public void OnAfterDeserialize() { #if UNITY_EDITOR _editorLoaderGameObject = GetGameObjectLoader(_scene.GetScene()); _editorGameObject = GetGameObject(); #endif }
public void update(GameObjectLoader loader) { const float TIME = 10; timer += Time.deltaTime; if (timer >= TIME) { timer = 0; foreach (var res in loader.snapshot()) { if (res.loaded && res.tag != null) { res.update(); if (res.instanceCount == 0) { var last = (float)res.tag; if (Time.time - last >= TIME) { loader.unloadObject(res); } } } } } }
public override void InitBuild() { base.InitBuild(); m_goEffect1910011 = GameObjectLoader.LoadPath("effect/prefab/", "1910011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1910021 = GameObjectLoader.LoadPath("effect/prefab/", "1910021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1911021 = GameObjectLoader.LoadPath("effect/prefab/", "1911021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); }
void DoSkill1028(MapGrid pos, SoldierSkill skill) { if (pos == null) { return; } GameObject posgo = m_LifePrent.GetSkin().ProPerty.HelpPoint.GetVauleByKey(HelpPointName.FirePos); Transform fireplace = posgo.transform; if (fireplace != null) { string bulletname = "1003051"; GameObject go = GameObjectLoader.LoadPath("effect/prefab/", bulletname, BattleEnvironmentM.GetLifeMBornNode(true)); go.transform.position = fireplace.position; if (m_LifePrent.WalkDir == WalkDir.WALKRIGHT) { go.transform.localScale = new Vector3(-go.transform.localScale.x, go.transform.localScale.y, go.transform.localScale.z); } Bullet bullet = go.AddComponent <Bullet>(); if (bullet != null) { Bullet.BulletType t = Bullet.BulletType.bomb1028; Vector3 vpos = pos.pos; vpos.y = go.transform.localPosition.y; bullet.SetInfo(vpos, m_DoAttack, 10f, m_LifePrent.WalkDir, t, skill); } } }
private bool RenderLoadedObjectProperties() { bool dataChanged = false; if (_gameObject._scene.IsSceneValid()) { Scene scene = _gameObject._scene.GetScene(); if (scene.isLoaded) { if (!_editorSceneLoaded) { _editorLoaderGameObject = _gameObject.GetGameObjectLoader(scene); _editorComponent = GetBaseComponent(); _editorSceneLoaded = true; } if (_editorLoaderGameObject != null) { if (_editorLoaderGameObject.IsLoaded()) { if (!_editorLoaderIsLoaded) { _editorComponent = GetBaseComponent(); _editorLoaderIsLoaded = true; } dataChanged |= RenderLoadedObjectField(); dataChanged |= RenderComponentIndexField(); } else { _editorLoaderIsLoaded = false; if (_gameObject.RenderLoadedNotLoadedField(_editorLoaderGameObject)) { ClearComponent(); dataChanged = true; } } } } else { _editorSceneLoaded = false; if (_gameObject.RenderSceneNotLoadedField()) { ClearComponent(); dataChanged = true; } } } else { dataChanged |= RenderLoadedObjectField(); } return(dataChanged); }
void Awake() { //各ゲームオブジェクトのロードチェック //初回起動チェック bool loadedAll = false; GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; foreach (GameObject go in gos) { GameObjectLoader ol = go.GetComponent <GameObjectLoader>(); if (ol) { if (ol.loaded) { loadedAll = true; break; } } } if (loadedAll) { Destroy(gameObject); return; } loaded = true; //Awake処理 if (!loadedAwake) { loadedAwake = true; LoadGameObject(loadGameObjectListAwake, loadedGameObjectListAwake); } }
/// <summary> /// 创建炮弹兵 /// </summary> void CreateSoldier(SoldierInfo Info) { if (Info == null) { return; } Role r = new Role(); r.CreateSkin(MyHead.DropHero, Info.m_modeltype, Info.m_name, AnimatorState.Stand); //IGameRole i = GameRoleFactory.Create(MyHead.DropHero,Info.m_modeltype, Info.m_name, AnimatorState.Stand); GoSoldier = r.RoleSkinCom.tRoot.gameObject; GoSoldier.name = Info.m_name; GoSoldier.transform.localScale = new Vector3(120f, 120f, 120f); Vector3 pos = GoSoldier.transform.localPosition; pos.z -= 270; pos.y += 20; GoSoldier.transform.localPosition = pos; GameObjectLoader.SetGameObjectLayer(GoSoldier, gameObject.layer); m_Tropies = GoSoldier; if (Info.m_modeltype == 100003) { r.RoleSkinCom.ShowLeftHand(false); CreatePet1002(GoSoldier.transform); } SetStarsLevel(Info.StarLevel); SetRoleType(Info.m_main_proerty); SetSkillShow(Info.SoldierTypeID); NGUIUtil.SetActive(MyHead.HeroInfo, true); NGUIUtil.SetActive(MyHead.BtnOK.gameObject, false); }
