Пример #1
0
    static public void CreateAnimationNodeOfMenu( )
    {
        Transform parentNodeTra = (Selection.activeGameObject != null) ? Selection.activeGameObject.transform : null;

        AnimationNode animNode = ViNoToolUtil.AddViNodeGameObject <AnimationNode>("Animation", parentNodeTra);

        EditorGUIUtility.PingObject(animNode.gameObject);
    }
Пример #2
0
    static public void CreateViNodeOfMenu( )
    {
        Transform parentNodeTra = (Selection.activeGameObject != null) ? Selection.activeGameObject.transform : null;

        ViNode node = ViNoToolUtil.AddViNodeGameObject <ViNode>("ViNode", parentNodeTra);

        EditorGUIUtility.PingObject(node.gameObject);
    }
Пример #3
0
    /// <summary>
    /// Create1s the layer.
    /// </summary>
    /// <returns>
    /// return the layer root Object.
    /// </returns>
    static public GameObject Create1Layer(string objName, GameObject parentObj)
    {
        string     origin         = ViNoToolUtil.GetAssetDataPath() + "Templates/Objects/SimpleCharacter/SimpleCharacter.prefab";
        string     pathWithoutExt = "Assets/" + objName + "/";
        GameObject layer          = CreateASimpleLayer(objName, origin, parentObj);
        string     path           = pathWithoutExt + objName + ".prefab";

        ViNoEditorUtil.CreatePrefab(layer, path);
        return(layer);
    }
Пример #4
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    static public DialogPartNode CreateDialogNode(string nameText, string dialogText)
    {
        Transform parentNodeTra = (Selection.activeGameObject != null) ? Selection.activeGameObject.transform : null;

        DialogPartNode dlgNode = ViNoToolUtil.AddDialogPartNode(parentNodeTra);

        dlgNode.AddData(nameText, dialogText);
        EditorGUIUtility.PingObject(dlgNode.gameObject);
        return(dlgNode);
    }
Пример #5
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    static public void CreateSimpleButton( )
    {
        string path       = ViNoToolUtil.GetAssetDataPath() + "Templates/Objects/UI/Button.prefab";
        string parentName = "";

        if (Selection.activeGameObject != null)
        {
            parentName = Selection.activeGameObject.name;
        }
        ViNoToolbar.ImportExampleCharacter(path, parentName);
    }
Пример #6
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    static public GameObject CreateBGSub(string objName, GameObject parentObj)
    {
        string     origin         = ViNoToolUtil.GetAssetDataPath() + "Templates/Objects/Parts/bg_sublayer.prefab";
        string     pathWithoutExt = "Assets/" + objName + "/";
        GameObject clone          = CreateCharaNode(objName, parentObj, origin, pathWithoutExt);

        EditorGUIUtility.PingObject(clone);
//		string path = pathWithoutExt + objName + ".prefab";
//		ViNoEditorUtil.CreatePrefab( clone , path );
        return(clone);
    }
Пример #7
0
    static public void CreateViNoSoundPlayer( )
    {
        string path       = ViNoToolUtil.GetAssetDataPath() + "Templates/Utility/ViNoSoundPlayer.prefab";
        string parentName = "";

        if (Selection.activeGameObject != null)
        {
            parentName = Selection.activeGameObject.name;
        }
        ViNoToolbar.ImportExampleCharacter(path, parentName);
    }
Пример #8
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    static public AnimationNode GetAnimationNodeTempl(AnimationType tp, float duration)
    {
        string        path     = ViNoToolUtil.GetAssetDataPath() + "Templates/AnimationNode.prefab";
        GameObject    animObj  = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
        AnimationNode animNode = animObj.GetComponent <AnimationNode>();

        animNode.animationType = tp;
        animNode.animTarget    = Selection.activeGameObject;
        animNode.duration      = duration;
        return(animNode);
    }
Пример #9
0
    static public void CreateTextBox(string objName)
    {
        m_CharaName = objName;
        string origin     = ViNoToolUtil.GetAssetDataPath() + "Templates/Objects/TextBox/TextBox.prefab";
        string parentName = "";

        if (Selection.activeGameObject != null)
        {
            parentName = Selection.activeGameObject.name;
        }
        GameObject clone = ViNoToolbar.ImportExampleCharacter(
            origin, parentName);

        clone.name = objName;
    }
Пример #10
0
    static public DialogPartNode AddDialogPartNode(Transform parent)
    {
        DialogPartNode dlgNode    = ViNoToolUtil.AddViNodeGameObject <DialogPartNode>("Dialog", parent);       //selection.transform );
        GameObject     textBoxObj = GameObject.Find("TextBox");

