示例#1
0
        public static void ConvertSkillArt(SkillUnit.SkillArt oUnit, SkillArt unit)
        {
            oUnit.id            = unit.id;
            oUnit.guideAction   = unit.guideAction;
            oUnit.guideFadeTime = unit.guideFadeTime;
            oUnit.guidingAction = unit.guidingAction;
            oUnit.endAction     = unit.endAction;

            oUnit.unitEffect = ConvertSkillArtEffect(unit.unitEffect[0].artEffect);
            oUnit.tipEffect  = ConvertSkillArtEffect(unit.tipEffect[0].artEffect);
            oUnit.hitEffect  = ConvertSkillArtEffect(unit.hitEffect[0].artEffect);

            oUnit.beginCameraAction = ConvertCameraAction(unit.beginCameraAction[0]);
            oUnit.moveCameraAction  = ConvertCameraAction(unit.moveCameraAction[0]);
            oUnit.hitCameraAction   = ConvertCameraAction(unit.hitCameraAction[0]);

            List <SkillUnit.SkillArtEffect> beginlist = oUnit.beginEffect;

            for (int i = 0; i < unit.beginEffect.Count; i++)
            {
                SkillUnit.SkillArtEffect Effect = new SkillUnit.SkillArtEffect();
                Effect = ConvertSkillArtEffect(unit.beginEffect[i].artEffect);
                oUnit.beginEffect.Add(Effect);
            }
        }
 private void OnEnable()
 {
     if (skillArt == null)
     {
         skillArt = new SkillArt();
     }
     if (skillUnit == null)
     {
         skillUnit = new JSkillUnit();
     }
 }
示例#3
0
        //根据模型类型 加载FBX
        private void LoadFbx()
        {
            SkillArt skillart = EditorDataContainer.currentskillAssetData.skillArt;

            if (allFbx == null)
            {
                allFbx      = AssetUtility.GetAllFBXWithType(skillart.modelType);
                fbxNamelist = new List <string>();
                for (int i = 0; i < allFbx.Count; i++)
                {
                    fbxNamelist.Add(allFbx[i].name);
                }
            }
        }
        public static void UseSkillArt(SkillUnit.SkillArt oart)
        {
            SkillArt art = EditorDataContainer.currentskillAssetData.skillArt;

            DataConvert.ConvertSkillArt(art, oart);

            string effectName = EditorDataContainer.GetStringById(oart.unitEffect.effect);

            if (art.unitEffect == null)
            {
                art.unitEffect = new List <SkillEffectUnit>();
            }
            if (art.unitEffect.Count == 0)
            {
                art.unitEffect.Add(new SkillEffectUnit());
            }
            art.unitEffect[0].artEffect.effectObj = AssetUtility.GetSkillEffect(art.modelType, art.modelName, effectName);

            string hitEffectName = EditorDataContainer.GetStringById(oart.hitEffect.effect);

            if (art.hitEffect == null)
            {
                art.hitEffect = new List <SkillEffectUnit>();
            }
            if (art.hitEffect.Count == 0)
            {
                art.hitEffect.Add(new SkillEffectUnit());
            }
            art.hitEffect[0].artEffect.effectObj = AssetUtility.GetSkillEffect(art.modelType, art.modelName, hitEffectName);


            if (art.tipEffect == null)
            {
                art.tipEffect = new List <SkillEffectUnit>();
            }
            if (art.tipEffect.Count == 0)
            {
                art.tipEffect.Add(new SkillEffectUnit());
            }
            art.tipEffect[0].artEffect.effectObj = AssetUtility.GetSkillEffect(art.modelType, art.modelName, hitEffectName);

            for (int i = 0; i < oart.beginEffect.Count; i++)
            {
                string beginEffectName = EditorDataContainer.GetStringById(oart.beginEffect[i].effect);
                art.beginEffect[i].artEffect.effectObj = AssetUtility.GetSkillEffect(art.modelType, art.modelName, beginEffectName);
            }
        }
示例#5
0
        public static void ConvertSkillArt(SkillArt oUnit, SkillUnit.SkillArt unit)
        {
            oUnit.id            = unit.id;
            oUnit.guideAction   = unit.guideAction;
            oUnit.guideFadeTime = unit.guideFadeTime;
            oUnit.guidingAction = unit.guidingAction;
            oUnit.endAction     = unit.endAction;
            if (oUnit.unitEffect == null)
            {
                oUnit.unitEffect = new List <SkillEffectUnit>();
            }
            if (oUnit.tipEffect == null)
            {
                oUnit.tipEffect = new List <SkillEffectUnit>();
            }
            if (oUnit.hitEffect == null)
            {
                oUnit.hitEffect = new List <SkillEffectUnit>();
            }

