示例#1
0
    public void CreatePlayerCutscene()
    {
        EditorGUILayout.LabelField("第四步:创建剧情运行配置文本");

        EditorGUILayout.BeginHorizontal("box");

        //   SavePathRect = ;
        //将上面的框作为文本输入框
        _PlayCutsceneFilePath = EditorGUI.TextField(EditorGUILayout.GetControlRect(true, GUILayout.ExpandWidth(true)), _PlayCutsceneFilePath);
        UtilityTools.DropToTextFiled(SavePathRect, ref _PlayCutsceneFilePath);
        FileTools.GetFileNameWithoutExtionAndFullPath(_PlayCutsceneFilePath, ref _PlayCutsceneFilePath);
        if (GUILayout.Button("复制运行文本"))
        {
            if (_ActiveDestionScene == null)
            {
                _ActiveDestionScene = EditorSceneManager.OpenScene(_DestiionSceneName, OpenSceneMode.Additive);
            }

            EditorSceneManager.SetActiveScene(_ActiveDestionScene);
            GameObject player = GameObject.Find("CutsceneSequencePlayer");
            if (player == null)
            {
                player = new GameObject("CutsceneSequencePlayer");
            }
            CutsceneSequencePlayer playercutscene = player.GetComponent <CutsceneSequencePlayer>();
            if (playercutscene == null)
            {
                playercutscene = player.AddComponent <CutsceneSequencePlayer>();
            }
            playercutscene.fileName = _PlayCutsceneFilePath;
        }
        EditorGUILayout.EndHorizontal();
    }
示例#2
0
文件: SceneLoad.cs 项目: jonntd/Xbl
 protected override void OnUpdate(float time)
 {
     if (!mStop && !CutsceneSequencePlayer.isPause())
     {
         CutsceneSequencePlayer.PauseCurrentCutscene();
     }
 }
示例#3
0
        protected void OnSceneChanged(Scene scene1, Scene scene2)
        {
            switch (_UnloadAndGameLoadState)
            {
            case UnloadAndGameLoadState.start:
            case UnloadAndGameLoadState.sceneload:
            {
                CloseUI();
            }
            break;

            case UnloadAndGameLoadState.over:
            {
                if (mStop)
                {
                    _SceneLoadEvent.UnregisterEvent();
                    _MainSceneLoadEvent.UnregisterEvent();

                    CutsceneSequencePlayer.StopCurrentCutscene();

                    //关闭ui
                    CloseUI();
                }
            }
            break;

            default:
                break;
            }
        }
示例#4
0
        protected void Back()
        {
            mStop = true;
            if (!string.IsNullOrEmpty(_MainSceneName))
            {
                _ActiveSceneName = _MainSceneName;
            }
            else
            {
                _ActiveSceneName = newScenName.Split(',')[0];
            }
            SetMainScene(_ActiveSceneName);
#if TEST_MAIN_MOUDLE
            CutsceneSequencePlayer.BackToMainScene();
#endif
        }
示例#5
0
文件: UnLoadBase.cs 项目: jonntd/Xbl
 protected virtual void DoUpdate()
 {
     if (!mStop && !CutsceneSequencePlayer.isPause())
     {
         CutsceneSequencePlayer.PauseCurrentCutscene();
     }
     if (_SetActive)
     {
         //判断当前的场景是否为active 场景
         Scene activeScene = SceneManager.GetActiveScene();
         if (activeScene != null && activeScene.name.Equals(_ActiveSceneName))
         {
             _SetActive = false;
             OnSceneChanged(activeScene, activeScene);
         }
     }
 }
示例#6
0
        protected override void OnEnter()
        {
            CutsceneSequencePlayer.PauseCurrentCutscene();

            _UnloadAndGameLoadState = UnloadAndGameLoadState.start;

            _SetActive = false;

            mStop = false;

