feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Player.ClassCharacter;
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public class Class3dCharacterBase : ClassCharacterBase
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{
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protected Material _class3DMaterial;
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private Camera _norCamera;
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private Camera _evoCamera;
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protected GameObject _root;
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protected Charactor3dInformation _charaInfo;
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private Effect3dInformation _effectInfo;
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private ClassCharaPrm.MotionType _currentMotion = ClassCharaPrm.MotionType.idle;
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protected List<int> _idleStateHash = new List<int>();
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private readonly Vector3 PP_PANEL_POSITION = new Vector3(0f, -34.22f, -29.25f);
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private readonly Vector3 WIDGET_POSITION = new Vector3(0f, 490f, 30f);
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private readonly int WIDGET_OFFSET_TOP = -1162;
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private readonly int WIDGET_OFFSET_BOTTOM = 195;
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private readonly string IDLE_NAME = "Base Layer.idle";
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protected int _classCharacterId = 3604;
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public bool IsPlayer = true;
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protected const int RENDER_QUEUE = 2999;
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protected override Vector3 MessagePosition => _initPosition + new Vector3(0f, -0.3f, 0f);
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public override VfxBase CreateLoadResouceVfx()
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(LoadResouceVfx());
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return sequentialVfxPlayer;
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}
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private VfxBase LoadResouceVfx()
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{
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return InstantVfx.Create(delegate
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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int num = (IsPlayer ? dataMgr.GetPlayerSkinId() : dataMgr.GetEnemySkinId());
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if (_classCharacterId != num)
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{
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_classCharacterId = num;
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}
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ClassCharacterMasterData charaPrmByCharaId = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_classCharacterId);
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GameObject gobj = new ClassCardCreator(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath(charaPrmByCharaId.path, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true))).LoadRootObject();
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GameObject gameObject = NGUITools.AddChild(BattleManagerBase.GetIns().Battle3DContainer);
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gameObject.name = "ClassCharacterRoot";
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GameObject gameObject2 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, gameObject);
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SetUpAnchor(gameObject);
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AttachOtherUI(gameObject);
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GameObject gameObject3 = gameObject2.transform.Find("ClassObj").gameObject;
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GameObject gameObject4 = gameObject2.transform.Find("Collider").gameObject;
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base.GameObject = gameObject2;
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base.GameObject.tag = GetTagName();
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base.GameObject.transform.localPosition = GetPosition();
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_initPosition = base.GameObject.transform.position;
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gameObject3.transform.localScale = Global.CLASS_BATTLE_SCALE;
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gameObject3.tag = GetTagName();
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gameObject4.tag = GetTagName();
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Transform transform = gameObject3.transform.Find("Class");
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transform.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_uma_Base", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
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MotionUtils.SetLayerAll(transform.gameObject, 15);
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Transform child = transform.transform.GetChild(0);
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child.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_uma_Outside", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
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MotionUtils.SetLayerAll(child.gameObject, 10);
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RenderTextureFormat lutFormat = GetLutFormat();
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RenderTexture renderTexture = new RenderTexture(2048, 2048, 1, lutFormat);
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Shader shader = Shader.Find("UI/Default");
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_class3DMaterial = new Material(shader);
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_class3DMaterial.name = "ClassEvolveMaterial";
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_class3DMaterial.mainTexture = renderTexture;
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Material source = new Material(Shader.Find("Custom/ModelShaderBattle"))
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{
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name = "ClassFlameMaterial",
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mainTexture = renderTexture
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};
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_root = new GameObject();
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_root.name = (IsPlayer ? "Player3DChara" : "Enemy3DChara");
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Transform transform2 = _root.transform;
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transform2.localPosition = Vector3.zero;
