示例#1
0
 override public void LoadData(string sTextToParse)
 {
     base.LoadData(sTextToParse);
     m_sObjectPath  = (string)GetElementValue(sTextToParse, "ObjectPath", m_sObjectPath);
     m_ePos         = (EHumanoidComponentPos)GetElementValue(sTextToParse, "Pos", m_ePos);
     m_iWeight      = (int)GetElementValue(sTextToParse, "Weight", m_iWeight);
     m_eHumanType   = (EHumanoidType)GetElementValue(sTextToParse, "HumanType", m_eHumanType);
     m_eHumanSide   = (EHumanoidSide)GetElementValue(sTextToParse, "HumanSide", m_eHumanSide);
     m_eHumanWeapon = (EHumanoidWeapon)GetElementValue(sTextToParse, "HumanWeapon", m_eHumanWeapon);
 }
示例#2
0
    public void Randomize(ECharactorAttackType eCharactorAttack, ECharactorMoveType eMove, EHumanoidType eGendle, ECharactorSubColor subC, bool bFix = false)
    {
        m_eAttackType    = eCharactorAttack;
        m_eMoveType      = eMove;
        m_eCharactorType = ECharactorType.ECT_Humanoid;
        m_eHumanType     = eGendle;

        m_eVisible = ECharactorVisible.ECV_None;
        m_eCamp    = ECharactorCamp.ECC_Max;

        m_pAllShowModelRenderer = new List <MeshRenderer>();
        m_pAllLODRenderer       = new List <MeshRenderer>();

        #region Decide components

        if (ECharactorMoveType.ECMT_Sky != eMove && Random.Range(0.0f, 1.0f) > 0.7f)
        {
            ShowWithIndex(m_pBacks[Random.Range(0, m_pBacks.Length)]);
        }
        if (ECharactorMoveType.ECMT_Sky == eMove)
        {
            ShowWithIndex(m_pWings[Random.Range(0, m_pWings.Length)], false);
        }

        if (eGendle == EHumanoidType.EHT_Female)
        {
            ShowWithIndex(m_pFemaleBody[Random.Range(0, m_pFemaleBody.Length)], false);
            ShowWithIndex(m_pFemaleFeet[Random.Range(0, m_pFemaleFeet.Length)]);
            ShowWithIndex(m_pFemaleHead[Random.Range(0, m_pFemaleHead.Length)], false);
        }
        else
        {
            ShowWithIndex(m_pMaleBody[Random.Range(0, m_pMaleBody.Length)], false);
            ShowWithIndex(m_pMaleFeet[Random.Range(0, m_pMaleFeet.Length)]);
            ShowWithIndex(m_pMaleHead[Random.Range(0, m_pMaleHead.Length)], false);
        }

        #region Decide weapon

        List <EHumanoidWeapon> weapons = new List <EHumanoidWeapon>();
        switch (eCharactorAttack)
        {
        case ECharactorAttackType.ECAT_Mele:
            weapons.Add(EHumanoidWeapon.EHT_SingleHand_Fight);
            weapons.Add(EHumanoidWeapon.EHT_DoubleHand_Fight);
            break;

        case ECharactorAttackType.ECAT_Range:
            weapons.Add(EHumanoidWeapon.EHT_Shoot);
            break;

        case ECharactorAttackType.ECAT_Wizard:
            weapons.Add(EHumanoidWeapon.EHT_SingleHand_Wizard);
            weapons.Add(EHumanoidWeapon.EHT_DoubleHand_Wizard);
            weapons.Add(EHumanoidWeapon.EHW_BareHand);
            break;
        }
        m_eHumanWeapon = weapons[Random.Range(0, weapons.Count)];

        bool bDoubleHandSWeapon = false;
        switch (m_eHumanWeapon)
        {
        case EHumanoidWeapon.EHW_BareHand:
            ShowWithIndex(m_pHands[Random.Range(0, m_pHands.Length)]);
            break;

        case EHumanoidWeapon.EHT_Shoot:
            ShowWithIndex(m_pAllPosibleShoot[Random.Range(0, m_pAllPosibleShoot.Length)]);
            break;

        case EHumanoidWeapon.EHT_SingleHand_Wizard:
            if (2 == ShowWithIndex(m_pAllPosibleSHandCombineWizard[Random.Range(0, m_pAllPosibleSHandCombineWizard.Length)]))
            {
                bDoubleHandSWeapon = true;
            }
            break;

        case EHumanoidWeapon.EHT_SingleHand_Fight:
            if (2 == ShowWithIndex(m_pAllPosibleSHandCombineFight[Random.Range(0, m_pAllPosibleSHandCombineFight.Length)]))
            {
                bDoubleHandSWeapon = true;
            }
            break;

        case EHumanoidWeapon.EHT_DoubleHand_Fight:
            ShowWithIndex(m_pAllPosibleDHandCombineFight[Random.Range(0, m_pAllPosibleDHandCombineFight.Length)]);
            break;

        case EHumanoidWeapon.EHT_DoubleHand_Wizard:
            ShowWithIndex(m_pAllPosibleDHandCombineWizard[Random.Range(0, m_pAllPosibleDHandCombineWizard.Length)]);
            break;
        }

        m_pCurrentBoltPos = m_pBoltPos[(int)m_eHumanWeapon];
        m_pCurrentBoltPos.SetActive(true);