            _SceneLoadEvent.RegisterEvent(C_EnumEventChannel.Global, "UnloadAndSceneLoadEvent", (object[] result) => { UnloadAndSceneLoadEvent(result); });
            _MainSceneLoadEvent.RegisterEvent(C_EnumEventChannel.Global, "MainSceneLoadEvent", (object[] result) => { MainSceneLoadEvent(result); });

            //if (string.IsNullOrEmpty(oldScenName))
            //{
            //    C_DebugHelper.LogError("scenename is null");
            //    return;
            //}
            //  Game_Minor.G_MinorCoreConfigData.SetGameCoreName(newScenName, NextStorySceneName);
            string sceneName = string.Empty;

            if (newApi)
            {
                //   string sceneName = Game_Minor.G_MinorCoreConfigData.GetLoadNextSceneName();
                if (string.IsNullOrEmpty(uiName))
                {
                    SceneLoadingMgr.GetInstance().PreUnloadSceneAndLoadNewSceneAsync(oldScenName, sceneName, loadConfig, () => { LoadOver(); });
                }
                else
                {
                    SceneLoadingMgr.GetInstance().PreUnloadSceneAndLoadNewSceneAsync(oldScenName, sceneName, loadConfig, () => { LoadOver(); }, uiName);
                }
            }
            else
            {
                if (string.IsNullOrEmpty(uiName))
                {
                    SceneLoadingMgr.GetInstance().PreUnloadSceneAndLoadNewSceneAsync(oldScenName, newScenName, loadConfig, () => { LoadOver(); });
                }
                else
                {
                    SceneLoadingMgr.GetInstance().PreUnloadSceneAndLoadNewSceneAsync(oldScenName, newScenName, loadConfig, () => { LoadOver(); }, uiName);
                }
                _ActiveSceneName = newScenName;
            }
        }
示例#7
0
        protected override void OnRootUpdated(float time, float previousTime)
        {
            if (StopFlag)
            {
                return;
            }
            new_y           = Input.acceleration.y;
            currentDistance = new_y - old_y;
            old_y           = new_y;

            if (currentDistance > distance)
            {
                StopFlag = true;
                Handheld.Vibrate(); //手机的震动效果
                CutsceneSequencePlayer.ResumeCurrentCutscene();
            }
        }
示例#8
0
    ////按照单集的每个分割点进行收集数据
    protected void SaveSplitLoadingRes(string key, bool msg = true)
    {
        string Result = "";
        int    sum    = 0;

        foreach (string k in _DicSplitRes[key].Keys)///每一个key对应一个保存信息的文本
        {
            Result = "";
            EditorUtility.DisplayProgressBar("加载资源信息收集: ", k, (float)sum++ / (float)_DicSplitRes[key].Keys.Count);

            //对每个资源进行加载
            //k表示每个资源的文件名字,每个资源_DicSplitRes[key][k][i]
            if (!string.IsNullOrEmpty(_DicSplitRes[key][k][0]) && !string.IsNullOrEmpty(_DicSplitRes[key][k][_DicSplitRes[key][k].Count - 1]))
            {
                //打开对应的场景,并做相应的移动,只支持一个场景
                _ActiveDestionScene = EditorSceneManager.OpenScene(_Dic[key][0], OpenSceneMode.Additive);
                EditorSceneManager.SetActiveScene(_ActiveDestionScene);

                //找到cutsceneplayer ,获取所有对象
                GameObject player = GameObject.Find("CutsceneSequencePlayer");
                if (player != null)
                {
                    CutsceneSequencePlayer cutPlayer = player.GetComponent <CutsceneSequencePlayer>();
                    if (cutPlayer == null)
                    {
                        MessageBoxEditor.ShowErrorBox("加载资源信息收集出错", key + "没有CutsceneSequencePlayer对象,加载文件创建失败,请检查后重试", "好的");
                        return;
                    }

                    Result += cutPlayer.ReadLoadingMsg(_DicSplitRes[key][k][0], _DicSplitRes[key][k][_DicSplitRes[key][k].Count - 1], Result);
                }
                EditorSceneManager.CloseScene(_ActiveDestionScene, true);

