Пример #1
0
        /// <summary>
        /// モデルパスリストを生成する
        /// </summary>
        /// <returns></returns>
        private List <string> CreateModelPathList()
        {
            List <string> result = new List <string>();

            ////ストリーミングアセットのパスを取得する
            string path = UtilUnityPath.GetStreamingAssetsPath() + ModelPathDefine.MODELS;

            ////パス出力
            //Debug.Log(path);

            ////フォルダリスト取得
            //string[] dirs = Directory.GetDirectories(path);

            ////リスト生成
            //foreach (string dir in dirs)
            //{
            //    result.Add(dir.Replace("\\","/"));
            //}

            //result.Add(path + "/Hazuki");
            //result.Add(path + "/Kuroha");
            //result.Add(path + "/Momoha");
            //result.Add(path + "/Shiroha");


            LiplisMoonlightModels models = PrisetModelSettingLoader.LoadClassFromJson <LiplisMoonlightModels>(path + ModelPathDefine.LIPLIS_MODELS_JSON);

            //パスを生成する
            foreach (var item in models.ModelList)
            {
                result.Add(path + item);
            }

            return(result);
        }
Пример #2
0
        /// <summary>
        /// ラビッツモデルを生成する
        /// </summary>
        /// <param name="modelPathAnderResource"></param>
        /// <returns></returns>
        private LiplisModel LoadModel(string modelPath, int AllocationId, int modelNum)
        {
            //モデル設定を取得する
            LiplisMoonlightModel lmm = PrisetModelSettingLoader.LoadClassFromJson <LiplisMoonlightModel>(modelPath + ModelPathDefine.LIPLIS_MODEL_JSON);
            LiplisToneSetting    ltn = PrisetModelSettingLoader.LoadClassFromJson <LiplisToneSetting>(modelPath + ModelPathDefine.SETTINGS + ModelPathDefine.LIPLIS_TONE_SETTING);
            LiplisChatSetting    lch = PrisetModelSettingLoader.LoadClassFromJson <LiplisChatSetting>(modelPath + ModelPathDefine.SETTINGS + ModelPathDefine.LIPLIS_CHAT_SETTING);

            //ウインドウイメージの読み込み
            Texture2D TextureWindow    = PrisetModelSettingLoader.LoadTexture(modelPath + ModelPathDefine.IMAGES + ModelPathDefine.IMG_WINDOW) as Texture2D;
            Texture2D TextureLogWindow = PrisetModelSettingLoader.LoadTexture(modelPath + ModelPathDefine.IMAGES + ModelPathDefine.IMG_WINDOW_LOG) as Texture2D;
            Texture2D TextureCharIcon  = PrisetModelSettingLoader.LoadTexture(modelPath + ModelPathDefine.IMAGES + ModelPathDefine.IMG_ICON_CHAR) as Texture2D;

            //モデルを追加する
            return(new LiplisModel(AllocationId, modelPath, lmm, ltn, lch, TextureWindow, TextureLogWindow, TextureCharIcon, modelNum));
        }
Пример #3
0
        /// <summary>
        /// Loads asset.
        /// </summary>
        /// <param name="assetType">Asset type.</param>
        /// <param name="absolutePath">Path to asset.</param>
        /// <returns>The asset on success; <see langword="null"/> otherwise.</returns>
        public static object LoadAsset(Type assetType, string absolutePath)
        {
            if (assetType == typeof(byte[]))
            {
                return(PrisetModelSettingLoader.LoadBinary(absolutePath));
            }
            else if (assetType == typeof(string))
            {
                return(PrisetModelSettingLoader.LoadText(absolutePath));
            }
            else if (assetType == typeof(Texture2D))
            {
                return(PrisetModelSettingLoader.LoadTexture(absolutePath));
            }

            // Fail hard.
            throw new NotSupportedException();
        }
Пример #4
0
        /// <summary>
        /// ラビッツモデルを生成する
        /// </summary>
        /// <param name="modelPathAnderResource"></param>
        /// <returns></returns>
        private LiplisModel CreateModelRabbits(string modelPathAnderResource, int AllocationId)
        {
            //モデルパス生成
            string modelPath = UtilUnityPath.GetStreamingAssetsPath() + "/" + modelPathAnderResource;

            //モデル設定を取得する
            LiplisMoonlightModel lmm = PrisetModelSettingLoader.LoadClassFromJson <LiplisMoonlightModel>(modelPath + ModelPathDefine.LIPLIS_MODEL_JSON);
            LiplisToneSetting    ltn = PrisetModelSettingLoader.LoadClassFromJson <LiplisToneSetting>(modelPath + ModelPathDefine.SETTINGS + ModelPathDefine.LIPLIS_TONE_SETTING);
            LiplisChatSetting    lch = PrisetModelSettingLoader.LoadClassFromJson <LiplisChatSetting>(modelPath + ModelPathDefine.SETTINGS + ModelPathDefine.LIPLIS_CHAT_SETTING);

            //ウインドウイメージの読み込み
            Texture2D TextureWindow    = PrisetModelSettingLoader.LoadTexture(modelPath + ModelPathDefine.IMAGES + ModelPathDefine.IMG_WINDOW) as Texture2D;
            Texture2D TextureLogWindow = PrisetModelSettingLoader.LoadTexture(modelPath + ModelPathDefine.IMAGES + ModelPathDefine.IMG_WINDOW_LOG) as Texture2D;
            Texture2D TextureCharIcon  = PrisetModelSettingLoader.LoadTexture(modelPath + ModelPathDefine.IMAGES + ModelPathDefine.IMG_ICON_CHAR) as Texture2D;

            //モデルを追加する
            return(new LiplisModel(AllocationId, CanvasRendering, modelPath, ctrlTalk.NextTalkOrSkip, lmm, ltn, lch, TextureWindow, TextureLogWindow, TextureCharIcon));
        }