            if (oUnit.unitEffect.Count == 0)
            {
                oUnit.unitEffect.Add(new SkillEffectUnit());
            }
            if (oUnit.tipEffect.Count == 0)
            {
                oUnit.tipEffect.Add(new SkillEffectUnit());
            }
            if (oUnit.hitEffect.Count == 0)
            {
                oUnit.hitEffect.Add(new SkillEffectUnit());
            }
            ConvertSkillArtEffect(oUnit.unitEffect[0].artEffect, unit.unitEffect);
            ConvertSkillArtEffect(oUnit.tipEffect[0].artEffect, unit.tipEffect);
            ConvertSkillArtEffect(oUnit.hitEffect[0].artEffect, unit.hitEffect);
            if (oUnit.beginEffect == null)
            {
                oUnit.beginEffect = new List <SkillEffectUnit>();
            }
            oUnit.beginEffect.Clear();
            for (int i = 0; i < unit.beginEffect.Count; i++)
            {
                SkillEffectUnit Effect = new SkillEffectUnit();
                ConvertSkillArtEffect(Effect.artEffect, unit.beginEffect[i]);
                oUnit.beginEffect.Add(Effect);
            }
        }
示例#6
0
        public static SkillArt ConvertSkillArt(SkillUnit.SkillArt unit)
        {
            SkillArt oUnit = new SkillArt();

            oUnit.id            = unit.id;
            oUnit.guideAction   = unit.guideAction;
            oUnit.guideFadeTime = unit.guideFadeTime;
            oUnit.guidingAction = unit.guidingAction;
            oUnit.endAction     = unit.endAction;

            oUnit.unitEffect = new List <SkillEffectUnit>();
            oUnit.unitEffect.Add(new SkillEffectUnit());
            oUnit.unitEffect[0].artEffect = ConvertSkillArtEffect(unit.unitEffect);

            oUnit.tipEffect = new List <SkillEffectUnit>();
            oUnit.tipEffect.Add(new SkillEffectUnit());
            oUnit.tipEffect[0].artEffect = ConvertSkillArtEffect(unit.tipEffect);

            oUnit.hitEffect = new List <SkillEffectUnit>();
            oUnit.hitEffect.Add(new SkillEffectUnit());
            oUnit.hitEffect[0].artEffect = ConvertSkillArtEffect(unit.hitEffect);

            oUnit.beginCameraAction = new List <SkillCameraAction>();
            oUnit.beginCameraAction.Add(new SkillCameraAction());
            oUnit.beginCameraAction[0] = ConvertCameraAction(unit.beginCameraAction);

            oUnit.moveCameraAction = new List <SkillCameraAction>();
            oUnit.moveCameraAction.Add(new SkillCameraAction());
            oUnit.moveCameraAction[0] = ConvertCameraAction(unit.moveCameraAction);

            oUnit.hitCameraAction = new List <SkillCameraAction>();
            oUnit.hitCameraAction.Add(new SkillCameraAction());
            oUnit.hitCameraAction[0] = ConvertCameraAction(unit.hitCameraAction);

            oUnit.beginEffect = new List <SkillEffectUnit>();
            for (int i = 0; i < unit.beginEffect.Count; i++)
            {
                SkillEffectUnit Effect = new SkillEffectUnit();
                Effect.artEffect = ConvertSkillArtEffect(unit.beginEffect[i]);
                oUnit.beginEffect.Add(Effect);
            }

            return(oUnit);
        }
示例#7
0
        //加载技能特效
        private void LoadEffect()
        {
            SkillArt skillart = EditorDataContainer.currentskillAssetData.skillArt;

            if (SkillEffectPrefabs == null)
            {
                string modelName = "";
                if (skillart.model != null)
                {
                    modelName = skillart.model.name;
                }
                SkillEffectPrefabs = AssetUtility.GetModelSkillEffectPrefabs(modelName); //GetAllSkillEffectPrefabs();
                effectNamelist     = new List <string>();
                for (int i = 0; i < SkillEffectPrefabs.Count; i++)
                {
                    effectNamelist.Add(SkillEffectPrefabs[i].name);
                }
            }
        }
示例#8
0
        //加载动作
        private void LoadAnimationState(bool force = true)
        {
            SkillArt skillart  = EditorDataContainer.currentskillAssetData.skillArt;
            string   modelName = "";