                //更新当前角色的动画设置
                FileTools.CreateDir(savePath);
                FileTools.CreateFile(savePath + k + ".txt", Result);
            }
            EditorUtility.ClearProgressBar();
        }

        if (msg)
        {
            MessageBoxEditor.ShowErrorBox("收集结束", key + "加载文件创建完成", "好的");
        }
    }
示例#9
0
文件: SceneLoad.cs 项目: jonntd/Xbl
 protected override void OnEnter()
 {
     if (string.IsNullOrEmpty(mainScenName))
     {
         Debug.LogError("scenename is null");
         return;
     }
     CutsceneSequencePlayer.PauseCurrentCutscene();
     mStop = false;
     if (string.IsNullOrEmpty(uiName))
     {
         SceneLoadingMgr.GetInstance().PreLoadMulitSceneAsync(mainScenName, otherSceneName, loadConfig, () => { Back(); });
     }
     else
     {
         SceneLoadingMgr.GetInstance().PreLoadMulitSceneAsync(mainScenName, otherSceneName, loadConfig, () => { Back(); }, uiName);
     }
 }
示例#10
0
        protected override void OnEnter()
        {
            if (string.IsNullOrEmpty(oldScenName))
            {
                Debug.LogError("scenename is null");
                return;
            }
            CutsceneSequencePlayer.PauseCurrentCutscene();
            Resources.UnloadUnusedAssets();

            mStop = false;

            if (string.IsNullOrEmpty(uiName))
            {
                SceneLoadingMgr.GetInstance().PreUnloadSceneAndLoadNewSceneAsync(oldScenName, newScenName, loadConfig, () => { Back(); });
            }
            else
            {
                SceneLoadingMgr.GetInstance().PreUnloadSceneAndLoadNewSceneAsync(oldScenName, newScenName, loadConfig, () => { Back(); }, uiName);
            }
        }
示例#11
0
    protected virtual string Load(string key)
    {
        bool   mark   = false;
        string Result = "";

        for (int i = 0; i < _Dic[key].Count; i++)
        {
            if (!string.IsNullOrEmpty(_Dic[key][i]))
            {
                mark = true;
                EditorUtility.DisplayProgressBar("加载资源信息收集: ", _Dic[key][i], (float)i / (float)_Dic[key].Count);

                //打开对应的场景,并做相应的移动
                _ActiveDestionScene = EditorSceneManager.OpenScene(_Dic[key][i], OpenSceneMode.Additive);
                EditorSceneManager.SetActiveScene(_ActiveDestionScene);

                //找到cutsceneplayer ,获取所有对象
                GameObject player = GameObject.Find("CutsceneSequencePlayer");
                if (player != null)
                {
                    CutsceneSequencePlayer cutPlayer = player.GetComponent <CutsceneSequencePlayer>();
                    if (cutPlayer == null)
                    {
                        MessageBoxEditor.ShowErrorBox("加载资源信息收集出错", key + "没有CutsceneSequencePlayer对象,加载文件创建失败,请检查后重试", "好的");
                        return("");
                    }

                    Result += cutPlayer.NewReadLoadingMsg(key, Result);
                }
                EditorSceneManager.CloseScene(_ActiveDestionScene, true);
            }
        }
        if (mark)
        {
            EditorUtility.ClearProgressBar();
        }

        return(Result);
    }
示例#12
0
文件: SceneLoad.cs 项目: jonntd/Xbl
 void Back()
 {
     CutsceneSequencePlayer.StopCurrentCutscene();
 }
示例#13
0
 protected void OnSceneChanged(Scene scene1, Scene scene2)
 {
     CutsceneSequencePlayer.StopCurrentCutscene();
     CloseUI();
 }
示例#14
0
 protected virtual void StoryGoMainCityAction()
 {
     Stop();
     CutsceneSequencePlayer.BackToMainScene();
 }
示例#15
0
 protected override void OnEnter()
 {
     StopFlag = false;
     CutsceneSequencePlayer.PauseCurrentCutscene();
 }