private void AddGrayItem() { float iSolid = 0; float iIntensity = 0; float iTenacity = 0; buildingM.GetStarInfoGrow(m_Info, ref iSolid, ref iIntensity, ref iTenacity); GameObject go = GameObjectLoader.LoadPath("Prefabs/UI/", "SkillIntroduceWnd", MyHead.table.transform); go.transform.localPosition = new Vector3(MyHead.table.transform.localPosition.x, go.transform.localPosition.y, go.transform.localPosition.z); SkillIntroduceWnd skilWnd = go.GetComponent <SkillIntroduceWnd>(); GameObject labGo = NDLoad.LoadWndItem("DoubleLabelItem", skilWnd.MyHead.table.transform); DoubleLabelItem item = labGo.GetComponent <DoubleLabelItem>(); item.SetData(iSolid.ToString(), "[EC0808]" + NGUIUtil.GetStringByKey(10000068) + "[-]", iIntensity.ToString(), "[40B1E1]" + NGUIUtil.GetStringByKey(10000069) + "[-]"); //MyHead在SetData中初始化,所以这句要在后面 item.MyHead.SprIcon.enabled = false; GameObject SinglabGo = NDLoad.LoadWndItem("DoubleLabelItem", skilWnd.MyHead.table.transform); DoubleLabelItem SingleItem = SinglabGo.GetComponent <DoubleLabelItem>(); SingleItem.SetData(iTenacity.ToString(), "[088454]" + NGUIUtil.GetStringByKey(10000070) + "[-]", "", ""); SingleItem.MyHead.SprIcon.enabled = false; skilWnd.MyHead.table.Reposition(); }
void LoadStageContext(int Stage, StageType type) { if (m_Contxt != null) { GameObject.DestroyImmediate(m_Contxt.gameObject); m_Contxt = null; } string text = "StageContext_"; if (type == StageType.Hard) { text = "HardStageContext_"; } GameObject go = GameObjectLoader.LoadPath("Prefabs/Stage/", text + m_Chapter, MyHead.transform); if (go == null) { NGUIUtil.ShowFreeSizeTipWnd(20000000, null, 10); return; } GameObjectLoader.SetGameObjectLayer(go, MyHead.gameObject.layer); m_Contxt = go.GetComponent <StageContext>(); if (m_Contxt != null) { m_Contxt.SetStageContext(m_type, m_Chapter); } }
/// <summary> /// 攻击范围 光效半圆环 /// </summary> /// <param name="isShow">是否显示</param> /// <param name="radius">攻击半径</param> public void ShowAttackRangeSemi(bool isShow, float radius = 1.0f) { if (isShow) { if (AttackRangeSemiCircle02 == null && AttackRangeSemiCircle01 == null) { AttackRangeSemiCircle01 = GameObjectLoader.LoadPath("effect/prefab/", "2000681_01", m_thisT); Vector3 pos = AttackRangeSemiCircle01.transform.position; AttackRangeSemiCircle01.transform.position = U3DUtil.AddX(pos, 1.5f); AttackRangeSemiCircle01.transform.Rotate(0, -180f, 0); GameObjectActionExcute gae = AttackRangeSemiCircle01.AddComponent <GameObjectActionExcute>(); GameObjectActionWait wait = new GameObjectActionWait(1 + Time.deltaTime, ShowSemiLoop); GameObjectActionDelayDestory fade = new GameObjectActionDelayDestory(1f); gae.AddAction(wait); gae.AddAction(fade); } } else { if (AttackRangeSemiCircle01) { GameObject.Destroy(AttackRangeSemiCircle01); } if (AttackRangeSemiCircle02) { GameObject.Destroy(AttackRangeSemiCircle02); } } }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1003031 = GameObjectLoader.LoadPath("effect/prefab/", "1003031", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1003031.transform.position = GetPos(); m_goEffect1003031.SetActive(false); }
public void UpQualityEffect() { SetEnableQuality(true); SoundPlay.Play("hero_promotion", false, false); UpReSetUI(); Vector3 pos = new Vector3(0, -10, ConstantData.iDepBefore3DModel); GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", "2000721", pos, MyHead.EffectParent.gameObject.transform); gae.gameObject.AddComponent <SetRenderQueue>(); if (gae != null) { GameObjectLoader.SetGameObjectLayer(gae.gameObject, MyHead.EffectParent.gameObject.layer); GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(2f); gae.AddAction(ndEffect); gae.gameObject.transform.localPosition = pos; } int iHpAdd = m_Info.m_hp - m_backUpBuild.m_hp; int iPower = m_Info.m_DefensePower - m_backUpBuild.m_DefensePower; AddHudTextShow(NGUIUtil.GetStringByKey(10000080) + " +" + iPower.ToString("0.00")); AddHudTextShow(NGUIUtil.GetStringByKey(10000081) + " +" + iHpAdd.ToString("0.00"), 0.8f); NGUIUtil.ExcuteWaitAction(gameObject, 1.8f, ShowUpQuilityWndCallBack); }