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float width = (float)Screen.width / (float)Screen.height;
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_norCamera = new GameObject
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{
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name = "Player3DCamera"
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}.AddComponent<Camera>();
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_norCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
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_norCamera.nearClipPlane = 1f;
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_norCamera.farClipPlane = 40f;
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_norCamera.fieldOfView = 33f;
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_norCamera.transform.parent = transform2;
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_norCamera.targetTexture = renderTexture;
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_norCamera.cullingMask = 1;
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_norCamera.transform.localPosition = new Vector3(0f, 0.09718f, -3.338f);
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_norCamera.transform.localEulerAngles = new Vector3(2.5f, 0f, 0f);
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Class3dPostImageEffect class3dPostImageEffect = null;
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if (IsPlayer)
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{
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GameObject gameObject5 = new GameObject
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{
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name = "Evo3DCamera"
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};
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_evoCamera = gameObject5.AddComponent<Camera>();
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_evoCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
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_evoCamera.nearClipPlane = 1f;
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_evoCamera.farClipPlane = 40f;
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_evoCamera.fieldOfView = 21f;
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_evoCamera.rect = new Rect(0f, 0f, width, 1f);
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_evoCamera.transform.parent = transform2;
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_evoCamera.allowMSAA = false;
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_evoCamera.depth = 30f;
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_evoCamera.cullingMask = 1;
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_evoCamera.clearFlags = CameraClearFlags.Depth;
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_evoCamera.gameObject.SetActive(value: false);
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_evoCamera.transform.localPosition = new Vector3(0f, 0.12f, 0f);
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_evoCamera.transform.localEulerAngles = new Vector3(2.5f, 0f, 0f);
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class3dPostImageEffect = gameObject5.AddComponent<Class3dPostImageEffect>();
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class3dPostImageEffect.Initialize();
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}
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GameObject gameObject6 = null;
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gameObject6 = Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(_classCharacterId.ToString(), ResourcesManager.AssetLoadPathType.ClassChara3D, isfetch: true)), transform2) as GameObject;
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_effectInfo = gameObject6.GetComponent<Effect3dInformation>();
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_charaInfo = gameObject6.GetComponent<Charactor3dInformation>();
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_charaInfo.InitializeMesh(this, class3dPostImageEffect);
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_charaInfo.Quad.SetLayer(15, isSetChildren: true);
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Transform transform3 = _charaInfo.Quad.transform;
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transform3.transform.parent = transform.parent;
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float y = (IsPlayer ? 0.2f : (-0.41f));
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transform3.localPosition = new Vector3(0f, y, -0.35f);
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float y2 = (IsPlayer ? 5.7f : 6.1725f);
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transform3.localScale = new Vector3(5.7f, y2, 1f);
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Vector3 battleCameraPos = BattleManagerBase.GetIns().Camera.BattleCameraPos;
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battleCameraPos.x = transform3.position.x;
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transform3.LookAt(battleCameraPos);
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MeshRenderer component = _charaInfo.Quad.GetComponent<MeshRenderer>();
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component.sharedMaterial = new Material(source);
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component.sharedMaterial.renderQueue = 2999;
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CardTemplate cardTemplate = gameObject2.AddComponent<CardTemplate>();
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cardTemplate.CardWrapObjTemp = gameObject3;
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cardTemplate.Collider = gameObject4.GetComponent<BoxCollider>();
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Transform transform4 = transform.transform;
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transform4.localRotation = ConvertBackPanelRotation(transform4.localRotation);
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GameObject gameObject7 = gameObject3.transform.Find("Shield").gameObject;
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gameObject7.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
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gameObject7.GetComponent<MeshRenderer>().sharedMaterial = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
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gameObject7.GetComponent<MeshRenderer>().sharedMaterial.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
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gameObject7.transform.localPosition = GetShieldPosition();
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gameObject7.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
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GameMgr.GetIns().GetEffectMgr().SetParticleShader(gameObject7);
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MeshRenderer component2 = transform.GetComponent<MeshRenderer>();
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MeshRenderer component3 = child.GetComponent<MeshRenderer>();