            modelName = skillart.modelName;
            RuntimeAnimatorController controller0 = AssetUtility.GetAnimationCtl(skillart.modelType, skillart.modelName, skillart.animationController);

            if (skillart.animationControllerObj == null && controller0 != null)
            {
                skillart.animationControllerObj = controller0;
            }
            RuntimeAnimatorController controller = skillart.animationControllerObj;// AssetUtility.GetAnimationCtl(skillart.modelType, modelName, skillart.animationController);

            if (force && controller == null)
            {
                Debug.Log("Error! Error animationController Not Found");
            }
            if (controller != null)
            {
                if (force)
                {
                    stateNamelist = new List <string>();
                    stateNamelist = MecanimAnimationUtility.GetAllStateNamesWithController(controller);
                }
                else
                {
                    if (stateNamelist == null)
                    {
                        stateNamelist = new List <string>();
                        stateNamelist = MecanimAnimationUtility.GetAllStateNamesWithController(controller);
                    }
                }
            }
            else if (stateNamelist == null)
            {
                stateNamelist = new List <string>();
            }
            else if (stateNamelist != null)
            {
                stateNamelist.Clear();
            }
        }
示例#9
0
        public SkillArt Copy()
        {
            SkillArt b = new SkillArt();

            b.id                     = id;
            b.model                  = model;
            b.modelName              = modelName;
            b.animationController    = animationController;
            b.modelType              = modelType;
            b.idString               = idString;
            b.guideAction            = guideAction;
            b.guidingAction          = guidingAction;
            b.animationControllerObj = animationControllerObj;

            if (beginCameraAction != null)
            {
                b.beginCameraAction = new List <SkillCameraAction>();
                for (int i = 0; i < beginCameraAction.Count; i++)
                {
                    b.beginCameraAction.Add(beginCameraAction[i].Copy());
                }
            }
            if (moveCameraAction != null)
            {
                b.moveCameraAction = new List <SkillCameraAction>();
                for (int i = 0; i < moveCameraAction.Count; i++)
                {
                    b.moveCameraAction.Add(moveCameraAction[i].Copy());
                }
            }
            if (hitCameraAction != null)
            {
                b.hitCameraAction = new List <SkillCameraAction>();
                for (int i = 0; i < hitCameraAction.Count; i++)
                {
                    b.hitCameraAction.Add(hitCameraAction[i].Copy());
                }
            }
            if (beginEffect != null)
            {
                b.beginEffect = new List <SkillEffectUnit>();
                for (int i = 0; i < beginEffect.Count; i++)
                {
                    b.beginEffect.Add(beginEffect[i].Copy());
                }
            }
            if (unitEffect != null)
            {
                b.unitEffect = new List <SkillEffectUnit>();
                for (int i = 0; i < unitEffect.Count; i++)
                {
                    b.unitEffect.Add(unitEffect[i].Copy());
                }
            }
            if (endEffect != null)
            {
                b.endEffect = new List <SkillEffectUnit>();
                for (int i = 0; i < endEffect.Count; i++)
                {
                    b.endEffect.Add(endEffect[i].Copy());
                }
            }
            if (hitEffect != null)
            {
                b.hitEffect = new List <SkillEffectUnit>();
                for (int i = 0; i < hitEffect.Count; i++)
                {
                    b.hitEffect.Add(hitEffect[i].Copy());
                }
            }
            if (tipEffect != null)
            {
                b.tipEffect = new List <SkillEffectUnit>();
                for (int i = 0; i < tipEffect.Count; i++)
                {
                    b.tipEffect.Add(tipEffect[i].Copy());
                }
            }
            return(b);
        }
示例#10
0
        //绘制特效信息
        public void DrawSkillArtEffect(SkillArt skillart, float width)
        {
            EditorGUILayout.BeginVertical("Box");
            EditorGUILayout.LabelField("Skill ArtEffect: 特效");
            //id
            if (skillart.idString == "")
            {
                skillart.idString = EditorDrawUtility.GetSkillStringById(skillart.id);
            }
            string id = EditorGUILayout.TextField("Id:", skillart.idString);

