Пример #1
0
        //SharedComponentDataの読み込み
        public static void ReadySharedComponentData()
        {
            //スプライトからメッシュの作成
            charaMeshMat = new MeshMatList();
            charaMeshMat.Init();
            const int DEKUNUM = 1;

            for (int i = 0; i < DEKUNUM; i++)
            {
                var res = charaMeshMat.Load("deku" + i.ToString("d2"), false, "Sprites/CharaSprite");
                // Debug.Log(res);
                if (res == 0)
                {
                    break;
                }
            }

            geoMeshMat = new MeshMatList();
            geoMeshMat.Init();
            for (int i = 0; i < 1; i++)
            {
                var res = geoMeshMat.Load("tip" + i.ToString("d2"), true, "Sprites/GeoSprite");
                if (res == 0)
                {
                    break;
                }
            }

            foodMeshMat = new MeshMatList();
            foodMeshMat.Init();
            foodMeshMat.Load("food", true, "Sprites/FoodSprite");

            //スクリプタブルオブジェクトの読み込み
            aniScriptSheet = new AniScriptSheet();
            if (Resources.FindObjectsOfTypeAll <AniScriptSheetObject>().Length == 0)
            {
                Debug.LogError("aniScriptSheet 0");
            }
            aniScriptSheet.scripts = (Resources.FindObjectsOfTypeAll <AniScriptSheetObject>().First() as AniScriptSheetObject).scripts;

            aniBasePos = new AniBasePos();
            if (Resources.FindObjectsOfTypeAll <AniBasePosObject>().Length == 0)
            {
                Debug.LogError("aniBasePos 0");
            }
            aniBasePos = (Resources.FindObjectsOfTypeAll <AniBasePosObject>().First() as AniBasePosObject).aniBasePos;
        }
Пример #2
0
        /// <summary>
        /// キャラエンティティ作成
        /// </summary>
        /// <param name="i"></param>
        /// <param name="entityManager"></param>
        /// <param name="ariMeshMat"></param>
        /// <param name="aniScriptSheet"></param>
        /// <param name="aniBasePos"></param>
        /// <returns></returns>
        public static Entity CreateEntity(int _i, EntityManager _entityManager,
                                          ref MeshMatList _meshMatList,
                                          ref AniScriptSheet _aniScriptSheet,
                                          ref AniBasePos _aniBasePos
                                          )
        {
            var archetype = _entityManager.CreateArchetype(ComponentTypes.CharaComponentType);

            var entity = _entityManager.CreateEntity(archetype);

            //ComponentDataのセット
            var posL = 0;
            //Define.Instance.GetMapSize() / 2;
            var posH = 0;

            //Define.Instance.GetMapSize() / 2;

            // //Tag
            // entityManager.SetComponentData(entity, new CharaTag);

            //必要なキャラのみインプットをつける
            if (_i < Define.Instance.Common.PlayerNum)
            {
                _entityManager.AddComponent(entity, ComponentType.Create <PadInput>());
            }

            //ID
            _entityManager.SetComponentData(entity, new CharaId
            {
                familyId = 0,
                myId     = _i,
            });

            // //位置
            // _entityManager.SetComponentData(entity, new Position
            // {
            //  Value = new float3(UnityEngine.Random.Range(posL, posH), UnityEngine.Random.Range(posL, posH), 0)
            // });

            //位置
            _entityManager.SetComponentData(entity, new CharaMove
            {
                position = new Vector3Int(UnityEngine.Random.Range(posL, posH), UnityEngine.Random.Range(posL, posH), 0),
                delta    = Vector3Int.zero
            });

            //モーション
            _entityManager.SetComponentData(entity, new CharaMotion
            {
            });

            //位置
            _entityManager.SetComponentData(entity, new CharaMuki
            {
                muki = EnumMuki.Right,
                // dashMuki = EnumMuki.None,
            });

            // //行動
            // _entityManager.SetComponentData(entity, new CharaBehave
            // {
            //  behaveType = 0,
            //      angle = (int)UnityEngine.Random.Range(0, 11),
            //      endTime = (Time.realtimeSinceStartup + 0.5f + UnityEngine.Random.value)
            // });

            //見た目
            _entityManager.SetComponentData(entity, new CharaLook
            {
                isLeft = 0,
                isBack = 0
            });

            //SharedComponentDataのセット
            _entityManager.AddSharedComponentData(entity, _meshMatList);
            _entityManager.AddSharedComponentData(entity, _aniScriptSheet);
            _entityManager.AddSharedComponentData(entity, _aniBasePos);

            return(entity);
        }