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Material material = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_uma_Frame", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)) as Material;
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if (material != null)
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{
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material.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_uma_Frame", ResourcesManager.AssetLoadPathType.ClassCharaFrameTexture, isfetch: true));
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}
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CardCreatorBase.SetupClassMaterialToCenterCharacterMesh(component2, component3, new Material(Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath(GetTextureName(), ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)))
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{
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mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(((int)charaPrmByCharaId.ClassColorId).ToString("00"), ResourcesManager.AssetLoadPathType.ClassCharaEncampment, isfetch: true))
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}, material);
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gameObject7.SetActive(value: true);
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SBattleLoad sBattleLoad = BattleManagerBase.GetIns().SBattleLoad;
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GameObject gameObject8 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath("cmn_frame_class_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)), BattleManagerBase.GetIns().Battle3DContainer);
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject8, null, isBattle: true, isField: true);
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gameObject8.transform.parent = gameObject3.transform;
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gameObject8.transform.localPosition = new Vector3(0f, 0.1f, 0.15f);
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gameObject8.transform.localRotation = GetMaskImageRotation();
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gameObject8.transform.localScale = new Vector3(6.4f, 6.4f, 20.48f);
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gameObject8.SetActive(value: false);
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cardTemplate.FrameEffectNormal = gameObject8;
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GameObject gameObject9 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(sBattleLoad.LifePoolIcon, BattleManagerBase.GetIns().Battle3DContainer);
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gameObject9.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
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gameObject9.transform.parent = gameObject7.transform;
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gameObject9.transform.localPosition = GetLifeIconPosition();
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gameObject3.transform.localScale = new Vector3(80f, 80f, 25f);
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gameObject4.transform.localScale = new Vector3(80f, 80f, 25f);
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
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(cardTemplate.LifeLabelTemp = gameObject9.transform.Find("LifeLabel").GetComponent<UILabel>()).text = cardParameterFromId.Life.ToString();
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SpriteRenderer spriteRenderer = new GameObject().AddComponent<SpriteRenderer>();
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spriteRenderer.sprite = Toolbox.ResourcesManager.LoadObject<Sprite>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_uma_mask", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
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Material material2 = Object.Instantiate(Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_encampment_mask", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)));
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material2.SetInt("_Stencil", GetStencil());
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spriteRenderer.material = material2;
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spriteRenderer.transform.parent = gameObject3.transform;
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spriteRenderer.transform.localPosition = GetMaskImagePosition();
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spriteRenderer.transform.localScale = Vector3.one * 0.46f;
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spriteRenderer.gameObject.SetLayer(15, isSetChildren: true);
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spriteRenderer.sortingOrder = GetMaskSortingOrder();
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spriteRenderer.name = "SpineMask";
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spriteRenderer.transform.localRotation = GetMaskImageRotation();
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GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EmotionMessage");
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_emotionLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EmotionMessage"));
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_emotionLabel.transform.Find("Scale").GetComponent<UIPanel>().depth = GetEmoteLabelDepth();
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_emotionLabel.SetActive(value: false);
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GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EnvironmentMessage");
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_enviromentLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EnvironmentMessage"));
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_enviromentLabel.SetActive(value: false);
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base.GameObject.SetActive(value: false);
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});
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}
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private RenderTextureFormat GetLutFormat()
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{
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RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32;
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if (!IsRenderTextureFormatSupportedForLinearFiltering(renderTextureFormat))
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{
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renderTextureFormat = RenderTextureFormat.ARGB64;
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if (!IsRenderTextureFormatSupportedForLinearFiltering(renderTextureFormat))
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{
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renderTextureFormat = RenderTextureFormat.ARGBHalf;
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}
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if (!IsRenderTextureFormatSupportedForLinearFiltering(renderTextureFormat))
