public static DebugCamera create() { var camera = new DebugCamera(); camera.init(); return(camera); }
void initialize() { MyRandom.setSeed(12345L); camera_final_ = GameObject.Find("FinalCamera").GetComponent <Camera>(); camera_final_.enabled = false; if ((float)Screen.width / (float)Screen.height < 16f / 9f) { var size = camera_final_.orthographicSize * ((16f / 9f) * ((float)Screen.height / (float)Screen.width)); camera_final_.orthographicSize = size; } meter_draw_ = true; Application.targetFrameRate = (int)RENDER_FPS; // necessary for iOS because the default is 30fps. // QualitySettings.vSyncCount = 1; stopwatch_ = new System.Diagnostics.Stopwatch(); stopwatch_.Start(); rendering_front_ = 0; setFPS(DefaultFps); update_frame_ = 0; update_time_ = 100.0; // ゼロクリア状態を過去のものにするため増やしておく render_frame_ = 0; render_sync_frame_ = 0; pause_ = false; spectator_mode_ = true; camera_ = GameObject.Find("Main Camera").GetComponent <Camera>(); ProjectionMatrix = camera_.projectionMatrix; MissileManager.Instance.initialize(camera_); InputManager.Instance.init(); Controller.Instance.init(false /* auto */); TaskManager.Instance.init(); Fighter.createPool(); Spark.Instance.init(spark_material_); Debris.Instance.init(debris_material_); MySprite.Instance.init(sprites_, sprite_material_); MySpriteRenderer.Instance.init(camera_); MyFont.Instance.init(font_, font_material_); MyFontRenderer.Instance.init(); PerformanceMeter.Instance.init(); draw_buffer_ = new DrawBuffer[2]; for (int i = 0; i < 2; ++i) { draw_buffer_[i].init(); } debug_camera_ = DebugCamera.create(); spectator_camera_ = SpectatorCamera.create(); set_camera(); // audio audio_sources_explosion_ = new AudioSource[AUDIOSOURCE_EXPLOSION_MAX]; for (var i = 0; i < AUDIOSOURCE_EXPLOSION_MAX; ++i) { audio_sources_explosion_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_explosion_[i].clip = se_explosion_; audio_sources_explosion_[i].volume = 0.01f; audio_sources_explosion_[i].pitch = 0.25f; } audio_source_explosion_index_ = 0; audio_sources_laser_ = new AudioSource[AUDIOSOURCE_LASER_MAX]; for (var i = 0; i < AUDIOSOURCE_LASER_MAX; ++i) { audio_sources_laser_[i] = gameObject.AddComponent <AudioSource>(); audio_sources_laser_[i].clip = se_laser_; audio_sources_laser_[i].volume = 0.025f; } audio_source_laser_index_ = 0; GameManager.Instance.init(debug_mode_); #if UNITY_PS4 || UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX int rw = 1920; int rh = 1080; #else int rw = 1024; int rh = 576; #endif render_texture_ = new RenderTexture(rw, rh, 24 /* depth */, RenderTextureFormat.ARGB32); render_texture_.Create(); camera_.targetTexture = render_texture_; final_material_.mainTexture = render_texture_; alpha_matrices_ = new Matrix4x4[ALPHA_MAX]; frustum_planes_ = new Vector4[6]; initialized_ = true; camera_final_.enabled = true; }