            if (id != skillart.idString)
            {
                skillart.idString = id;
                skillart.id       = EditorDrawUtility.GetSkillIdByString(id);
            }
            //modelType
            int typeindex    = (int)skillart.modelType;
            int newtypeindex = EditorGUILayout.Popup("ModelTargetType:", typeindex, Enum.GetNames(typeof(ModelTargetType)));

            if (newtypeindex != typeindex)
            {
                skillart.modelType = (ModelTargetType)newtypeindex;
                allFbx             = null;
                LoadFbx();
            }
            int fbxselet = -1;
            // GameObject fbx = AssetUtility.GetFBXWithName(EditorDataContainer.currentskillAssetData.modelName);
            GameObject fbx = EditorDataContainer.currentskillAssetData.skillArt.model;

            if (fbx != null)
            {
                if (fbxNamelist.Contains(fbx.name))
                {
                    fbxselet = fbxNamelist.IndexOf(fbx.name);
                }
            }
            LoadAnimationState(false);
            EditorGUILayout.BeginHorizontal();
            GameObject NewFbx       = (GameObject)EditorGUILayout.ObjectField("Model:", fbx, typeof(GameObject), true);
            int        newselectfbx = EditorGUILayout.Popup(fbxselet, fbxNamelist.ToArray());

            EditorGUILayout.EndHorizontal();
            if (newselectfbx != fbxselet)
            {
                skillart.model               = allFbx[newselectfbx];
                skillart.modelName           = allFbx[newselectfbx].name;
                skillart.animationController = allFbx[newselectfbx].name + "_Anim";
                LoadAnimationState();
                SkillEffectPrefabs = null;
                LoadEffect();
            }
            else
            {
                if (NewFbx == null)
                {
                    skillart.model               = null;
                    skillart.modelName           = "";
                    skillart.animationController = "";
                }
                else if (NewFbx != skillart.model)
                {
                    skillart.model               = NewFbx;
                    skillart.modelName           = NewFbx.name;
                    skillart.animationController = NewFbx.name + "_Anim";
                    LoadAnimationState();
                    SkillEffectPrefabs = null;
                    LoadEffect();
                }
            }
            EditorGUILayout.TextField("animationControllerName:", skillart.animationController);
            RuntimeAnimatorController controller = AssetUtility.GetAnimationCtl(skillart.modelType, skillart.modelName, skillart.animationController);

            if (skillart.animationControllerObj == null && controller != null)
            {
                skillart.animationControllerObj = controller;
            }

            RuntimeAnimatorController newcontroller = (RuntimeAnimatorController)EditorGUILayout.ObjectField("AnimatorController:", skillart.animationControllerObj, typeof(RuntimeAnimatorController), true);

            if (newcontroller != controller)
            {
                skillart.animationController    = newcontroller.name;
                skillart.animationControllerObj = newcontroller;
                LoadAnimationState();
            }

            EditorGUILayout.LabelField("GuideAction 开始动作:");
            skillart.guideFadeTime = EditorGUILayout.FloatField("  guideFadeTime:", skillart.guideFadeTime);
            EditorDrawUtility.DrawActionRect("  guideAction:", skillart.guideAction, out skillart.guideAction, stateNamelist);
            EditorDrawUtility.DrawActionRect("  guidingAction:", skillart.guidingAction, out skillart.guidingAction, stateNamelist);
            EditorDrawUtility.DrawActionRect("  endAction:", skillart.endAction, out skillart.endAction, stateNamelist);


