public static void SaveSkill(SkillAssetData data) { // 保存 string path = EditorUtility.SaveFilePanel("Save SkillAssetData", Application.dataPath + "/", "", "asset"); SaveDataAsAsset(data, path); }
public static SkillAssetData GenerateEmptySkillData(GameObject model, ModelTargetType modelType, string animationControl) { SkillAssetData data = new SkillAssetData(); data.skillArt = new SkillArt(); data.skillArt.model = model; data.skillArt.modelName = model.name; data.skillArt.modelType = modelType; data.skillArt.animationController = animationControl; data.skillArt.beginEffect = new List <SkillEffectUnit>(); data.skillArt.beginEffect.Add(new SkillEffectUnit()); data.skillArt.beginEffect.Add(new SkillEffectUnit()); data.skillArt.endEffect = new List <SkillEffectUnit>(); data.skillArt.endEffect.Add(new SkillEffectUnit()); data.skillArt.unitEffect = new List <SkillEffectUnit>(); data.skillArt.unitEffect.Add(new SkillEffectUnit()); data.skillArt.tipEffect = new List <SkillEffectUnit>(); data.skillArt.tipEffect.Add(new SkillEffectUnit()); data.skillArt.hitEffect = new List <SkillEffectUnit>(); data.skillArt.hitEffect.Add(new SkillEffectUnit()); data.skillArt.beginCameraAction = new List <SkillCameraAction>(); data.skillArt.beginCameraAction.Add(new SkillCameraAction()); data.skillArt.moveCameraAction = new List <SkillCameraAction>(); data.skillArt.moveCameraAction.Add(new SkillCameraAction()); data.skillArt.hitCameraAction = new List <SkillCameraAction>(); data.skillArt.hitCameraAction.Add(new SkillCameraAction()); data.skillUnit = new JSkillUnit(); return(data); }
public SkillAssetData Copy() { SkillAssetData copyskill = ScriptableObject.CreateInstance <SkillAssetData>(); copyskill.skillArt = skillArt.Copy(); copyskill.skillUnit = skillUnit.Copy(); return(copyskill); }
//加载保存的技能asset public static void LoadSkillArt(string Path) { SkillAssetData copydata = AssetDatabase.LoadAssetAtPath(Path, typeof(SkillAssetData)) as SkillAssetData; currentskillAssetData = copydata.Copy(); //MemoryStream outPhy = new MemoryStream(currentskillAssetData.skillartString); //currentskillAssetData.skillart = CloneSkillArt(ProtoBuf.Serializer.Deserialize<SkillUnit.SkillArt>(outPhy)); //MemoryStream outPhy1 = new MemoryStream(currentskillAssetData.skillunitString); //currentskillAssetData.skillunit = CloneSkillUnit(ProtoBuf.Serializer.Deserialize<SkillUnit.SkillUnit>(outPhy1)); AssetDatabase.Refresh(); }
public static void LoadFile(SkillAssetData data) { // 导入 string path = EditorUtility.OpenFilePanel("Load SkillAssetData", Application.dataPath + "/", "asset"); if (path.Length != 0) { path = "Assets" + path.Replace(Application.dataPath, ""); data = AssetDatabase.LoadAssetAtPath(path, typeof(SkillAssetData)) as SkillAssetData; } }
//保存当前技能为Asset public static void SaveSkillArt(string Path) { // MemoryStream outPhy = new MemoryStream(); // ProtoBuf.Serializer.Serialize<SkillUnit.SkillArt>(outPhy, currentskillAssetData.skillart); // currentskillAssetData.skillartString = outPhy.ToArray(); // MemoryStream outPhy1 = new MemoryStream(); // ProtoBuf.Serializer.Serialize<SkillUnit.SkillUnit>(outPhy1, currentskillAssetData.skillunit); // currentskillAssetData.skillunitString = outPhy1.ToArray(); SkillAssetData copydata = currentskillAssetData.Copy(); AssetDatabase.CreateAsset(copydata, Path); AssetDatabase.Refresh(); }
//生成序列 public static JSequencer GenerateSequence(SkillAssetData skillart) { //id 名称 string SkillId = EditorDataContainer.GetSkillStringById(skillart.skillArt.id); //模型名称 string ModelName = skillart.skillArt.modelName; //起始动作 string guideAction = skillart.skillArt.guideAction; //持续动作 string guidingAction = skillart.skillArt.guidingAction; //结束动作 string endAction = skillart.skillArt.endAction; //animator名称 string animatorName = skillart.skillArt.animationController; RuntimeAnimatorController animationControllerObj = skillart.skillArt.animationControllerObj; //模型类型 主角 NPC ModelTargetType modelType = skillart.skillArt.modelType; //技能列表 List <SkillEffectUnit> beginEffect = skillart.skillArt.beginEffect; //技能列表 List <SkillEffectUnit> unitEffect = skillart.skillArt.unitEffect; //技能列表 List <SkillEffectUnit> tipEffect = skillart.skillArt.tipEffect; //技能列表 List <SkillEffectUnit> hitEffect = skillart.skillArt.hitEffect; GameObject ShowRoot = new GameObject("ShowRoot_" + SkillId); //获取模型 实例化 GameObject PlayerModel = AssetUtility.GetFBXAsset(modelType, ModelName); GameObject Player = null; if (PlayerModel != null) { Player = UnityEngine.Object.Instantiate(PlayerModel) as GameObject; Player.name = ModelName; Player.transform.parent = ShowRoot.transform; } else { Player = new GameObject(ModelName); Player.transform.parent = ShowRoot.transform; } //获取animator 赋值 RuntimeAnimatorController controll = animationControllerObj;// AssetUtility.GetAnimationCtl(modelType, ModelName, animatorName); if (controll != null) { if (Player.GetComponent <Animator>() == null) { Player.AddComponent <Animator>(); } Player.GetComponent <Animator>().runtimeAnimatorController = controll; } //新建队列 GameObject newSequence = new GameObject("Sequence_" + ModelName); JSequencer sequence = newSequence.AddComponent <JSequencer>(); JTimelineContainer ccontainer = sequence.CreateNewTimelineContainer(Player.transform); JTimelineEffect effectline = (JTimelineEffect)ccontainer.AddNewTimeline(TimeLineType.Effect); if (guideAction != "-1") { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.GuideAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Animation; clip.TargetObject = effectline.AffectedObject.gameObject; clip.animController = controll; clip.StateName = guideAction; clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll); clip.StartTime = 0; track.AddClip(clip); } if (guidingAction != "-1") { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.GuidingAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Animation; clip.TargetObject = effectline.AffectedObject.gameObject; clip.animController = controll; clip.StateName = guidingAction; clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(guidingAction, controll); float t = guidingAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll); clip.StartTime = t; track.AddClip(clip); } if (endAction != "-1") { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.EndAction]; float t1 = guideAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guideAction, controll); float t = guidingAction == "-1" ? 0 : MecanimAnimationUtility.GetStateDurationWithAnimatorController(guidingAction, controll); JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Animation; clip.TargetObject = effectline.AffectedObject.gameObject; clip.animController = controll; clip.StateName = endAction; clip.PlaybackDuration = MecanimAnimationUtility.GetStateDurationWithAnimatorController(endAction, controll); clip.StartTime = t1 + t; track.AddClip(clip); } if (beginEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in beginEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); int index = beginEffect.IndexOf(effect); if (index > 2) { index = 2; } track.name = SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0 + index]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Particle; clip.effectunit = effect.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); } } if (unitEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in unitEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Trajectory; clip.effectunit = effect.Copy(); clip.skillunit = skillart.skillUnit.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); } } if (tipEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in tipEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.TipEffect]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Particle; clip.effectunit = effect.