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{
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Debug.LogError("RenderTexture not Supported.");
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}
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}
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return renderTextureFormat;
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}
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private static bool IsRenderTextureFormatSupportedForLinearFiltering(RenderTextureFormat format)
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{
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return SystemInfo.IsFormatSupported(GraphicsFormatUtility.GetGraphicsFormat(format, RenderTextureReadWrite.Linear), FormatUsage.Linear);
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}
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public void EnableEvolve(bool enable)
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{
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_charaInfo.Quad.SetActive(!enable);
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_evoCamera.gameObject.SetActive(enable);
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}
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public override void PlayMotion(ClassCharaPrm.MotionType motionType)
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{
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if (BattleManagerBase.GetIns().IsRecovery || !_isAnimation)
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{
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return;
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}
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_currentMotion = motionType;
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Animator[] animators = _charaInfo.Animators;
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foreach (Animator animator in animators)
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{
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if (_currentMotion == ClassCharaPrm.MotionType.damage || motionType == ClassCharaPrm.MotionType.damage)
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{
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animator.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
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string trigger = ClassCharaPrm.MotionType.damage.ToString();
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animator.SetTrigger(trigger);
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}
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else if (animator.GetCurrentAnimatorStateInfo(0).IsName(IDLE_NAME))
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{
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animator.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
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animator.SetTrigger(motionType.ToString());
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_effectInfo.PlayEffect(motionType);
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}
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else
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{
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BattleCoroutine.GetInstance().StartCoroutine(WaitMotionEnd(animator, motionType));
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}
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}
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}
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public override void ResetMotion()
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{
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_currentMotion = ClassCharaPrm.MotionType.idle;
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Animator[] animators = _charaInfo.Animators;
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foreach (Animator obj in animators)
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{
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obj.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
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obj.SetTrigger(ClassCharaPrm.MotionType.idle.ToString());
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}
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}
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private IEnumerator WaitMotionEnd(Animator animator, ClassCharaPrm.MotionType motionType)
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{
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animator.SetTrigger(ClassCharaPrm.MotionType.idle.ToString());
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_currentMotion = ClassCharaPrm.MotionType.idle;
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yield return new WaitForSeconds(0.1f);
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animator.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
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animator.SetTrigger(motionType.ToString());
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_effectInfo.PlayEffect(motionType);
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}
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public override bool IsAnimationEnable()
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{
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return _isAnimation;
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}
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protected override string GetTagName()
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{
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return "Enemy";
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}
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protected override Quaternion ConvertBackPanelRotation(Quaternion originalRotation)
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{
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return Quaternion.Euler(0f, -180f, 180f);
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}
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protected override Vector3 GetPosition()
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{
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return Global.CLASS_BATTLE_POSITION_ENEMY;
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}
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protected override void SetUpAnchor(GameObject o)
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{
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o.transform.localPosition = WIDGET_POSITION;
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UIWidget uIWidget = o.AddComponent<UIWidget>();
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uIWidget.topAnchor.relative = 1f;
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uIWidget.topAnchor.absolute = WIDGET_OFFSET_TOP;
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Transform target = BattleManagerBase.GetIns().Battle3DContainer.transform.Find("Camera");