public override void Start() { base.Start(); GameObject box = U3DUtil.FindChild(m_target, "box"); if (box != null) { box.SetActive(false); } GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "2000601", m_target.transform); if (go != null) { GameObjectLoader.SetGameObjectLayer(go, LayerMask.NameToLayer("Resource")); ParticleSystem s = go.GetComponent <ParticleSystem>(); if (s != null) { s.Play(); } } m_itemTransform = SetEffect(m_itemtype, m_itemID); }
public override void Handle(UserEvent e) { switch (e.type) { case UserEvent.EventType.LA: { GameObjectLoader.LoadGameObject((e.rawContent as LA).AssetName); break; } case UserEvent.EventType.GA: { var proto = e.rawContent as GA; GOCollection.AddGameObject(proto.GOID, proto.AssetName); break; } case UserEvent.EventType.GR: { GOCollection.DeleteGameObjectByGOId((e.rawContent as GR).GOID); break; } default: { return; } } }
/// <summary> /// 创建房间对象 /// </summary> /// <param name="Info">建筑数据</param> /// <param name="Parent">挂载点</param> /// <returns>LifeProperty</returns> private static LifeProperty CreateBuildSkin(BuildInfo Info, Transform Parent, Vector3 WorldPos) { if (Info == null || Parent == null) { return(null); } string name = Info.m_modeltype.ToString() + "@Skin"; GameObject m_objRoleRoot = new GameObject(); m_objRoleRoot.transform.parent = Parent; m_objRoleRoot.transform.localPosition = new Vector3(0, 0, 0); m_objRoleRoot.name = Info.m_name; m_objRoleRoot.transform.position = WorldPos; m_objRoleRoot.transform.localScale = Vector3.one; GameObject build = GameObjectLoader.LoadPath("Prefabs/Buildings/", name, m_objRoleRoot.transform); if (build == null) { GameObject.Destroy(m_objRoleRoot); Debug.Log("buildname: " + name + ",类型为" + Info.BuildType + "建筑资源不存在"); return(null); } LifeProperty property = build.GetComponent <LifeProperty>(); return(property); }
/// <summary> /// 添加怒气特效 /// </summary> /// <param name="soldierID"></param> private void AddAngerEffect() { PlayEffectColor(SkinEffectColor.Anger, 0.04f); if (m_AngerEffect != null) { return; } //ProPerty.h.FlashingOn(Color.white, Color.yellow, 5); GameObject go = GameObjectLoader.LoadPath("effect/prefab/", "2000211", m_tRoot); //go.transform.position += new Vector3(0, 0.2f, 0); GameObject posgo = ProPerty.HelpPoint.GetVauleByKey(HelpPointName.EffectBottomPos); Vector3 pos = posgo.transform.position; pos.z += 1; go.transform.position = pos; go.transform.parent = m_tbody; if (go != null) { m_AngerEffect = go; } else { Debug.Log("怒气特效未加载失败"); } }
/// <summary> /// 创建 3D 角色 /// </summary> void Create3DSoldier() { if (m_soldierInfo == null) { return; } if (m_role == null) { m_role = new Role(); } m_role.CreateSkin(MyHead.SoldierPos, m_soldierInfo.m_modeltype, m_soldierInfo.m_name, AnimatorState.Stand); //IGameRole i = GameRoleFactory.Create(MyHead.SoldierPos, m_soldierInfo.m_modeltype, m_soldierInfo.m_name, AnimatorState.Stand); if (m_role == null) { NGUIUtil.DebugLog("创建3D角色出错:modelType =" + m_soldierInfo.m_modeltype); return; } GameObject go = m_role.RoleSkinCom.tRoot.gameObject; go.name = m_soldierInfo.m_name; go.transform.localScale = new Vector3(100f, 100f, 100f); Vector3 pos = go.transform.localPosition; pos.z -= 270; pos.y += 20; go.transform.localPosition = pos; GameObjectLoader.SetGameObjectLayer(go, gameObject.layer); if (m_soldierInfo.m_modeltype == 100003) { CreatePet1002(go.transform); } }
/// <summary> /// 编辑模式下添加墙 /// </summary> public static void CreateWall(Vector3 pos, Transform t) { GameObject g = GameObjectLoader.LoadPath("Prefabs/Boats/100/", "100116@Skin", t); g.transform.rotation = Quaternion.identity; g.transform.Rotate(0, 180, 0, Space.Self); g.transform.position = pos; }
private void ShowSemiLoop(object o) { AttackRangeSemiCircle02 = GameObjectLoader.LoadPath("effect/prefab/", "2000681_02", m_thisT); Vector3 pos = AttackRangeSemiCircle02.transform.position; AttackRangeSemiCircle02.transform.position = U3DUtil.AddX(pos, 1.5f); AttackRangeSemiCircle02.transform.Rotate(0, -180f, 0); }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1003031 = GameObjectLoader.LoadPath("effect/prefab/", "1003031", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); //m_goEffect1003031.transform.position = GetPos (); m_goEffect1003031.SetActive(false); SetAnimator(Build_AnimatorState.Stand10000); }