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); } } if (hitEffect != null) { //一个特效 一条轨道 foreach (SkillEffectUnit effect in hitEffect) { //特效名称 JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.HitEffect]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Particle; clip.effectunit = effect.Copy(); clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.artEffect.phaseTime / 1000.0f; clip.StartTime = (float)effect.artEffect.beginTime / 1000.0f; track.AddClip(clip); // track.AddClip(effectName, (float)effect.artEffect.beginTime / 1000.0f, (float)effect.artEffect.phaseTime / 1000.0f, effectPrefab, effect.configure); } } if (skillart.skillArt.beginCameraAction != null) { //一个特效 一条轨道 foreach (SkillCameraAction effect in skillart.skillArt.beginCameraAction) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.BeginCameraAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Camera; clip.cameraAction = effect.Copy(); clip.TargetCamera = Camera.main; clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.phaseTime; clip.StartTime = (float)effect.delay; track.AddClip(clip); } } if (skillart.skillArt.moveCameraAction != null) { foreach (SkillCameraAction effect in skillart.skillArt.moveCameraAction) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.MoveCameraAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Camera; clip.cameraAction = effect.Copy(); clip.TargetCamera = Camera.main; clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.phaseTime; clip.StartTime = (float)effect.delay; track.AddClip(clip); } } if (skillart.skillArt.hitCameraAction != null) { foreach (SkillCameraAction effect in skillart.skillArt.hitCameraAction) { JEffectTrack track = effectline.AddNewTrack(); track.name = SkillNames.EffectNames[(int)SkillNames.Effect.HitCameraAction]; JEffectClipData clip = ScriptableObject.CreateInstance <JEffectClipData>(); clip.effectType = EffectType.Camera; clip.cameraAction = effect.Copy(); clip.TargetCamera = Camera.main; clip.TargetObject = effectline.AffectedObject.gameObject; clip.PlaybackDuration = (float)effect.phaseTime; clip.StartTime = (float)effect.delay; track.AddClip(clip); } } return(sequence); }
public static SkillAssetData MakeSkillAssetData(JSequencer sequenceer) { SkillAssetData skillart = new SkillAssetData(); Transform AffectedObject = sequenceer.TimelineContainers[0].AffectedObject; string ModelName = AffectedObject.name; List <GameObject> plist = AssetUtility.GetAllFBXWithType(ModelTargetType.Player); List <GameObject> nlist = AssetUtility.GetAllFBXWithType(ModelTargetType.NPC); skillart.skillArt.modelType = ModelTargetType.Player; bool findtype = false; for (int i = 0; i < plist.Count && !findtype; i++) { if (plist[i].name == ModelName) { skillart.skillArt.modelType = ModelTargetType.Player; findtype = true; } } for (int i = 0; i < nlist.Count && !findtype; i++) { if (nlist[i].name == ModelName) { skillart.skillArt.modelType = ModelTargetType.NPC; findtype = true; } } skillart.skillArt.modelName = ModelName; skillart.skillArt.model = AssetUtility.GetFBXWithName(ModelName); Animator Animator = AffectedObject.GetComponent <Animator>(); skillart.skillArt.animationController = Animator.runtimeAnimatorController.name; skillart.skillArt.id = EditorDataContainer.GetSkillIdByString(AffectedObject.parent.name.Split('_')[1]); if (sequenceer.TimelineContainers.Length > 0) { JTimelineBase[] lines = sequenceer.TimelineContainers[0].Timelines; for (int i = 0; i < lines.Length; i++) { JTimelineBase line = lines[i]; //动作时间线 guideaction /* if (line.LineType() == TimeLineType.Animation) * { * JTimelineAnimation aniline = (JTimelineAnimation)line; * foreach (var track in aniline.AnimationTracks) * { * if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.GuideAction]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillArt.guideAction = track.TrackClips[0].StateName; * } * } * else if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.GuidingAction]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillArt.guidingAction = track.TrackClips[0].StateName; * } * } * else if (track.name == SkillNames.ActionNames[(int)SkillNames.GuideAction.EndAction]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillArt.endAction = track.TrackClips[0].StateName; * } * } * } * }*/ //特效时间线 begineffect if (line.LineType() == TimeLineType.Effect) { JTimelineEffect aniline = (JTimelineEffect)line; foreach (var track in aniline.EffectTracks) { if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.GuideAction]) { if (track.TrackClips.Count > 0) { skillart.skillArt.guideAction = track.TrackClips[0].StateName; } } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.GuidingAction]) { if (track.TrackClips.Count > 0) { skillart.skillArt.guidingAction = track.TrackClips[0].StateName; } } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndAction]) { if (track.TrackClips.Count > 0) { skillart.skillArt.endAction = track.TrackClips[0].StateName; } } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0] || track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect1]) { if (skillart.skillArt.beginEffect == null) { skillart.skillArt.beginEffect = new List <SkillEffectUnit>(); } skillart.skillArt.beginEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndEffect]) { if (skillart.skillArt.endEffect == null) { skillart.skillArt.endEffect = new List <SkillEffectUnit>(); } skillart.skillArt.endEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect]) { if (skillart.skillArt.unitEffect == null) { skillart.skillArt.unitEffect = new List <SkillEffectUnit>(); } if (skillart.skillUnit == null) { skillart.skillUnit = new JSkillUnit(); } skillart.skillArt.unitEffect.Add(track.TrackClips[0].effectunit.Copy()); skillart.skillUnit = track.TrackClips[0].skillunit.Copy(); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.HitEffect]) { if (skillart.skillArt.hitEffect == null) { skillart.skillArt.hitEffect = new List <SkillEffectUnit>(); } skillart.skillArt.hitEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.TipEffect]) { if (skillart.skillArt.tipEffect == null) { skillart.skillArt.tipEffect = new List <SkillEffectUnit>(); } skillart.skillArt.tipEffect.Add(track.TrackClips[0].effectunit.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginCameraAction]) { if (skillart.skillArt.beginCameraAction == null) { skillart.skillArt.beginCameraAction = new List <SkillCameraAction>(); } skillart.skillArt.beginCameraAction.Add(track.TrackClips[0].cameraAction.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.MoveCameraAction]) { if (skillart.skillArt.moveCameraAction == null) { skillart.skillArt.moveCameraAction = new List <SkillCameraAction>(); } skillart.skillArt.moveCameraAction.Add(track.TrackClips[0].cameraAction.Copy()); } if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.HitCameraAction]) { if (skillart.skillArt.hitCameraAction == null) { skillart.skillArt.hitCameraAction = new List <SkillCameraAction>(); } skillart.skillArt.hitCameraAction.Add(track.TrackClips[0].cameraAction.Copy()); } } } if (skillart.skillArt.beginEffect != null) { skillart.skillArt.beginEffect.Sort(delegate(SkillEffectUnit x, SkillEffectUnit y) { return(x.artEffect.beginTime.CompareTo(y.artEffect.beginTime)); }); } /* * if (line.LineType() == TimeLineType.Particle) * { * JTimelineParticle aniline = (JTimelineParticle)line; * foreach (var track in aniline.ParticleTracks) * { * if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect0]|| track.name == SkillNames.EffectNames[(int)SkillNames.Effect.BeginEffect1]|| track.name == SkillNames.EffectNames[(int)SkillNames.Effect.EndEffect]) * { * if (track.TrackClips.Count > 0) * { * SkillEffectUnit unit = new SkillEffectUnit(); * unit.configure = track.TrackClips[0].EffectConfig.Copy(); * unit.artEffect.beginTime = (int)(track.TrackClips[0].StartTime*1000f); * unit.artEffect.phaseTime = (int)(track.TrackClips[0].PlaybackDuration * 1000f); * unit.artEffect.effectObj = track.TrackClips[0].Effect; * unit.artEffect.effect = EditorDataContainer.GetIdByString(track.TrackClips[0].ParticleName); * begineffect.Insert(0, unit); * } * } * * } * } * //弹道时间线 * if (skillart.skillArt.unitEffect == null) * skillart.skillArt.unitEffect = new List<SkillEffectUnit>(); * List<SkillEffectUnit> unitEffect = skillart.skillArt.unitEffect; * unitEffect.Clear(); * if (line.LineType() == TimeLineType.Trajectory) * { * JTimelineTrajectory aniline = (JTimelineTrajectory)line; * * foreach (var track in aniline.TrajectoryTracks) * { * if (track.name == SkillNames.EffectNames[(int)SkillNames.Effect.UnitEffect]) * { * if (track.TrackClips.Count > 0) * { * skillart.skillUnit = track.TrackClips[0].skillunit.Copy(); * unitEffect.Add(track.TrackClips[0].effectunit.Copy()); * } * } * } * } */ } } Debug.Log(skillart.skillArt.beginEffect.Count); return(skillart); }