public override void OnEnter(System.Action callback) { /* * StageName = ""; * switch (lastSelectStageId) * { * //case 10000: //if (SceneManager.isRTNetworkMode == GAME_MODE.FREEFIGHT) * // StageName = "PVP_Stage_001"; * // lastSelectStageId = 100; //<----- 지금은 임시로 싱글 첫번째 실행 시켰을 때 테이블에서 얻어온 100을 대입했다. * // break; * * default: * { * * StageName = "battle_field"; * } * break; * } */ Map.MapDataInfo mapData = _LowDataMgr.instance.GetMapData((uint)NetworkClient.instance.GetMapID()); StageName = mapData.scene; MaskFileName = mapData.maskfile; base.OnEnter(callback); LoadLevelAsync(StageName); switch (mapData.type) { case 3: GameMode = GAME_MODE.FREEFIGHT; break; case 5: GameMode = GAME_MODE.MULTI_RAID; break; case 6: GameMode = GAME_MODE.COLOSSEUM; break; } GameReadyState.NextAction = _ACTION.PLAY_FREEFIGHT; // xray 일단 주석처리 //CameraManager.instance.XRayComponent.DefualtCameraMode(); }
public void MapEnvironmentSetting(string MapName) { GameObject mainlightobj = GameObject.Find("main light"); if (MapName == "tutorial_0101") { MapName = "single_0101"; } /*else if (MapName == "1zone") * { * MapName = "maintown"; * } * else*/if (MapName == "maintown_cutscene") { MapName = "maintown"; } Map.MapDataInfo mapdata = _LowDataMgr.instance.GetMapData(MapName); if (mainlightobj != null) { Light light = mainlightobj.GetComponent <Light>(); light.cullingMask = 0; light.cullingMask = 1 << LayerMask.NameToLayer("Map"); light.cullingMask ^= 1 << LayerMask.NameToLayer("Unit"); light.cullingMask ^= 1 << LayerMask.NameToLayer("Focus"); if (mapdata != null) { //if(mapdata.AddIntensity != 0) // light.intensity = mapdata.AddIntensity; //else // light.intensity = 0.7f; light.shadowStrength = mapdata.ShadowStrength; light.shadows = LightShadows.Hard; light.shadowBias = 0.05f; light.shadowSoftness = 4; light.shadowSoftnessFade = 1; //만약을 위해 예외처리 if (mapdata.AddColorR == 0 && mapdata.AddColorG == 0 && mapdata.AddColorB == 0) { //_mapLightColor = light.color; _mapLightColor = new Color(1f, 1f, 1f, 1f); } else { _mapLightColor = new Color32(mapdata.AddColorR, mapdata.AddColorG, mapdata.AddColorB, 255); } if (mapdata.AddIntensity == 0) { _mapIntensity = 1f; } else { _mapIntensity = mapdata.AddIntensity; } } } //로우퀄리티에는 필요없다 if (QualityManager.instance.GetQuality() == QUALITY.QUALITY_LOW) { mainlightobj.SetActive(false); } if (mapdata != null) { //블룸셋팅 if (mapdata.Bloom_Enable == 1) { FastBloom bloom = CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>(); bloom.enabled = true; bloom.threshhold = mapdata.Bloom_Threshhold; bloom.intensity = mapdata.Bloom_Intensity; bloom.blurSize = mapdata.Bloom_BlurSize; bloom.blurIterations = (int)mapdata.Bloom_BlurIterations; } else { CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>().enabled = false; } } else { CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>().enabled = false; } }