using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class BjMotionControl : MonoBehaviour { public Maid TargetMaid { get { return this.m_TargetMaid; } } public string nMotionName { get; private set; } public static BjMotionControl Instance { get; private set; } public bool IsWait { get; private set; } public bool DoLeaveMotion { get { return this.m_DoLeaveMotion; } set { this.m_DoLeaveMotion = value; if (value) { this.m_WaitCoroutine = this.LeaveMotion(); base.StartCoroutine(this.m_WaitCoroutine); } else if (this.m_WaitCoroutine != null) { base.StopCoroutine(this.m_WaitCoroutine); } } } public Transform RightHand { get { return this.m_RightBone; } } public Transform Lefthand { get { return this.m_LeftBone; } } private ScriptManager m_ScriptMgr { get { return GameMain.Instance.ScriptMgr; } } private void Awake() { BjMotionControl.Instance = this; this.m_WaitMotionList.Add(BjMotionControl.WaitType.Normal, this.m_BaseWaitMotion); this.m_WaitMotionList.Add(BjMotionControl.WaitType.Split1, this.m_StandardChoiseWait); this.m_WaitMotionList.Add(BjMotionControl.WaitType.Split2, this.m_SplitChoiseWait); this.m_WaitMotionList.Add(BjMotionControl.WaitType.Muku, this.m_MukuWin); this.m_WaitMotionList.Add(BjMotionControl.WaitType.Majime, this.m_MajimeWin); this.m_WaitMotionList.Add(BjMotionControl.WaitType.Rindere, this.m_RindereWin); } private void Start() { string text = "bjmotion_data.nei"; if (!GameUty.FileSystem.IsExistentFile(text)) { NDebug.Assert("表がありません。" + text, false); } using (AFileBase afileBase = GameUty.FileSystem.FileOpen(text)) { using (CsvParser csvParser = new CsvParser()) { bool condition = csvParser.Open(afileBase); NDebug.Assert(condition, text + "\nopen failed."); for (int i = 1; i < csvParser.max_cell_y; i++) { if (csvParser.IsCellToExistData(0, i)) { this.m_LabelMotpair.Add(csvParser.GetCellAsString(1, i), (csvParser.GetCellAsString(2, i) + ".anm").ToLower()); } } } } KasaiUtility.CsvReadY("bj_winmotion_data.nei", new Action(this.ReadWinMotion), 1, new Action(this.SetDefaultWinMotion)); } private void ReadWinMotion(CsvParser csv, int cy) { BjMotionControl.WaitType value = (BjMotionControl.WaitType)Enum.Parse(typeof(BjMotionControl.WaitType), csv.GetCellAsString(0, cy)); string[] array = csv.GetCellAsString(1, cy).Split(new char[] { '\n' }); foreach (string key in array) { this.m_PersonalWinMotionPair.Add(key, value); } } private void SetDefaultWinMotion() { this.m_PersonalWinMotionPair.Add("Muku", BjMotionControl.WaitType.Muku); this.m_PersonalWinMotionPair.Add("Pure", BjMotionControl.WaitType.Muku); this.m_PersonalWinMotionPair.Add("Majime", BjMotionControl.WaitType.Majime); this.m_PersonalWinMotionPair.Add("Pride", BjMotionControl.WaitType.Majime); this.m_PersonalWinMotionPair.Add("Rindere", BjMotionControl.WaitType.Rindere); this.m_PersonalWinMotionPair.Add("Cool", BjMotionControl.WaitType.Rindere); } private IEnumerator LeaveMotion() { float timer = 0f; int wait_time = UnityEngine.Random.Range(this.m_WaitMinTime, this.m_WaitMaxTime); Action end_action = delegate() { this.m_DoLeaveMotion = true; }; for (;;) { if (this.m_DoLeaveMotion && this.IsWait && !BjVoiceMgr.Instance.isPlay) { timer += Time.deltaTime; if (timer > (float)wait_time) { timer = 0f; this.m_DoLeaveMotion = false; wait_time = UnityEngine.Random.Range(this.m_WaitMinTime, this.m_WaitMaxTime); if (!BlackjackGame.Instance.isZoom) { this.PlayMotion("*覗き込む", end_action, false, false); BjVoiceMgr.Instance.PlayVoice("行動選択放置", null, 0f); } else { BjVoiceMgr.Instance.PlayVoice("行動選択放置", end_action, 0f); } } } else { timer = 0f; } yield return null; } yield break; } private IEnumerator MotionEndCall(string motion_name, Action end_action = null) { yield return null; float last_time = -1f; while (this.m_IsVoiceWait && this.m_IsVoiceAfter && this.m_TargetMaid.AudioMan.isPlay()) { yield return null; } for (;;) { bool motion_end = false; IEnumerator enumerator = this.m_AnimationChache.GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; AnimationState animationState = (AnimationState)obj; if (animationState.name == motion_name || animationState.name == "crc_" + motion_name) { motion_end = (animationState.normalizedTime < last_time); last_time = animationState.normalizedTime; break; } } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } if (motion_end) { break; } yield return null; } while (this.m_IsVoiceWait && !this.m_IsVoiceAfter && this.m_TargetMaid.AudioMan.isPlay()) { yield return null; } if (end_action != null) { end_action(); } this.IsWait = !this.ForceWaitStop; yield break; } private IEnumerator ToNextMotion(string motion_name, string next_label, Action end_action1 = null, Action end_action2 = null) { yield return null; float last_time = -1f; for (;;) { bool motion_end = false; IEnumerator enumerator = this.m_AnimationChache.GetEnumerator(); try { while (enumerator.MoveNext()) { object obj = enumerator.Current; AnimationState animationState = (AnimationState)obj; if (animationState.name == motion_name || animationState.name == "crc_" + motion_name) { motion_end = (animationState.normalizedTime < last_time); last_time = animationState.normalizedTime; break; } } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } if (motion_end) { break; } yield return null; } if (end_action1 != null) { end_action1(); } this.MotionFade(next_label, end_action2); yield break; } private void MotionFade(string label, Action end_action = null) { if (!this.m_TargetMaid) { return; } this.nMotionName = label; this.m_ScriptMgr.StopMotionScript(); this.m_ScriptMgr.is_motion_blend = this.m_IsMotionBlend; this.m_ScriptMgr.LoadMotionScript(0, false, "work_002.ks", label, string.Empty, string.Empty, false, true, false, false); this.m_IsMotionBlend = true; if (!this.IsWait) { if (this.m_nMotionEndCall != null) { base.StopCoroutine(this.m_nMotionEndCall); } this.m_nMotionEndCall = this.MotionEndCall(this.m_LabelMotpair[label], end_action); base.StartCoroutine(this.m_nMotionEndCall); } BlackjackGame.Instance.SetDealerPos(); } private void MotionToMotion(string first_label, string next_label, Action action1 = null, Action action2 = null) { if (!this.m_TargetMaid) { return; } this.nMotionName = first_label; this.m_ScriptMgr.StopMotionScript(); this.m_ScriptMgr.is_motion_blend = this.m_IsMotionBlend; this.m_ScriptMgr.LoadMotionScript(0, false, "work_002.ks", first_label, string.Empty, string.Empty, false, true, false, false); this.m_IsMotionBlend = true; if (!this.IsWait) { if (this.m_nToNextMotion != null) { base.StopCoroutine(this.m_nToNextMotion); } this.m_nToNextMotion = this.ToNextMotion(this.m_LabelMotpair[first_label], next_label, action1, action2); base.StartCoroutine(this.m_nToNextMotion); } BlackjackGame.Instance.SetDealerPos(); } public void Init() { this.m_TargetMaid = GameMain.Instance.CharacterMgr.GetMaid(0); this.m_TargetMaid.EyeToCamera(Maid.EyeMoveType.