Пример #1
0
        private void CreateSaveData(COVER_MODE coverMode, EasyFlow easyflow)
        {
            // Create SaveData instance
            easyflow.saveData            = ScriptableObject.CreateInstance <SaveData>();
            easyflow.saveData.coverMode  = coverMode;
            easyflow.saveData.coverCount = SettingData.GetInstance().defaultCoverCount;

            // Load Sample Textures ("Assets/EasyFlow/Resources/TextureSample")
            UnityEngine.Object[] objList = Resources.LoadAll("TextureSample", typeof(Texture));
            if (objList != null)
            {
                easyflow.saveData.textureList = new List <Texture>(objList.Length);
                foreach (Texture texture in objList)
                {
                    easyflow.saveData.textureList.Add(texture);
                }
            }

            string directoryPath = string.Format("{0}/SaveData", PathEF.assetPath);

            // Directory Exists(false) : Create Directory
            if (Directory.Exists(directoryPath) == false)
            {
                Directory.CreateDirectory(directoryPath);
            }

            // Save SaveData file
            UnityEditor.AssetDatabase.CreateAsset(easyflow.saveData, string.Format("{0}/SaveData_{1}.asset", directoryPath, easyflow.GetInstanceID()));
            UnityEditor.AssetDatabase.SaveAssets();
            UnityEditor.AssetDatabase.Refresh();
        }
Пример #2
0
        private void Reset()
        {
            Common.UpdateDefine();

            coverMode = COVER_MODE.Disabled;

            Repaint();
        }
Пример #3
0
        private void OnCreateBtn(COVER_MODE coverMode)
        {
            GameObject root     = CreateRoot(coverMode);
            GameObject camera   = CreateCamera(coverMode, root);
            GameObject panel    = CreatePanel(coverMode, root, camera);
            EasyFlow   easyflow = CreateEasyFlow(coverMode, root, panel);

            CreateCover(coverMode, easyflow, panel);
            OptionTool.OpenWindow(easyflow);
        }
Пример #4
0
        private GameObject CreateCamera(COVER_MODE coverMode, GameObject root)
        {
            GameObject camera = null;

            switch (coverMode)
            {
            case COVER_MODE.NGUI: camera = CreateCamera_NGUI(root); break;

            case COVER_MODE.UGUI: camera = CreateCamera_UGUI(root); break;

            case COVER_MODE.Quad: camera = CreateCamera_UnityTexture(root); break;
            }

            return(camera);
        }
Пример #5
0
        private GameObject CreatePanel(COVER_MODE coverMode, GameObject root, GameObject camera)
        {
            GameObject panel = null;

            switch (coverMode)
            {
            case COVER_MODE.NGUI: panel = CreatePanel_NGUI(); break;

            case COVER_MODE.UGUI: panel = CreatePanel_UGUI(camera.GetComponent <Camera>()); break;

            case COVER_MODE.Quad: panel = CreatePanel_UnityTexture(); break;
            }

            panel.name             = "Panel";
            panel.transform.parent = root.transform;
            return(panel);
        }
Пример #6
0
        private EasyFlow CreateEasyFlow(COVER_MODE coverMode, GameObject root, GameObject panel)
        {
            EasyFlow easyflow = null;

            switch (coverMode)
            {
            case COVER_MODE.NGUI: easyflow = root.AddComponent <EasyFlow_NGUI>(); break;

            case COVER_MODE.UGUI: easyflow = root.AddComponent <EasyFlow_UGUI>(); break;

            case COVER_MODE.Quad: easyflow = root.AddComponent <EasyFlow_Quad>(); break;
            }

            easyflow.panel          = panel.transform;
            easyflow.easyflowCamera = root.GetComponentInChildren <Camera>();
            CreateSaveData(coverMode, easyflow);
            return(easyflow);
        }
Пример #7
0
        private GameObject CreateRoot(COVER_MODE coverMode)
        {
            GameObject root = null;

            switch (coverMode)
            {
            case COVER_MODE.NGUI:
                root = CreateRoot_NGUI();
                break;

            case COVER_MODE.UGUI:
                root = CreateRoot_UGUI();
                break;

            case COVER_MODE.Quad:
                root = CreateRoot_UnityTexture();
                break;
            }