        if (textBoxObj != null)
        {
            dlgNode.m_ViNoTextBox = textBoxObj.GetComponent <ViNoTextBox>();
            Transform nameTextTra = textBoxObj.transform.FindChild("TextBox_Name");
            if (nameTextTra != null)
            {
                dlgNode.m_NameTextBox = nameTextTra.GetComponent <ViNoTextBox>();
            }
        }
        return(dlgNode);
    }
Пример #11
0
    static public void CreateANewScenario( )
    {
        ScenarioNode[] scenariosInScene = GameObject.FindObjectsOfType(typeof(ScenarioNode)) as ScenarioNode[];
        if (scenariosInScene.Length > 0)
        {
        }

        for (int i = 0; i < scenariosInScene.Length; i++)
        {
            scenariosInScene[i].gameObject.SetActive(false);
        }


        if (!System.IO.Directory.Exists("Assets/" + ViNoToolbar.m_ScenarioName))
        {
            AssetDatabase.CreateFolder("Assets", ViNoToolbar.m_ScenarioName);
        }

        GameObject scenarioObj = ViNoToolUtil.CreateANewScenario(ViNoToolbar.m_ScenarioName, ViNoToolbar.m_StartAndPlay);
        GameObject startObj    = scenarioObj.transform.Find("START").gameObject;

        EditorGUIUtility.PingObject(startObj);

        Selection.activeObject = startObj;

        ViNoToolbar.m_AddedObject = startObj;
        ViNoToolbar.m_Selected    = 1;                  // Jump to Nodes Tab.

        ViNoToolbar.m_CurrScenarioNode = scenarioObj.GetComponent <ScenarioNode>();
        if (ViNoToolbar.m_CurrScenarioNode == null)
        {
            Debug.Log("CurrScenario NULL");
        }

        string    scenarioFlagDataPath = "Assets/" + ViNoToolbar.m_ScenarioName + "/" + ViNoToolbar.m_ScenarioName + "Flags.asset";
        string    scenarioSaveDataPath = "Assets/" + ViNoToolbar.m_ScenarioName + "/" + ViNoToolbar.m_ScenarioName + "SaveData.asset";
        FlagTable flagTable            = ScriptableObjectUtility.CreateScriptableObject("FlagTable", scenarioFlagDataPath) as FlagTable;

        ScriptableObjectUtility.CreateScriptableObject("ViNoSaveInfo", scenarioSaveDataPath);
        ViNoToolbar.m_CurrScenarioNode.flagTable = flagTable;

        ViNoToolbar.m_CurrScenarioNode.startNode     = startObj.GetComponent <ViNode>();
        ViNoToolbar.m_CurrScenarioNode.m_PlayAtStart = true;        //ViNoToolbar.m_StartAndPlay;
        ViNoToolbar.m_CurrScenarioNode = scenarioObj.GetComponent <ScenarioNode>();
//		DrawViNodesTab.CreateDialogNodeOfMenu();
    }
Пример #12
0
    // -----------------------------------------------------------------------------------.

    /// <summary>
    /// Creates the B.
    /// </summary>
    /// <returns>
    /// return the layer root Object.
    /// </returns>
    static public GameObject CreateBG(string objName, GameObject parentObj)
    {
        string     origin         = ViNoToolUtil.GetAssetDataPath() + "Templates/Objects/BG/SimpleBG.prefab";
        string     pathWithoutExt = "Assets/" + objName + "/";
        GameObject clone          = CreateCharaNode(objName, parentObj, origin, pathWithoutExt);

        EditorGUIUtility.PingObject(clone);
        float alpha = 1f;

        CreateCharaChild(clone, "layer1", m_CharaTex1, pathWithoutExt, alpha);
#if false
        alpha = 0f;
        CreateCharaChild(clone, "layer2", m_CharaTex2, pathWithoutExt, alpha);
#endif
        string path = pathWithoutExt + objName + ".prefab";
        ViNoEditorUtil.CreatePrefab(clone, path);
        return(clone);
    }
    static public ViNoToolkit.SceneLibrary CreateSceneLibrary(string createPath)
    {
        string path       = ViNoToolUtil.GetAssetDataPath() + "Templates/SceneLibrary.prefab";
        string parentName = "";

        if (Selection.activeGameObject != null)
        {
            parentName = Selection.activeGameObject.name;
        }
        GameObject obj = ViNoToolbar.ImportExampleCharacter(path, parentName);

        Object prefab = PrefabUtility.CreateEmptyPrefab(createPath);

        PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab);

        EditorGUIUtility.PingObject(prefab);

        return(obj.GetComponent <ViNoToolkit.SceneLibrary>());
    }
Пример #14
0
    static public void CreateSelectionsNodeOfMenu( )
    {
        ISelectionsCtrl sel = GameObject.FindObjectOfType(typeof(ISelectionsCtrl)) as ISelectionsCtrl;

        if (sel == null)
        {
            DrawObjectsTab.CreateGUISelectionsCtrl();
        }

        Transform parentNodeTra = (Selection.activeGameObject != null) ? Selection.activeGameObject.transform : null;

        SelectionsNode node       = ViNoToolUtil.AddViNodeGameObject <SelectionsNode>("Selections", parentNodeTra);
        ViNode         childNode1 = ViNoToolUtil.AddViNodeGameObject <ViNode>("Selected1", node.transform);
        ViNode         childNode2 = ViNoToolUtil.AddViNodeGameObject <ViNode>("Selected2", node.transform);

        DialogPartNode dlg1 = CreateDialogNode("name", "Selected 1");           //ViNoToolUtil.AddViNodeGameObject<DialogPartNode>( "Dialog" , childNode1.transform );

        dlg1.transform.parent = childNode1.transform;

        DialogPartNode dlg2 = CreateDialogNode("name", "Selected 2");           //ViNoToolUtil.AddViNodeGameObject<DialogPartNode>( "Dialog" , childNode2.transform );

        dlg2.transform.parent = childNode2.transform;

        node.units               = new SelectionsNode.SelectUnit [2];
        node.units[0]            = new SelectionsNode.SelectUnit();
        node.units[0].targetNode = childNode1;
        node.units[0].text       = "Selection 1";
        node.units[0].index      = 0;

        node.units[1]            = new SelectionsNode.SelectUnit();
        node.units[1].targetNode = childNode2;
        node.units[1].text       = "Selection 2";
        node.units[1].index      = 1;

        EditorGUIUtility.PingObject(node.gameObject);
    }
Пример #15
0
    static public void CreateConvScene(string templScenePath)
    {
        GameObject sceneRoot = CreateTemplScene(templScenePath);

        sceneRoot.name = "A Conversation Scene";

        string scenarioName = "A_Conversation";

        if (!System.IO.Directory.Exists("Assets/" + scenarioName))
        {
            AssetDatabase.CreateFolder("Assets", scenarioName);
        }

        GameObject scenarioObj = ViNoToolUtil.CreateANewScenario(scenarioName, true);
        GameObject startObj    = scenarioObj.transform.FindChild("START").gameObject;
//		scenarioObj.transform.parent.transform.parent = sceneRoot.transform;

        GameObject    node0         = new GameObject("0_Scene");
        LoadSceneNode loadSceneNode = node0.AddComponent <LoadSceneNode>();

        loadSceneNode.sceneName  = "Scene1";
        loadSceneNode.method     = LoadSceneNode.Methods.DESTROY_AND_LOAD;
        loadSceneNode.withFadeIn = true;

        loadSceneNode.transform.parent = startObj.transform;

        DialogPartNode dlgNode = ViNoToolUtil.AddDialogPartNode(startObj.transform);

        dlgNode.name = "1_Dialog";
        DialogPartData data0 = dlgNode.AddData("", "");
        DialogPartData data1 = dlgNode.AddData("Sachi", "Hello. I am Sachi.");
        DialogPartData data2 = dlgNode.AddData("", "");
        DialogPartData data3 = dlgNode.AddData("Maiko", "Hi. Sachi.");
        DialogPartData data4 = dlgNode.AddData("Sachi", "Bye Bye !");
        DialogPartData data5 = dlgNode.AddData("Maiko", "Bye Bye !");
        DialogPartData data6 = dlgNode.AddData("", "");

        data0.enterActorEntries              = new DialogPartData.ActorEntry[1];
        data0.enterActorEntries[0]           = new DialogPartData.ActorEntry();
        data0.enterActorEntries[0].actorName = "Sachi";
        data0.actionID = DialogPartNodeActionType.EnterActor;
        data0.enterActorEntries[0].position = ViNoToolkit.SceneEvent.ActorPosition.middle_left;

        data1.isName = true;

        data2.enterActorEntries              = new DialogPartData.ActorEntry[1];
        data2.enterActorEntries[0]           = new DialogPartData.ActorEntry();
        data2.enterActorEntries[0].actorName = "Maiko";
        data2.actionID = DialogPartNodeActionType.EnterActor;
        data2.enterActorEntries[0].position = ViNoToolkit.SceneEvent.ActorPosition.middle_right;
        data3.isName = true;

        data4.isName = true;
        data5.isName = true;

        data6.actionID                      = DialogPartNodeActionType.ExitActor;
        data6.exitActorEntries              = new DialogPartData.ActorEntry[2];
        data6.exitActorEntries[0]           = new DialogPartData.ActorEntry();
        data6.exitActorEntries[1]           = new DialogPartData.ActorEntry();
        data6.exitActorEntries[0].actorName = "Sachi";
        data6.exitActorEntries[1].actorName = "Maiko";

