void Add() { Common.Auto.ThriftVector3 pos = new Common.Auto.ThriftVector3(); m_Config.Path.Insert(++curPos, pos); helper.AddObj(curPos, pos.GetVector3()); RefreshDisplayString(); }
public override EFuncRet FuncExecHandler(HandleTarget Target, FuncData funcdata, FuncContext context) { try { int id = funcdata.ParamIntList[0]; ThriftVector3 pos = new ThriftVector3(); pos.X = funcdata.ParamIntList[1]; pos.Y = funcdata.ParamIntList[2]; pos.Z = funcdata.ParamIntList[3]; ThriftVector3 rot = new ThriftVector3(); rot.X = 0; rot.Y = funcdata.ParamIntList[4]; rot.Z = 0; ThriftVector3 scal = new ThriftVector3(); scal.X = funcdata.ParamIntList[5]; scal.Y = funcdata.ParamIntList[5]; scal.Z = funcdata.ParamIntList[5]; TerrainManager.Instance.CreateNpcById(id, pos, rot, scal); } catch (Exception) { Debuger.LogWarning("error on create npc by function "); } return EFuncRet.Continue; }
protected void Init() { if (null != m_ActionFrameData) { m_fTime = (float)m_ActionFrameData.Time; m_Config = m_ActionFrameData.MoveTransformFrame; } else { m_ActionFrameData = new ActionFrameData(); m_Config = new MoveTransformFrameConfig(); } if (m_Config.Path == null || m_Config.Path.Count < 1) { m_Config.Path = new System.Collections.Generic.List <Common.Auto.ThriftVector3>(); Common.Auto.ThriftVector3 origin = new Common.Auto.ThriftVector3(); m_Config.Path.Add(origin); } RefreshDisplayString(); var go = new GameObject(); helper = go.AddComponent <MoveFrameHelper>(); helper.Init(m_Config.Path); curPos = 0; lastPos = curPos; Selection.activeGameObject = helper.GetNode(curPos).gameObject; m_Instance.minSize = new Vector2(WINDOW_MIN_WIDTH, WINDOW_MIN_HIEGHT); }
public override EFuncRet FuncExecHandler(HandleTarget Target, FuncData funcdata, FuncContext context) { try { ThriftVector3 pos = new ThriftVector3(); pos.X = funcdata.ParamIntList[0]; pos.Y = funcdata.ParamIntList[1]; pos.Z = funcdata.ParamIntList[2]; ThriftVector3 rot = new ThriftVector3(); rot.X = 0; rot.Y = funcdata.ParamIntList[3]; rot.Z = 0; ThriftVector3 scal = new ThriftVector3(); scal.X = funcdata.ParamIntList[4]; scal.Y = funcdata.ParamIntList[4]; scal.Z = funcdata.ParamIntList[4]; GameObject elem = EffectContainer.EffectFactory(funcdata.ParamStringList[0]); elem.transform.position = pos.GetVector3(); elem.transform.eulerAngles = rot.GetVector3(); elem.transform.localScale = scal.GetVector3(); } catch { } return EFuncRet.Continue; }
protected void Init() { if (null != m_ActionFrameData) { m_fTime = (float)m_ActionFrameData.Time; m_Config = m_ActionFrameData.Vector3Frame; } else { m_ActionFrameData = new ActionFrameData(); m_Config = new Common.Auto.ThriftVector3(); } m_Instance.minSize = new Vector2(WINDOW_MIN_WIDTH, WINDOW_MIN_HIEGHT); }
void Add() { Common.Auto.ThriftVector3 pos = new Common.Auto.ThriftVector3(); m_Config.Path.Insert(++curPos, pos); helper.AddObj(curPos,pos.GetVector3()); RefreshDisplayString(); }