            root.name = string.Format("EasyFlow : {0}", root.GetInstanceID());
            Selection.activeObject = root;

            return(root);
        }
Пример #8
0
 private void CreateCover(COVER_MODE coverMode, EasyFlow easyflow, GameObject panel)
 {
     easyflow.saveData.coverMode = coverMode;
     easyflow.ChangeCoverCount(SettingData.GetInstance().defaultCoverCount);
 }
Пример #9
0
        private void Init()
        {
            #region Cover

            coverCount      = 0;
            coverCountLimit = 100;

            coverSize      = new Vector2(120.0f, 90.0f);
            coverSizeLimit = new Vector2(200.0f, 200.0f);

            coverAngle         = 0.0f;
            coverDistanceF     = 100.0f;
            coverDistanceLimit = 200.0f;
            distanceRange      = 0.0f;

            coverDistanceZ      = 0.0f;
            coverDistanceZLimit = 200.0f;
            coverDistanceZMode  = COVER_DISTANCE_Z_MODE.Disable;

            #endregion Cover

            #region Click

            clickMode = CLICK_MODE.None;

            #endregion Click

            #region Texture

            textureList = new List <Texture>();
            textureMode = TEXTURE_MODE.Loop;

            #endregion Texture

            #region Drag

            dragPower      = 1.0f;
            dragPowerLimit = 3.0f;

            dragMode = DRAG_MODE.OnScreen;
            dragRect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);

            isInverseDrag = BOOL.No;
            isDragOnAxis  = BOOL.Yes;

            #endregion Drag

            #region Effect After Drag

            isEffectAfterDrag = BOOL.Yes;
            isMoveToNearCover = BOOL.Yes;

            effectAfterDragTime      = 1.0f;
            effectAfterDragTimeLimit = 3.0f;

            effectAfterDragCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0.0f, 0.0f, 0.0f, 3.0f), new Keyframe(1.0f, 1.0f, 0.0f, 0.0f) });

            #endregion Effect After Drag

            #region Position

            positionRate      = 1.0f;
            positionRateLimit = 10.0f;

            positionInfluenceRange      = 200.0f;
            positionInfluenceRangeLimit = 1000.0f;

            positionCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0.0f, 0.0f, 0.0f, 3.0f), new Keyframe(1.0f, 1.0f, 0.0f, 0.0f) });

            #endregion Position

            #region Rotate

            isLookatCenter = BOOL.Yes;
            isRotateOnAxis = BOOL.Yes;

            rotateRate      = 60.0f;
            rotateRateLimit = 120.0f;

            rotateInfluenceRange      = 100.0f;
            rotateInfluenceRangeLimit = 200.0f;

            rotateCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0.0f, 0.0f, 0.0f, 3.0f), new Keyframe(1.0f, 1.0f, 0.0f, 0.0f) });

            #endregion Rotate

            #region Scale

            scaleRate      = 0.5f;
            scaleRateLimit = new Vector2(-1.0f, 2.0f);

            scaleInfluenceRange      = 100.0f;
            scaleInfluenceRangeLimit = 200.0f;

            scaleCurve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f);

            #endregion Scale

            #region Alpha

            alphaRate      = 1.0f;
            alphaRateLimit = 2.0f;

            alphaInfluenceRange      = 300.0f;
            alphaInfluenceRangeLimit = 600.0f;

            alphaCurve = AnimationCurve.EaseInOut(0.0f, 0.0f, 1.0f, 1.0f);

            #endregion Alpha

            #region Depth

            panelDepth      = 0.0f;
            panelDepthLimit = new Vector2(0.0f, 100.0f);

            coverDepth      = new Vector2(0.0f, 1000.0f);
            coverDepthLimit = new Vector2(-1000.0f, 1000.0f);

            depthInfluenceRange      = 500.0f;
            depthInfluenceRangeLimit = 1000.0f;

            depthCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0.0f, 0.0f, 0.0f, 3.0f), new Keyframe(1.0f, 1.0f, 0.0f, 0.0f) });

            #endregion Depth

            #region Other

            isPanelMove    = BOOL.No;
            beginFlowIndex = 0.0f;
            coverMode      = COVER_MODE.Disabled;

            #endregion Other
        }