        #endregion

        for (int i = 0; i < m_pBloodLineFront.Length; ++i)
        {
            m_pBloodLineFront[i].SetActive(true);
            if (7 != i)
            {
                m_pBloodLineFront[i].GetComponent <MeshRenderer>().enabled = false;
            }
            m_pAllShowModelRenderer.Add(m_pBloodLineFront[i].GetComponent <MeshRenderer>());
        }
        m_pShadow.SetActive(true);
        m_pAllShowModelRenderer.Add(m_pShadow.GetComponent <MeshRenderer>());

        #endregion

        #region Size

        List <EHumanoidSize> sizes = new List <EHumanoidSize>();
        sizes.Add(EHumanoidSize.EHS_Normal);
        sizes.Add(EHumanoidSize.EHS_Normal);
        sizes.Add(EHumanoidSize.EHS_Normal);
        sizes.Add(EHumanoidSize.EHS_Big);
        sizes.Add(EHumanoidSize.EHS_Small);
        sizes.Add(EHumanoidSize.EHS_Fat);
        sizes.Add(EHumanoidSize.EHS_ThinTall);

        SetHumanSize(sizes[Random.Range(0, sizes.Count)]);

        #endregion

        #region Animations

        m_pAnim.m_sAnimList = new string[(int)EAnimationType.EAT_Max];
        if (ECharactorMoveType.ECMT_Sky == m_eMoveType)
        {
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Born]      = "FBorn";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Die]       = "FDie";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_KnockDown] = "FDie";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Dash]      = "FRun";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Idle]      = "FIdle";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Run]       = "FRun";

            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Attack]    = EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon ? "FAttack_Shoot" : "FAttack";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Skill]     = EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon ? "FAttack_Shoot" : "FAttack";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_SkillHold] = EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon ? "FSkill_Shoot" : "FSkill_Hold";
        }
        else
        {
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Born]      = "GBorn";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Die]       = "GDie";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_KnockDown] = "GKnock";
            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Dash]      = "GDash";

            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Idle] = (EHumanoidWeapon.EHT_DoubleHand_Fight == m_eHumanWeapon ||
                                                                 EHumanoidWeapon.EHT_DoubleHand_Wizard == m_eHumanWeapon) ? "GIdle_DHand": "GIdle";

            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Run] = (EHumanoidWeapon.EHT_DoubleHand_Fight == m_eHumanWeapon ||
                                                                EHumanoidWeapon.EHT_DoubleHand_Wizard == m_eHumanWeapon) ? "GRun_DHand" :
                                                               ((EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon || bDoubleHandSWeapon) ? "GRun_SHand" : "GRun");

            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Attack] = (EHumanoidWeapon.EHT_DoubleHand_Fight == m_eHumanWeapon ||
                                                                   EHumanoidWeapon.EHT_DoubleHand_Wizard == m_eHumanWeapon) ? "GAttack_DHand" :
                                                                  (EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon ? "GAttack_Shoot" : "GAttack");

            if (EHumanoidWeapon.EHT_DoubleHand_Wizard == m_eHumanWeapon)
            {
                m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Skill] = "GSkill_DHand1";
            }
            else if (EHumanoidWeapon.EHT_DoubleHand_Fight == m_eHumanWeapon)
            {
                m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Skill] = "GSkill_DHand2";
            }
            else if (EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon)
            {
                m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Skill] = "GAttack_Shoot";
            }
            else if (bDoubleHandSWeapon)
            {
                m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Skill] = "GSkill_SHand";
            }
            else
            {
                m_pAnim.m_sAnimList[(int)EAnimationType.EAT_Skill] = "GAttack";
            }

            m_pAnim.m_sAnimList[(int)EAnimationType.EAT_SkillHold] = EHumanoidWeapon.EHT_Shoot == m_eHumanWeapon ? "GSkill_Shoot" : "GSkill_Hold";
        }

        #endregion

        #region Load MeshFilters

        List <MeshFilter> filters = new List <MeshFilter>();
        foreach (MeshRenderer renderers in m_pAllShowModelRenderer)
        {
            filters.Add(renderers.gameObject.GetComponent <MeshFilter>());
        }
        m_pAllVisibleFilters = filters.ToArray();
        m_pAllVisibleMeshes  = new Mesh[m_pAllVisibleFilters.Length, (int)ECharactorMainColor.ECMC_Max * 2];
        for (int i = 0; i < m_pAllVisibleFilters.Length; ++i)
        {
            for (int j = 0; j < (int)ECharactorMainColor.ECMC_Max * 2; ++j)
            {
                string sName = string.Format("CharMesh/M{0}S{1}/{2}",
                                             j % (int)(ECharactorMainColor.ECMC_Max),
                                             j < (int)(ECharactorMainColor.ECMC_Max) ? (int)subC : (int)ECharactorSubColor.ECSC_Max,
                                             m_pAllVisibleFilters[i].sharedMesh.name);

                m_pAllVisibleMeshes[i, j] = ResourcesManager.Load <Mesh>(sName);
            }
        }

        #endregion

        m_bFixed = bFix;
    }