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uIWidget.topAnchor.target = target;
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uIWidget.bottomAnchor.target = target;
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uIWidget.bottomAnchor.relative = 0.5f;
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uIWidget.bottomAnchor.absolute = WIDGET_OFFSET_BOTTOM;
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}
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protected override void AttachOtherUI(GameObject o)
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{
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BattleManagerBase.GetIns().BattleEnemy.BattleView.EpPanel.transform.parent = o.transform;
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EnemyStatusPanelControl enemyStatusPanelControl = BattleManagerBase.GetIns().BattleEnemy.StatusPanelControl as EnemyStatusPanelControl;
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if ((bool)enemyStatusPanelControl)
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{
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enemyStatusPanelControl.ChangePPPanelParent(o.transform, PP_PANEL_POSITION);
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}
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}
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public override Vector3 GetSpinePosition()
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{
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return new Vector3(0f, -0.36f, 0.17f);
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}
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public override Vector3 GetMaskImagePosition()
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{
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return new Vector3(0f, 0.04f, 0f);
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}
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protected override Vector3 GetShieldPosition()
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{
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return new Vector3(1.86f, 0.48f, 0f);
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}
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protected override Vector3 GetLifeIconPosition()
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{
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return new Vector3(0f, 0f, 0.1f);
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}
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protected override string GetTextureName()
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{
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return "mt_Encampment_Chara_1_Rev";
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}
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public override Quaternion GetMaskImageRotation()
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{
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return Quaternion.Euler(new Vector3(0f, 0f, 180f));
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}
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public override Vector3 ConvertSpineScale(Vector3 originalScale)
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{
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return originalScale;
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}
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||||
|
||||
protected int GetSpineSortingOrder()
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
protected int GetMaskSortingOrder()
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
protected override int GetEmoteLabelDepth()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
protected override int GetCharaId()
|
||||
{
|
||||
return GameMgr.GetIns().GetDataMgr().GetEnemyCharaId();
|
||||
}
|
||||
|
||||
public override int GetSkinId()
|
||||
{
|
||||
return GameMgr.GetIns().GetDataMgr().GetEnemySkinId();
|
||||
}
|
||||
|
||||
public override int GetStencil()
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
|
||||
public override void SetAnimationEnable(bool enable)
|
||||
{
|
||||
_isAnimation = enable;
|
||||
if (enable)
|
||||
{
|
||||
PlayMotion(ClassCharaPrm.MotionType.idle);
|
||||
SetAnimatorSpeed(1f);
|
||||
return;
|
||||
}
|
||||
Animator[] animators = _charaInfo.Animators;
|
||||
for (int i = 0; i < animators.Length; i++)
|
||||
{
|
||||
animators[i].Play(ClassCharaPrm.MotionType.idle.ToString(), -1, 0f);
|
||||
}
|
||||
SetAnimatorSpeed(0f);
|
||||
}
|
||||
|
||||
private void SetAnimatorSpeed(float speed)
|
||||
{
|
||||
Animator[] animators = _charaInfo.Animators;
|
||||
for (int i = 0; i < animators.Length; i++)
|
||||
{
|
||||
animators[i].speed = speed;
|
||||
}
|
||||
}
|
||||
|
||||
public override float GetCurrentClipTime()
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public override bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override IEnumerator WaitReturnFrame()
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
public override void OutFrame()
|
||||
{
|
||||
}
|
||||
|
||||
public override int GetSpineSortingOrder(bool isBack = false)
|
||||
{
|
||||
if (!isBack)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
return -9;
|
||||
}
|
||||
|
||||
public override int GetMaskSortingOrder(bool isBack = false)
|
||||
{
|
||||
if (!isBack)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
return -9;
|
||||
}
|
||||
|
||||
public override void SetTrigger(string str)
|
||||
{
|
||||
}
|
||||
|
||||
public override IEnumerator WaitChangeFace(ClassCharaPrm.FaceType faceType)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
public override IEnumerator WaitMotionEnd()
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
public override void ChangeFace(ClassCharaPrm.FaceType faceType)
|
||||
{
|
||||
}
|
||||
|
||||
public override void ClearResourceObject()
|
||||
{
|
||||
if (_class3DMaterial != null)
|
||||
{
|
||||
Object.Destroy(_class3DMaterial);
|
||||
_class3DMaterial = null;
|
||||
}
|
||||
if (_norCamera != null && _norCamera.targetTexture != null)
|
||||
{
|
||||
_norCamera.targetTexture.Release();
|
||||
_norCamera.targetTexture = null;
|
||||
}
|
||||
if (_effectInfo != null)
|
||||
{
|
||||
_effectInfo.DestroyEffect();
|
||||
_effectInfo = null;
|
||||
}
|
||||
if (_charaInfo != null)
|
||||
{
|
||||
_charaInfo.Destroy();
|
||||
_charaInfo = null;
|
||||
}
|
||||
if (_root != null)
|
||||
{
|
||||
Object.Destroy(_root);
|
||||
_root = null;
|
||||
}
|
||||
Toolbox.ResourcesManager.RemoveAsset(Toolbox.ResourcesManager.GetAssetTypePath(_classCharacterId.ToString(), ResourcesManager.AssetLoadPathType.ClassChara3D));
|
||||
}
|
||||
|
||||
public override ClassCharaPrm.MotionType GetMotion()
|
||||
{
|
||||
return _currentMotion;
|
||||
}
|
||||
|
||||
public override bool IsNoEvolveShift()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool IsOpponentReverse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user