public static void Load(Scene scene, Ref loaderRef) { GameObjectLoader loader = SceneUtils.FindInScene <GameObjectLoader>(scene, loaderRef._loaderName); if (loader != null) { loader.Load(); } }
public static GameObject Load(BinaryReader reader) { string typeName = reader.ReadString(); System.Type type = System.Type.GetType(typeName); GameObjectLoader loader = (GameObjectLoader)System.Activator.CreateInstance(type); return(loader.Load(reader)); }
public void Load() { //Load Level data here. _gameData.WriteToConsole(new[] { "Loading Level Data...\r" }); GameObjectLoader gol = new GameObjectLoader("Assets//Scripts//Gamedat.xml"); _aiFactory = new AiFactory(gol.GetAiParser(), _gameData); CreateLevel(); }
public override void InitBuild() { base.InitBuild(); SetGoldFactor(); //临时 m_goEffect1901021 = GameObjectLoader.LoadPath("effect/prefab/", "1901021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.boneroot).transform); HP = fullHP; CM.GoldBuild = this; }
private bool RenderLoadedProperties() { if (_scene.IsSceneValid()) { Scene scene = _scene.GetScene(); if (scene.IsValid() && scene.isLoaded) { if (!_editorSceneLoaded) { _editorLoaderGameObject = GetGameObjectLoader(scene); _editorGameObject = GetLoadedObject(scene); _editorSceneLoaded = true; } if (_editorLoaderGameObject != null) { if (_editorLoaderGameObject.IsLoaded()) { if (!_editorLoaderIsLoaded) { _editorGameObject = GetLoadedObject(_scene.GetScene()); _editorLoaderIsLoaded = true; } return(RenderLoadedObjectField()); } else { _editorLoaderIsLoaded = false; if (RenderLoadedNotLoadedField(_editorLoaderGameObject)) { ClearGameObject(); return(true); } } } } else { _editorSceneLoaded = false; if (RenderSceneNotLoadedField()) { ClearGameObject(); return(true); } } } else { return(RenderLoadedObjectField()); } return(false); }
public void ClearComponent() { _gameObject.ClearGameObject(); _componentIndex = 0; _editorComponent = null; _editorLoaderGameObject = null; _editorSceneLoaded = false; _editorLoaderIsLoaded = false; }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1912011 = GameObjectLoader.LoadPath("effect/prefab/", "1912011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); m_goEffect1912011.SetActive(false); m_goPao = m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help02); m_goPao.transform.localRotation = Quaternion.Euler(new Vector3(0, -45f, 0)); m_vDirGreed = new Vector3(0, -45f, 0); m_vCurGreed = new Vector3(0, -45f, 0); }
public void LoadCanvasBox() { CanvasUnitBG unitBg = TouchMoveManager.GetCanvasUnitBG(Int2.zero); if (unitBg) { m_GoCanvasBox = GameObjectLoader.LoadPath("Prefabs/Others/", "CanvasBox", WndManager.GetWndRoot().transform); Vector3 worldPos = unitBg.transform.position; NGUIUtil.Set3DUIPos(m_GoCanvasBox, worldPos); } }
public override void InitBuildModel() { base.InitBuildModel(); /*m_goEffect1914011 = GameObjectLoader.LoadPath("effect/prefab/", "1914011", m_thisT); * m_goEffect1914011.SetActive (true);*/ m_goEffect1914021 = GameObjectLoader.LoadPath("effect/prefab/", "1914021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.boneroot).transform); m_goEffect1914021.SetActive(false); m_eventtime = 0.2f; }
public override void InitBuildModel() { base.InitBuildModel(); m_goEffect1916011 = GameObjectLoader.LoadPath("effect/prefab/", "1916011", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.skinroot).transform); m_goEffect1916011.SetActive(true); m_goEffect1916021_01 = GameObjectLoader.LoadPath("effect/prefab/", "1916021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help01).transform); m_goEffect1916021_01.SetActive(true); m_goEffect1916021_02 = GameObjectLoader.LoadPath("effect/prefab/", "1916021", m_Property.HelpPoint.GetVauleByKey(BuildHelpPointName.help02).transform); m_goEffect1916021_02.SetActive(true); }