#if false
        GameObject parentObj = GameObject.Find("Panels");

        DrawObjectsTab.CreateBG("BG", parentObj);
        GameObject ch1 = DrawObjectsTab.Create2Layer("Ch1", parentObj);
        GameObject ch2 = DrawObjectsTab.Create2Layer("Ch2", parentObj);

        ch1.transform.localPosition = new Vector3(-120f, 0f, 0f);
        ch2.transform.localPosition = new Vector3(120f, 0f, 0f);

        AssetDatabase.MoveAsset("Assets/BG", "Assets/" + scenarioName + "/BG");
        AssetDatabase.MoveAsset("Assets/Ch1", "Assets/" + scenarioName + "/Ch1");
        AssetDatabase.MoveAsset("Assets/Ch2", "Assets/" + scenarioName + "/Ch2");
#endif

        string       scenarioFlagDataPath = "Assets/" + scenarioName + "/" + scenarioName + "Flags.asset";
        string       scenarioSaveDataPath = "Assets/" + scenarioName + "/" + scenarioName + "SaveData.asset";
        FlagTable    flagTable            = ScriptableObjectUtility.CreateScriptableObject("FlagTable", scenarioFlagDataPath) as FlagTable;
        ViNoSaveInfo saveInfo             = ScriptableObjectUtility.CreateScriptableObject("ViNoSaveInfo", scenarioSaveDataPath) as ViNoSaveInfo;
        ScenarioNode scenarioNode         = scenarioObj.GetComponent <ScenarioNode>();
        scenarioNode.m_PlayAtStart = true;
        scenarioNode.flagTable     = flagTable;
//		scenarioNode.saveInfo = saveInfo;

        ScenarioCtrl scenarioCtrl = GameObject.FindObjectOfType(typeof(ScenarioCtrl)) as ScenarioCtrl;
        scenarioCtrl.quickSaveSlot = saveInfo;
        scenarioCtrl.saveInfo      = saveInfo;

        // Create an ActorLibrary and a SceneLibrary.
        string actorLibPrefabPath = "Assets/" + scenarioName + "/ActorLibrary.prefab";
        string sceneLibPrefabPath = "Assets/" + scenarioName + "/SceneLibrary.prefab";

        ViNoScenarioDataUtil.CreateActorLibrary(actorLibPrefabPath);
        ViNoScenarioDataUtil.CreateSceneLibrary(sceneLibPrefabPath);
        GameObject.DestroyImmediate(GameObject.Find("ActorLibrary"));
        GameObject.DestroyImmediate(GameObject.Find("SceneLibrary"));

//		ViNoToolkit.ActorInfo actor1 = ViNoScenarioDataUtil.CreateActorInfo() as ViNoToolkit.ActorInfo;
        ViNoToolkit.SceneEvent sceneEvt = GameObject.FindObjectOfType(typeof(ViNoToolkit.SceneEvent)) as ViNoToolkit.SceneEvent;

        ViNoToolkit.ActorLibrary actorLib = AssetDatabase.LoadAssetAtPath(actorLibPrefabPath, typeof(ViNoToolkit.ActorLibrary)) as ViNoToolkit.ActorLibrary;
        ViNoToolkit.SceneLibrary sceneLib = AssetDatabase.LoadAssetAtPath(sceneLibPrefabPath, typeof(ViNoToolkit.SceneLibrary)) as ViNoToolkit.SceneLibrary;

/*		actorLib.actorEntries = new ViNoToolkit.ActorInfo[ 1 ];
 *              actorLib.actorEntries[ 0 ] = actor1;
 * //*/
        sceneEvt.actorLib = actorLib;
        sceneEvt.sceneLib = sceneLib;
    }
Пример #16
0
    static private void GetTexAtPath(out Texture2D tex, string fileName)
    {
        string path = ViNoToolUtil.GetAssetDataPath() + "Editor Icons/" + fileName;        // dialogicon.png";

        tex = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;
    }