Пример #1
0
 public Unity_Object_GBA(GBA_Actor actor, Unity_ObjectManager_GBA objManager)
 {
     // Set properties
     Actor       = actor;
     ObjManager  = objManager;
     InitialXPos = actor.XPos;
     InitialYPos = actor.YPos;
 }
Пример #2
0
        public Unity_Object_GBA(GBA_Actor actor, Unity_ObjectManager_GBA objManager)
        {
            // Set properties
            Actor       = actor;
            ObjManager  = objManager;
            InitialXPos = actor.XPos;
            InitialYPos = actor.YPos;

            OverrideAnimIndex = actor.OverridePaletteIndex;
        }
Пример #3
0
        public override async UniTask <Unity_Level> LoadAsync(Context context, bool loadTextures)
        {
            if (GetLevelType(context) != LevelType.R3SinglePak)
            {
                return(await base.LoadAsync(context, loadTextures));
            }

            Controller.DetailedState = $"Loading data";
            await Controller.WaitIfNecessary();

            // Get the rom
            var rom = FileFactory.Read <GBA_ROM>(GetROMFilePath(context), context);

            Controller.DetailedState = $"Loading background";
            await Controller.WaitIfNecessary();

            var pal        = Util.ConvertGBAPalette(rom.R3SinglePak_Palette, transparentIndex: null);
            var tileSetTex = Util.ToTileSetTexture(rom.R3SinglePak_TileSet, pal, Util.TileEncoding.Linear_8bpp, CellSize, false);

            // Create the background map
            var map = new Unity_Map
            {
                Width   = 32,
                Height  = 32,
                TileSet = new Unity_TileSet[]
                {
                    new Unity_TileSet(tileSetTex, CellSize),
                },
                MapTiles = rom.R3SinglePak_TileMap.Select(x => new Unity_Tile(new MapTile()
                {
                    TileMapY = x
                })).ToArray(),
                Type = Unity_Map.MapType.Graphics,
            };

            Controller.DetailedState = $"Loading puppets";
            await Controller.WaitIfNecessary();

            // Create dummy actor models from the puppets, with one action for every animation
            var actorModels = rom.R3SinglePak_Puppets.Select((x, i) => new Unity_ObjectManager_GBA.ModelData(
                                                                 index: i,
                                                                 actions: Enumerable.Range(0, x.AnimationsCount).Select(animIndex => new GBA_Action()
            {
                AnimationIndex = (ushort)animIndex
            }).ToArray(),
                                                                 puppets: new Unity_ObjGraphics[]
            {
                GetCommonDesign(x, false, null, new GBA_Animation[0])
            })).ToArray();

            // Create an object manager
            var objManager = new Unity_ObjectManager_GBA(context, actorModels);

            // Create a single dummy game object
            var obj = new Unity_Object_GBA(new GBA_Actor()
            {
                Type       = GBA_Actor.ActorType.Actor,
                ActorModel = new GBA_ActorModel(),
                XPos       = 128,
                YPos       = 128
            }, objManager);

            // Return the level
            return(new Unity_Level(
                       maps: new Unity_Map[]
            {
                map
            },
                       objManager: objManager,
                       eventData: new List <Unity_Object>()
            {
                obj
            },
                       cellSize: CellSize));
        }