public void InitCellView1() { List<CellData> celldatas = new List<CellData>(celldatas = tableData.CellDatas); int length = tableData.CellDatas.Count; if (tableData.CellDatas == null) { Debug.Log("无元素"); return; } for (int i = 0; i < length; i++) { var go = Instantiate(cell) as GameObject; go.transform.parent = mRoot; go.transform.localScale = Vector3.one; go.name = tableData.CellDatas[i].altas; UILabel label = go.transform.GetComponentInChildren<UILabel>(); label.text = go.name; UIDragScrollView dragScrollView = go.GetComponent<UIDragScrollView>(); dragScrollView = mDragScrollView; ObjState objState = go.GetComponent<ObjState>(); objState.CellInfo = celldatas[i]; objState.InfoTable = mInfoTable.GetComponent<NTable>(); objState.parentTable = this; } }
public void OnStateChange(ObjState newState, ObjState previousState, Transform attachmentTransform, Mount attachTo = null, bool isReady = true) { if (previousState == ObjState.Despawned && (newState & ObjState.Visible) != 0) { _charges = initialCharges; } }
/// <summary> /// Responds to State change from SyncState /// </summary> public void OnStateChange(ObjState state, Transform attachmentTransform, Mount attachTo = null, bool isReady = true) { if (state == prevState) { return; } if (IsMine) { if (respawnEnable) { if (state == ObjState.Despawned) { ticksUntilRespawn = respawnWaitAsTicks; } /// Check if the flag we are looking for just changed to true else if ((prevState & respawnOn) == 0 && (state & respawnOn) != 0) { ticksUntilRespawn = respawnWaitAsTicks; } } if (despawnEnable) { /// Check if the flag we are looking for just changed to true if ((prevState & despawnOn) == 0 && (state & despawnOn) != 0) { ticksUntilDespawn = despawnWaitAsTicks; } } } prevState = state; }
//销毁 public virtual void Destroy() { OptList <EffectController> .List.Clear(); gameObject.GetComponentsInChildren(OptList <EffectController> .List); { var __array3 = OptList <EffectController> .List; var __arrayLength3 = __array3.Count; for (var __i3 = 0; __i3 < __arrayLength3; ++__i3) { var effect = __array3[__i3]; { effect.trans.parent = null; EffectManager.Instance.StopEffect(effect.Id); //ComplexObjectPool.Release(effect.gameObject); } } } ComplexObjectPool.Release(mModel); mModel = null; StopAllCoroutines(); ComplexObjectPool.Release(gameObject); State = ObjState.Deleted; UniqueResourceId = 0; }
/// <summary> /// SaveData用のstringをtextで書き出す /// </summary> /// <param name="d"></param> public void Writetext(ObjState d) { string path = @"..\\Text\lll.txt"; string text = d.SaveString; File.WriteAllText(path, text); }
// Update is called once per frame void Update() { clientObject.transform.localPosition = new Vector3(0.0f, Mathf.Sin(time), 0.0f); time += 0.1f; if (client.IsConnected) { ObjState state = new ObjState(clientObject.transform.localPosition, clientObject.transform.localRotation); for (int i = 0; i < numSend; i++) { client.Send(0, state); } } if (Input.GetKeyDown(KeyCode.Alpha1)) { client.Send(1, "Hello Unity!"); } if (Input.GetKeyDown(KeyCode.C)) { Color color = new Color( Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), 1.0f ); clientRenderer.material.SetColor("_Color", color); client.Send(2, color); } }
public void OnStateChange(ObjState newState, ObjState previousState, Transform attachmentTransform, Mount attachTo = null, bool isReady = true) { if (IsMine) { SetOwnedKinematics(newState); } }
public virtual void QueueStateChange(ObjState newState, Mount newMount, Vector3 offset, Vector3 velocity, bool force) { //if (IsMine) // Debug.Log(Time.time + " " + name + "<b> QUE STATE </b>" + newState); stateChangeQueue.Enqueue(new StateChangeInfo(newState, newMount, offset, velocity, force)); }
//初始化 public virtual bool Init(InitBaseData initData, Action callback = null) { State = ObjState.LogicDataInited; mObjId = initData.ObjId; mDataId = initData.DataId; return(true); }
/// <summary> /// Internal. StateSync uses this method to tell the SyncTransform what the parent object is. SyncTransform needs to know about parent changes /// to avoid interpolating/extrapolating across parent changes. /// </summary> /// <param name="state"></param> /// <param name="newParent"></param> public void UpdateParent(ObjState state, Transform newParent) { teleNewParentId = newParent ? newParent.GetInstanceID() : (state & ObjState.Attached) != 0 ? -2 : -1; //if (GetComponent<SyncState>()) // Debug.Log(Time.time + " <b><color=green>UpdateParent </color></b>" + teleNewParentId); }
