Пример #1
0
    public CreatureStateBody(string typeName, UnityEngine.GameObject parent)
    {
        creatureStateBodyPhysics = new CreatureStateBodyPhysics();
        creatureStateBodyVisual  = new CreatureStateBodyVisual();

        var jsonNode = Bootstrap.GetDataStore().staticData.GetNode("creatures")[typeName]; //creatures

        if (null == jsonNode)
        {
            Bootstrap.Warn("creature not found:" + typeName, parent);
            return;
        }

        height = jsonNode["height"].AsFloat;
        //height = 0.5f;

        {
            var jsonBodyDataArray = jsonNode["body_data_array"];
            if ((null != jsonBodyDataArray) && (true == jsonBodyDataArray.IsArray))
            {
                for (int index = 0; index < jsonBodyDataArray.Count; ++index)
                {
                    var bodyData = BodyData.Factory(jsonBodyDataArray[index]);
                    bodyDataArray.Add(bodyData);
                    _mapBodyRadius[bodyData.m_name] = bodyData.m_radius * 0.5f;
                }
            }
        }
        {
            var jsonSplineDataArray = jsonNode["spline_data_array"];
            if ((null != jsonSplineDataArray) && (true == jsonSplineDataArray.IsArray))
            {
                for (int index = 0; index < jsonSplineDataArray.Count; ++index)
                {
                    splineDataArray.Add(SplineData.Factory(jsonSplineDataArray[index]));
                }
            }
        }
        {
            var jsonSphereDataArray = jsonNode["sphere_data_array"];
            if ((null != jsonSphereDataArray) && (true == jsonSphereDataArray.IsArray))
            {
                for (int index = 0; index < jsonSphereDataArray.Count; ++index)
                {
                    sphereDataArray.Add(SphereData.Factory(jsonSphereDataArray[index]));
                }
            }
        }

        faceData = FaceData.Factory(jsonNode);
    }
Пример #2
0
    public void Update()
    {
        creatureStateBodyVisual = new CreatureStateBodyVisual();

        //update visual pos from physical
        foreach (var splineData in splineDataArray)
        {
            var p0 = MakePos(splineData.m_name[0]);
            var p1 = MakePos(splineData.m_name[1]);
            var p2 = MakePos(splineData.m_name[2]);
            creatureStateBodyVisual.splineRenderDataArray.Add(new CreatureStateBodyVisual.SplineRenderData()
            {
                color = splineData.m_color,
                p0    = p0,
                p1    = p1,
                p2    = p2
            });
        }

        foreach (var sphereData in sphereDataArray)
        {
            var p0 = MakePos(sphereData.m_name);
            creatureStateBodyVisual.sphereRenderDataArray.Add(new CreatureStateBodyVisual.SphereRenderData()
            {
                color = sphereData.m_color,
                p0    = p0
            });
        }

        {
            creatureStateBodyVisual.faceRenderData.color = faceData.m_color;
            creatureStateBodyVisual.faceRenderData.p0    = MakePos(faceData.m_name[0]);
            creatureStateBodyVisual.faceRenderData.p1    = MakePos(faceData.m_name[1]);
            creatureStateBodyVisual.faceRenderData.p2    = MakePos(faceData.m_name[2]);
        }
    }