Пример #1
0
    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();
    }
Пример #2
0
    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;
        }
    }