無視する, 0f); this.m_AnimationChache = this.m_TargetMaid.body0.GetAnimation(); this.m_IsMotionBlend = false; this.PlayWaitMotion(BjMotionControl.WaitType.Normal); this.m_LeftBone = this.m_TargetMaid.body0.GetBone("_IK_handL"); this.m_RightBone = this.m_TargetMaid.body0.GetBone("_IK_handR"); } public void PlayMotion(string motion_label, Action end_action = null, bool voice_wait = false, bool voice_after = false) { bool isWait = this.IsWait; this.IsWait = false; this.m_IsVoiceWait = voice_wait; this.m_IsVoiceAfter = voice_after; if (isWait && !this.ForceWaitStop && this.m_WaitMotionList[this.m_WaitMotion].IsStartandEnd) { this.MotionToMotion(this.m_WaitMotionList[this.m_WaitMotion].WaitEndLabel, motion_label, null, end_action); } else { this.MotionFade(motion_label, end_action); } } public void PlayWinMotion(Maid maid) { this.PlayWaitMotion(this.m_PersonalWinMotionPair[maid.status.personal.uniqueName]); } public void PlayWaitMotion(BjMotionControl.WaitType motion) { if (!this.m_TargetMaid) { return; } if (this.ForceWaitStop) { return; } this.SetWaitMotion(motion); this.IsWait = true; this.MotionFade(this.m_WaitMotionList[motion].WaitStartLabel, null); } public void PlayWaitMotion() { this.PlayWaitMotion(this.m_WaitMotion); } public void SetWaitMotion(BjMotionControl.WaitType motion) { this.m_WaitMotion = motion; this.IsWait = false; } public string GetHaihuMotion() { if (BjPlayer.Instance.IsSplitGame() && BjPlayer.Instance.IsNowSplitHand) { return "*スプリットで配布" + BjPlayer.Instance.splitHand.CardNum.ToString(); } return "*プレイヤーに配布" + BjPlayer.Instance.standardHand.CardNum.ToString(); } public Vector3 RightHandPos() { return this.m_RightBone.position; } public Vector3 LeftHandPos() { return this.m_LeftBone.position; } private Maid m_TargetMaid; [HideInInspector] public bool ForceWaitStop; private const string m_MotionScriptName = "work_002.ks"; private Animation m_AnimationChache; [SerializeField] private int m_WaitMinTime = 5; [SerializeField] private int m_WaitMaxTime = 15; [SerializeField] private BjMotionControl.Motion3Part m_BaseWaitMotion; [SerializeField] private BjMotionControl.Motion3Part m_StandardChoiseWait; [SerializeField] private BjMotionControl.Motion3Part m_SplitChoiseWait; [Header("各性格勝利時モーション")] [SerializeField] private BjMotionControl.Motion3Part m_MukuWin; [SerializeField] private BjMotionControl.Motion3Part m_MajimeWin; [SerializeField] private BjMotionControl.Motion3Part m_RindereWin; private BjMotionControl.WaitType m_WaitMotion; private Dictionary m_WaitMotionList = new Dictionary(); private IEnumerator m_nMotionEndCall; private IEnumerator m_nToNextMotion; private IEnumerator m_WaitCoroutine; private bool m_DoLeaveMotion; private Transform m_RightBone; private Transform m_LeftBone; private Dictionary m_LabelMotpair = new Dictionary(); private Dictionary m_PersonalWinMotionPair = new Dictionary(); private bool m_IsMotionBlend = true; private bool m_IsVoiceWait; private bool m_IsVoiceAfter; public enum WaitType { Normal, Split1, Split2, Muku, Majime, Rindere } [Serializable] private class Motion3Part { public bool IsStartandEnd { get { return !string.IsNullOrEmpty(this.WaitStartLabel) && !string.IsNullOrEmpty(this.WaitEndLabel); } } public string WaitStartLabel; public string WaitEndLabel; } }