/// <summary> /// キャラ画像の設定 /// </summary> /// <param name="unitID"></param> /// <param name="assetLoadCharaImageList"></param> public void SetUpCharImage(uint storyCharaID, List <AssetLoadStoryViewResource> assetLoadCharaImageList) { //------------------------------------------- // ユニット画像の設定 //------------------------------------------- if (storyCharaID > 0) { AssetLoadStoryViewResource assetResource = assetLoadCharaImageList.Find(v => v.m_fix_id == storyCharaID && v.Type == AssetLoadStoryViewResource.ResourceType.CHARA); Context.CharaTexture = (assetResource != null) ? assetResource.GetTexture() : null; Context.CharaTexture_mask = (assetResource != null) ? assetResource.GetTextureMask() : null; // UVの設定 if (assetResource != null && assetResource.CharaMasterData != null) { MasterDataStoryChara charaMaster = assetResource.CharaMasterData; Context.CharaUV = new Rect(charaMaster.img_offset_x * 0.001f , charaMaster.img_offset_y * 0.001f , charaMaster.img_tiling * 0.001f , charaMaster.img_tiling * 0.001f); } else { Context.CharaUV = new Rect(0, 0, 1, 1); } } }
void OnClickStoryView() { MasterDataStoryChara storycharaData = new MasterDataStoryChara(); storycharaData.img_tiling = (int)(m_TilingArray[m_Index] * 1000); storycharaData.img_offset_x = (int)(m_OffsetXArray[m_Index] * 1000); storycharaData.img_offset_y = (int)(m_OffsetYArray[m_Index] * 1000); List <MasterDataStory> storyList = new List <MasterDataStory>(); MasterDataStory s1 = new MasterDataStory(); s1.show_character_01 = m_CurrentStoryCharaMaster.fix_id; s1.show_character_02 = m_CurrentStoryCharaMaster.fix_id; s1.show_character_03 = m_CurrentStoryCharaMaster.fix_id; s1.show_character_04 = m_CurrentStoryCharaMaster.fix_id; s1.show_character_01_slide = MasterDataDefineLabel.BoolType.ENABLE; s1.show_character_02_slide = MasterDataDefineLabel.BoolType.ENABLE; s1.show_character_03_slide = MasterDataDefineLabel.BoolType.ENABLE; s1.show_character_04_slide = MasterDataDefineLabel.BoolType.ENABLE; s1.text = string.Format("Tiling:{0} \nOffsetX:{1} \nOffsetY:{2}", m_TilingArray[m_Index].ToString("F3") , m_OffsetXArray[m_Index].ToString("F3") , m_OffsetYArray[m_Index].ToString("F3")); storyList.Add(s1); StoryView story = StoryView.Create(); story.SetDebugStoryData(storyList.ToArray(), storycharaData); story.Show(() => { }); }
void SetupStoryCharaMaster(MasterDataStoryChara master) { if (master == null) { SetupStoryCharaMaster(0); } SetupStoryCharaMaster(Array.IndexOf(m_StoryCharaMasterArray, master)); }
void SetupStoryCharaMaster(int index) { //-------------------------------- // アクセス番号決定 //-------------------------------- if (index >= m_StoryCharaMasterArray.Length) { index = 0; } if (index < 0) { index = m_StoryCharaMasterArray.Length - 1; } MasterDataStoryChara storyCharaMaster = m_StoryCharaMasterArray[index]; m_CurrentStoryCharaMaster = storyCharaMaster; m_Index = index; m_DebugPartyOffset.CheckAdjustUV(); m_CharaResource = new AssetLoadStoryViewResource(); m_DebugPartyOffset.NameText = "MasterDataStoryChara"; m_DebugPartyOffset.m_IdInputField.text = storyCharaMaster.fix_id.ToString(); m_DebugPartyOffset.SetupUV(m_OffsetXArray[m_Index] , m_OffsetYArray[m_Index] , m_TilingArray[m_Index] ); m_DebugPartyOffset.SetupAdjustUV(storyCharaMaster.img_offset_x * 0.001f, storyCharaMaster.img_offset_y * 0.001f, storyCharaMaster.img_tiling * 0.001f); m_DebugPartyOffset.CheckAdjustUV(); m_CharaResource.SetStoryCharaId(storyCharaMaster.fix_id); StartCoroutine(LoopAssetLoad(() => { m_DebugPartyOffset.ThirdUnitMaterial.SetTexture("_MainTex", m_CharaResource.GetTexture()); SetUpUVParam(); })); }
/// <summary> /// キャラクタのロード /// </summary> /// <param name="charaMasterData"></param> public void SetStoryCharaId(uint fix_id) { if (fix_id == 0) { IsLoading = true; return; } CharaMasterData = MasterFinder <MasterDataStoryChara> .Instance.Find((int)fix_id); if (CharaMasterData == null || CharaMasterData.chara_id == 0) { IsLoading = true; return; } m_fix_id = CharaMasterData.fix_id; Type = ResourceType.CHARA; switch (CharaMasterData.chara_type) { case MasterDataDefineLabel.CharaType.CHARA: LoadUnit(CharaMasterData.chara_id); break; case MasterDataDefineLabel.CharaType.HERO: LoadHero(CharaMasterData.chara_id); break; case MasterDataDefineLabel.CharaType.NPC: LoadNPC(CharaMasterData.chara_id); break; default: break; } }