Пример #1
0
    /// <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();
        }));
    }
Пример #5
0
    /// <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;
        }
    }