envData.auxSendValues = null;
                    this.UpdateAuxSend();
                }
            }
        }
    }