            showBeginEffect = EditorGUILayout.Foldout(showBeginEffect, "beginEffect 起手特效:");
            //EditorGUILayout.LabelField("beginEffect 起手特效:");
            if (showBeginEffect)
            {
                if (skillart.beginEffect != null)
                {
                    EditorDrawUtility.DrawEffectUnitList(skillart.beginEffect, beginScrollPos, out beginScrollPos, width, ref beginEffectList, effectNamelist, SkillEffectPrefabs);
                }
                else
                {
                    if (GUILayout.Button("Add beginEffectList"))
                    {
                        skillart.beginEffect = new List <SkillEffectUnit>();
                    }
                }
            }
            showEndEffect = EditorGUILayout.Foldout(showEndEffect, "endEffect 结束特效:");
            // EditorGUILayout.LabelField("tipEffect 警告特效:");
            if (showEndEffect)
            {
                if (skillart.endEffect != null)
                {
                    EditorDrawUtility.DrawEffectUnitList(skillart.endEffect, endEffectScrollPos, out endEffectScrollPos, width, ref endEffectList, effectNamelist, SkillEffectPrefabs);
                }
                else
                {
                    if (GUILayout.Button("Add endEffectList"))
                    {
                        skillart.endEffect = new List <SkillEffectUnit>();
                    }
                }
            }
            showUnit = EditorGUILayout.Foldout(showUnit, "unitEffect 弹道特效:");
            //EditorGUILayout.LabelField("unitEffect 弹道特效:");
            if (showUnit)
            {
                if (skillart.unitEffect != null)
                {
                    EditorDrawUtility.DrawEffectUnitList(skillart.unitEffect, unitEffectScrollPos, out unitEffectScrollPos, width, ref unitEffectList, effectNamelist, SkillEffectPrefabs);
                }
                else
                {
                    if (GUILayout.Button("Add unitEffectList"))
                    {
                        skillart.unitEffect = new List <SkillEffectUnit>();
                    }
                }
            }

            showTipEffect = EditorGUILayout.Foldout(showTipEffect, "tipEffect 警告特效:");
            // EditorGUILayout.LabelField("tipEffect 警告特效:");
            if (showTipEffect)
            {
                if (skillart.tipEffect != null)
                {
                    EditorDrawUtility.DrawEffectUnitList(skillart.tipEffect, tipEffectScrollPos, out tipEffectScrollPos, width, ref tipEffectList, effectNamelist, SkillEffectPrefabs);
                }
                else
                {
                    if (GUILayout.Button("Add tipEffectList"))
                    {
                        skillart.tipEffect = new List <SkillEffectUnit>();
                    }
                }
            }
            showHitEffect = EditorGUILayout.Foldout(showHitEffect, "hitEffect 击中特效:");
            // EditorGUILayout.LabelField("tipEffect 警告特效:");
            if (showHitEffect)
            {
                if (skillart.hitEffect != null)
                {
                    EditorDrawUtility.DrawEffectUnitList(skillart.hitEffect, hitEffectScrollPos, out hitEffectScrollPos, width, ref hitEffectList, effectNamelist, SkillEffectPrefabs);
                }
                else
                {
                    if (GUILayout.Button("Add hitEffectList"))
                    {
                        skillart.tipEffect = new List <SkillEffectUnit>();
                    }
                }
            }
            showBeginCamera = EditorGUILayout.Foldout(showBeginCamera, "beginCameraAction 开始相机特效:");

            //EditorGUILayout.LabelField("beginCameraAction 开始相机特效:");
            if (showBeginCamera)
            {
                if (skillart.beginCameraAction != null)
                {
                    EditorDrawUtility.DrawCameraActionList(skillart.beginCameraAction, beginCameraScrollPos, out beginCameraScrollPos, width, ref beginCameraList);
                }
                else
                {
                    if (GUILayout.Button("Add beginCameraActionList"))
                    {
                        skillart.beginCameraAction = new List <SkillCameraAction>();
                    }
                }
            }
            showMoveCamera = EditorGUILayout.Foldout(showMoveCamera, "moveCameraAction 移动相机特效:");
            if (showMoveCamera)
            {
                //EditorGUILayout.LabelField("moveCameraAction 移动相机特效:");
                if (skillart.moveCameraAction != null)
                {
                    EditorDrawUtility.DrawCameraActionList(skillart.moveCameraAction, movingCameraScrollPos, out movingCameraScrollPos, width, ref movingCameraList);
                }
                else
                {
                    if (GUILayout.Button("Add moveCameraActionList"))
                    {
                        skillart.moveCameraAction = new List <SkillCameraAction>();
                    }
                }
            }
            showHitCamera = EditorGUILayout.Foldout(showHitCamera, "hitCameraAction 命中相机特效:");
            if (showHitCamera)
            {
                // EditorGUILayout.LabelField("hitCameraAction 命中相机特效:");
                if (skillart.hitCameraAction != null)
                {
                    EditorDrawUtility.DrawCameraActionList(skillart.hitCameraAction, hitCameraScrollPos, out hitCameraScrollPos, width, ref hitCameraList);
                }
                else
                {
                    if (GUILayout.Button("Add hitCameraActionList"))
                    {
                        skillart.hitCameraAction = new List <SkillCameraAction>();
                    }
                }
            }
            EditorGUILayout.EndVertical();
        }