protected void Init() { if (null != m_ActionFrameData) { m_fTime = (float)m_ActionFrameData.Time; m_Config = m_ActionFrameData.MoveTransformFrame; } else { m_ActionFrameData = new ActionFrameData(); m_Config = new MoveTransformFrameConfig(); } if(m_Config.Path == null || m_Config.Path.Count < 1) { m_Config.Path = new System.Collections.Generic.List<Common.Auto.ThriftVector3>(); Common.Auto.ThriftVector3 origin = new Common.Auto.ThriftVector3(); m_Config.Path.Add(origin); } RefreshDisplayString(); var go = new GameObject(); helper = go.AddComponent<MoveFrameHelper>(); helper.Init(m_Config.Path); curPos = 0; lastPos = curPos; Selection.activeGameObject = helper.GetNode(curPos).gameObject; m_Instance.minSize = new Vector2(WINDOW_MIN_WIDTH, WINDOW_MIN_HIEGHT); }
private void DrawCharMove() { GUILayout.Space(5f); if (NGUIEditorTools.DrawHeader("路径节点")) { GUILayout.Space(5f); EditorGUILayout.BeginHorizontal(); { GUILayout.Space(5f); EditorGUILayout.LabelField("节点数量:", GUILayout.Width(80f)); GUILayout.Space(5f); m_nTargetNum = EditorGUILayout.IntField(m_nTargetNum, GUILayout.Width(50f)); GUILayout.Space(15f); if (m_nTargetNum != m_nTargetLastNum) { m_lstSpeedMoveList = new List<CharSpeedMove>(); m_lstLastTimePos = new List<Vector3>(); ClearHintPoint(); m_lstHintPointList = new List<GameObject>(); for (int i = 0; i < m_nTargetNum; i++) { // data ThriftVector3 pos = new ThriftVector3(); pos.SetVector3(new Vector3(0, 0, 0)); CharSpeedMove point = new CharSpeedMove(); point.Target = pos; point.Speed = 5; m_lstSpeedMoveList.Add(point); // state m_lstLastTimePos.Add(new Vector3(0, 0, 0)); GameObject instance = GameObject.Instantiate(m_HintPointSource); GameObject root = GameObject.Find("Canvas"); if (root) { ComponentTool.Attach(root.transform, instance.transform); Text txtComp = instance.GetComponentInChildren<Text>(); if (txtComp) { txtComp.text = (i+1).ToString(); } } m_lstHintPointList.Add(instance); } } EditorGUILayout.BeginVertical(); { if (m_lstSpeedMoveList != null && m_lstSpeedMoveList.Count > 0) { for (int i = 0; i < m_lstSpeedMoveList.Count; i++) { EditorGUILayout.BeginHorizontal(); { GUILayout.Label("节点 " + (i + 1).ToString() + " : ", GUILayout.Width(80f)); Vector3 tmpPos = new Vector3(0, 0, 0); if (m_lstSpeedMoveList[i].Target != null) { tmpPos = m_lstSpeedMoveList[i].Target.GetVector3(); } GUILayout.Label("x", GUILayout.Width(20f)); tmpPos.x = EditorGUILayout.FloatField(tmpPos.x); GUILayout.Label("y", GUILayout.Width(20f)); tmpPos.y = EditorGUILayout.FloatField(tmpPos.y); GUILayout.Label("z", GUILayout.Width(20f)); tmpPos.z = EditorGUILayout.FloatField(tmpPos.z); if (m_lstLastTimePos[i] != tmpPos) { m_lstSpeedMoveList[i].Target.SetVector3(tmpPos); //m_Config.LstTargets = m_lstTargetList; } GUILayout.Space(5f); if (GUILayout.Button("调整位置", GUILayout.Width(100f))) { m_nCurrentSettingPosTriggerIndex = i; ActionEditorRuntime.Instance.SetRaycastCallBack(SetTargetPos); } m_lstLastTimePos[i] = tmpPos; GUILayout.Space(5f); m_lstSpeedMoveList[i].Speed = EditorGUILayout.FloatField("速度:", (float)m_lstSpeedMoveList[i].Speed); } EditorGUILayout.EndHorizontal(); } } } EditorGUILayout.EndVertical(); } EditorGUILayout.EndHorizontal(); } m_nTargetLastNum = m_nTargetNum; }
public ChangeColorFrame(ActionPlayer action, ActionFrameData data):base(action,data){ color_config = m_FrameData.Vector3Frame; }
public ChangeColorFrame(ActionPlayer action, ActionFrameData data) : base(action, data) { color_config = m_FrameData.Vector3Frame; }