public override void Clear() { base.Clear(); state = 0; mountToViewID = null; mountTypeId = null; //respawn = false; }
public override void Clear() { base.Clear(); state = 0; attachedToNetId = null; attachedToMountTypeId = null; //respawn = false; }
public void OnStateChange(ObjState newState, ObjState previousState, Transform attachmentTransform, Mount attachTo = null, bool isReady = true) { // TODO: this is test code. Might need to be more selective about clearing this on state changes. if (preventRepeats) { this.triggeringEnters.Clear(); } }
public StateChangeInfo(ObjState itemState, Mount mount, bool force) { this.objState = itemState; this.mount = mount; this.offsetPos = null; this.offsetRot = null; this.velocity = null; this.force = force; }
public StateChangeInfo(ObjState itemState, Mount mount, Vector3?offsetPos, Vector3?velocity, bool force) { this.objState = itemState; this.mount = mount; this.offsetPos = offsetPos; this.offsetRot = null; this.velocity = velocity; this.force = force; }
public StateChangeInfo(StateChangeInfo src) { this.objState = src.objState; this.mount = src.mount; this.offsetPos = src.offsetPos; this.offsetRot = src.offsetRot; this.velocity = src.velocity; this.force = src.force; }
protected virtual void SetState(int i, ObjState state) { spriteRenderers[i].sortingOrder = state.SortingOrder + order; spriteRenderers[i].material = state.SpriteMaterial; spriteRenderers[i].enabled = state.SpriteEnabled; colliders[i].enabled = state.ColliderEnabled; colliders[i].isTrigger = state.ColliderTrigger; colliders[i].gameObject.layer = state.Layer; }
public override void CopyFrom(FrameBase sourceFrame) { base.CopyFrom(sourceFrame); Frame src = sourceFrame as Frame; state = src.state; //respawn = false; attachedToNetId = src.attachedToNetId; attachedToMountTypeId = src.attachedToMountTypeId; }
//public void Attach(Mount mount) //{ // /// Keep the current visibile state, change all others to just Attached // var currentVisibleFlag = (currentState.state & ObjState.Visible); // //Debug.Log(name + "<b> QUE Attach </b>"); // stateChangeQueue.Enqueue(new StateChangeInfo(currentVisibleFlag | ObjState.Attached, mount, true)); //} public void SoftMount(Mount attachTo) { const ObjState MOUNT_ADD_FLAGS = ObjState.Mounted; const ObjState MOUNT_REM_FLAGS = ObjState.Dropped | ObjState.Transit; ObjState newstate = attachTo ? (currentState.state & ~MOUNT_REM_FLAGS) | MOUNT_ADD_FLAGS : currentState.state & ~MOUNT_ADD_FLAGS; //QueueStateChange(newstate, attachTo, false); ChangeState(new StateChangeInfo(newstate, attachTo, false)); }
/// <summary> /// /// </summary> /// <param name="mountTo"></param> public void HardMount(Mount mountTo) { const ObjState MOUNT_ADD_FLAGS = ObjState.Mounted | ObjState.Anchored; const ObjState MOUNT_REM_FLAGS = ObjState.Dropped | ObjState.Transit; ObjState newstate = mountTo ? (currentState.state & ~MOUNT_REM_FLAGS) | MOUNT_ADD_FLAGS : currentState.state & ~MOUNT_ADD_FLAGS; //QueueStateChange(newstate, mountTo, false); ChangeState(new StateChangeInfo(newstate, mountTo, false)); }
public override void CopyFrom(FrameBase sourceFrame) { base.CopyFrom(sourceFrame); Frame src = sourceFrame as Frame; state = src.state; //respawn = false; mountToViewID = src.mountToViewID; mountTypeId = src.mountTypeId; }
public void SaveState() { initState = new ObjState(); initState.platformMask = platformMask; initState.triggerMask = triggerMask; initState.interactFlag = interactFlag; initState.isSleep = isSleep; initState.pos = transform.position; initState.currentLayer = gameObject.layer; initState.maskInteraction = GetComponent <SpriteRenderer>().maskInteraction; }
public void OnStateChange(ObjState newState, ObjState previousState, Transform attachmentTransform, Mount attachTo = null, bool isReady = true) { /// Detect respawn (change from despawned to any other state currently) and reset values when that occurs. if (wasDespawned && newState != ObjState.Despawned) { for (int i = 0; i < vitalsCount; ++i) { vitalArray[i].ResetValues(); } } wasDespawned = newState == ObjState.Despawned; }
// Update is called once per frame void Update() { clientObject.transform.localPosition = new Vector3(0.0f, Mathf.Sin(time), 0.0f); time += 0.1f; ObjState state = new ObjState(clientObject.transform.localPosition, clientObject.transform.localRotation); for (int i = 0; i < numSend; i++) { client.Send(lnode, 0, state); } }
public void InitMap(ref Transform[] cells) { var atlas_go = Resources.Load <GameObject>("Art/UI/" + Nglobal.DictionaryName.Wall); for (int i = 0; i < cells.Length; i++) { ObjState objstate = cells[i].GetComponent <ObjState>(); objstate.CellInfo = null; UISprite mUISprite = cells[i].GetComponent <UISprite>(); mUISprite.atlas = atlas_go.GetComponent <UIAtlas>(); mUISprite.GetComponent <UIButton>().normalSprite = previewName; cells[i].name = "cell"; } }
/// <summary> /// Responds to State change from SyncState /// </summary> public void OnStateChange(ObjState state, Transform attachmentTransform, Mount attachTo = null, bool isReady = true) { /// If IsMine, we already Fired this in order to test for consumption. if (!IsMine) { var currentAttachedIVC = (attachTo) ? attachTo.GetComponentInParent <IContacting>() : null; var triggerEvent = new ContactEvent(null, currentAttachedIVC, null, null, ContactType.Enter); for (int i = 0; i < onPickupCallbacks.Count; ++i) { onPickupCallbacks[i].OnPickup(triggerEvent); } } }
public static Microsoft.EntityFrameworkCore.EntityState ConvertState(ObjState objstate) { switch (objstate) { case ObjState.Added: return(Microsoft.EntityFrameworkCore.EntityState.Added); case ObjState.Modified: return(Microsoft.EntityFrameworkCore.EntityState.Modified); case ObjState.Deleted: return(Microsoft.EntityFrameworkCore.EntityState.Deleted); default: return(Microsoft.EntityFrameworkCore.EntityState.Unchanged); } }
private EntityState ConvertState(ObjState state) { switch (state) { case ObjState.Added: return(EntityState.Added); case ObjState.Modified: return(EntityState.Modified); case ObjState.Deleted: return(EntityState.Deleted); default: return(EntityState.Unchanged); } }
private static GameObject AddStatePlaceholder(this GameObject go, string name, ObjStateLogic.Operator op, ObjState mask, ObjState notmask, ColliderType colliderType, PrimitiveType primitiveType, AssistColor color, Space_XD space, Dynamics dynamics, float scale = 1) { string label = name + " Model"; var visObj = new GameObject(label); visObj.transform.parent = go.transform; var toggle = visObj.AddComponent <OnStateChangeToggle>(); toggle.stateLogic.notMask = (int)notmask; toggle.stateLogic.operation = op; toggle.stateLogic.stateMask = (int)mask; visObj.CreateNewPrimitiveAsChild(primitiveType, colliderType, label + " Placeholder", scale, color); return(visObj); }
private static void AddStatePlaceholder(this GameObject go, int enumindex, Space_XD space, Dynamics dynamics, float scale = 1) { ObjState mask = itemStateEnumValues[enumindex]; string label = itemStateEnumNames[enumindex] + " Model"; var visObj = new GameObject(label); visObj.transform.parent = go.transform; var toggle = visObj.AddComponent <OnStateChangeToggle>(); toggle.stateLogic.operation = enumindex == 0 ? ObjStateLogic.Operator.EQUALS : ObjStateLogic.Operator.AND; toggle.stateLogic.stateMask = (int)mask; /// Set the collider settings for each State ColliderType coltype = (mask == 0) ? ColliderType.None : ((mask & ObjState.Attached) != 0) ? ColliderType.None : ((mask & (ObjState.Dropped | ObjState.Transit)) != 0) ? ColliderType.Full : ColliderType.Trigger; PrimitiveType primtype = mask == ObjState.Visible ? PrimitiveType.Sphere : mask == ObjState.Attached ? PrimitiveType.Cube : mask == ObjState.Dropped ? PrimitiveType.Cylinder : PrimitiveType.Capsule; if (blackMat == null) { SetUpMaterials(); } Material material = mask == ObjState.Despawned ? blackMat : mask == ObjState.Visible ? cyanMat : mask == ObjState.Attached ? magentaMat : mask == ObjState.Dropped ? redMat : greenMat; var primitive = visObj.CreateNewPrimitiveAsChild(primtype, coltype, label + " Placeholder", scale); primitive.GetComponent <Renderer>().material = material; }