using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; public class ShootCutInTex : MonoBehaviour { private void Init(string cut_name, string label) { ShootCutInTex.m_IsShoot = true; this.m_CutName = (ShootCutInTex.CutInName)Enum.Parse(typeof(ShootCutInTex.CutInName), cut_name); this.m_JumpLabel = label; this.m_MyCamera = base.GetComponent(); this.m_MyCamera.enabled = false; float distance = GameMain.Instance.MainCamera.GetDistance(); Vector2 aroundAngle = GameMain.Instance.MainCamera.GetAroundAngle(); Vector3 targetPos = GameMain.Instance.MainCamera.GetTargetPos(); base.transform.rotation = Quaternion.identity; base.transform.Rotate(Vector3.up * aroundAngle.x, Space.World); base.transform.Rotate(Vector3.right * aroundAngle.y, Space.Self); base.transform.position = base.transform.rotation * Vector3.forward * -distance + targetPos; this.CameraValCpy(GameMain.Instance.MainCamera.camera, this.m_MyCamera); this.m_MyCamera.aspect = 1.77777779f; if (RhythmAction_Mgr.IsVSDance && RhythmAction_Mgr.NowState == RhythmAction_Mgr.DanceState.Dance_First) { ShootCutInTex.TextureClear(DanceBattle_Mgr.CharaType.Enemy); ShootCutInTex.SetEnemyCutInTex(false); } base.StartCoroutine(this.MakeCutInTex()); } private bool CheckPlayerCutInTex() { if (this.m_CutName == ShootCutInTex.CutInName.対峙演出 || this.m_CutName == ShootCutInTex.CutInName.逆転) { return RhythmAction_Mgr.NowDance == RhythmAction_Mgr.DanceType.Challenge; } if (ShootCutInTex.m_PlayerCutInTexList.ContainsKey(this.m_CutName)) { return true; } string text = UTY.gameProjectPath + "\\AppealImage/"; if (!Directory.Exists(text)) { Directory.CreateDirectory(text); } string text2 = DanceSelect.SelectedMaid[0].status.charaName.GetFullName(" "); text2 = text2.Replace(" ", string.Empty) + "_" + ((Product.defaultLanguage != Product.Language.Japanese) ? "Appeal" : "アピール") + ".png"; bool result = false; try { using (FileStream fileStream = new FileStream(text + text2, FileMode.Open, FileAccess.Read)) { BinaryReader binaryReader = new BinaryReader(fileStream); byte[] data = binaryReader.ReadBytes((int)binaryReader.BaseStream.Length); Texture2D texture2D = new Texture2D(1920, 1080); texture2D.LoadImage(data); texture2D.Apply(true, true); Sprite value = Sprite.Create(texture2D, new Rect(0f, 0f, (float)texture2D.width, (float)texture2D.height), Vector2.one * 0.5f); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.性格固有1, value); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.性格固有2, value); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.ジョブ固有, value); binaryReader.Close(); result = true; } } catch (Exception ex) { if (!File.Exists(text + text2)) { Debug.Log("ShootCutInTex.cs:プレイヤー側の画像が存在しなかったので撮影した画像を使います。"); } else { Debug.LogError("ShootCutInTex.cs:画像読み込みエラー。エラー箇所:" + ex.StackTrace); } } return result; } private void CameraValCpy(Camera orijin, Camera cpy) { cpy.cullingMask = orijin.cullingMask; cpy.clearFlags = orijin.clearFlags; cpy.backgroundColor = orijin.backgroundColor; cpy.farClipPlane = orijin.farClipPlane; cpy.nearClipPlane = orijin.nearClipPlane; cpy.orthographic = orijin.orthographic; cpy.fieldOfView = orijin.fieldOfView; cpy.orthographicSize = orijin.orthographicSize; } private IEnumerator MakeCutInTex() { yield return null; if (this.CheckPlayerCutInTex()) { this.ShootEnd(); yield break; } while (GameMain.Instance.CharacterMgr.IsBusy()) { yield return null; } Time.timeScale = 20f; List active_maid = new List(); List eye_target = new List(); for (int i = 0; i < DanceSelect.SelectedMaid.Count; i++) { if (DanceSelect.SelectedMaid[i] && DanceSelect.SelectedMaid[i].Visible) { Maid maid2 = DanceSelect.SelectedMaid[i]; active_maid.Add(maid2); eye_target.Add(maid2.body0.trsLookTarget); maid2.EyeToTargetObject(base.transform, 0f); } } for (;;) { if (!active_maid.Any((Maid maid) => maid.GetAnimation().isPlaying || maid.boFaceAnime)) { break; } yield return new WaitForEndOfFrame(); } Time.timeScale = 1f; for (int j = 0; j < active_maid.Count; j++) { active_maid[j].EyeToTargetObject(eye_target[j], 0f); } if (GameMain.Instance.VRMode) { GameMain.Instance.OvrMgr.OvrCamera.ShowUI(false); GameMain.Instance.OvrMgr.GetVRControllerTransform(true).gameObject.SetActive(false); GameMain.Instance.OvrMgr.GetVRControllerTransform(false).gameObject.SetActive(false); } RenderTexture rend_tex = new RenderTexture(1920, 1080, 24); rend_tex.isPowerOfTwo = false; rend_tex.antiAliasing = ((QualitySettings.antiAliasing == 0) ? 2 : QualitySettings.antiAliasing); RenderTexture orijin_rendtex = this.m_MyCamera.targetTexture; RenderTexture active_tex = RenderTexture.active; RenderTexture.active = rend_tex; this.m_MyCamera.targetTexture = rend_tex; this.m_MyCamera.fieldOfView = 35f; this.m_MyCamera.enabled = true; this.m_MyCamera.Render(); this.m_MyCamera.enabled = false; Texture2D tex = new Texture2D(1920, 1080, TextureFormat.RGB24, false); tex.ReadPixels(new Rect(0f, 0f, 1920f, 1080f), 0, 0); tex.Apply(); ShootCutInTex.m_PlayerCutInTexList.Add(this.m_CutName, Sprite.Create(tex, new Rect(0f, 0f, 1920f, 1080f), Vector2.one * 0.5f)); this.m_MyCamera.targetTexture = orijin_rendtex; RenderTexture.active = active_tex; if (GameMain.Instance.VRMode) { GameMain.Instance.OvrMgr.OvrCamera.ShowUI(true); GameMain.Instance.OvrMgr.GetVRControllerTransform(true).gameObject.SetActive(true); GameMain.Instance.OvrMgr.GetVRControllerTransform(false).gameObject.SetActive(true); } this.ShootEnd(); yield break; } private void ShootEnd() { CameraMain.CameraType cameraType = GameMain.Instance.MainCamera.GetCameraType(); bool control = GameMain.Instance.MainCamera.GetControl(); GameMain.Instance.MainCamera.Reset(cameraType, control); if (!string.IsNullOrEmpty(this.m_JumpLabel)) { GameMain.Instance.ScriptMgr.adv_kag.JumpLabel(this.m_JumpLabel); GameMain.Instance.ScriptMgr.adv_kag.Exec(); } else { Debug.LogError("ShootCutInTex.cs:撮影終了後に飛ぶラベルが設定されてません"); } UnityEngine.Object.Destroy(base.gameObject); } public static void SetEnemyCutInTex(bool is_second) { ShootCutInTex.m_EnemyCutInTexList.Clear(); ShootCutInTex.m_EnemyCutInTexList.Add(ShootCutInTex.CutInName.対峙演出, VsDanceDataMgr.Instance.GetCurrentEnemy(is_second).ConfrontCutin); ShootCutInTex.m_EnemyCutInTexList.Add(ShootCutInTex.CutInName.性格固有1, VsDanceDataMgr.Instance.GetCurrentEnemy(is_second).PersonalCutin1); ShootCutInTex.m_EnemyCutInTexList.Add(ShootCutInTex.CutInName.性格固有2, VsDanceDataMgr.Instance.GetCurrentEnemy(is_second).PersonalCutin2); ShootCutInTex.m_EnemyCutInTexList.Add(ShootCutInTex.CutInName.ジョブ固有, VsDanceDataMgr.Instance.GetCurrentEnemy(is_second).JobCutin); ShootCutInTex.m_EnemyCutInTexList.Add(ShootCutInTex.CutInName.逆転, VsDanceDataMgr.Instance.GetCurrentEnemy(is_second).ReversalCutin); } public static void SetPlayerCutInTex() { ShootCutInTex.m_IsShoot = false; Sprite value = Resources.Load("SceneDance/Rhythm_Action/Sprite/CutInTex/Personal1"); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.性格固有1, value); value = Resources.Load("SceneDance/Rhythm_Action/Sprite/CutInTex/Personal2"); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.性格固有2, value); value = Resources.Load("SceneDance/Rhythm_Action/Sprite/CutInTex/Job"); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.ジョブ固有, value); value = Resources.Load("SceneDance/Rhythm_Action/Sprite/CutInTex/Reversal"); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.逆転, value); value = Resources.Load("SceneDance/Rhythm_Action/Sprite/CutInTex/Confront"); ShootCutInTex.m_PlayerCutInTexList.Add(ShootCutInTex.CutInName.対峙演出, value); } public static bool IsContainsTex(DanceBattle_Mgr.CharaType chara_type, ShootCutInTex.CutInName cut_name) { if (chara_type == DanceBattle_Mgr.CharaType.Player) { return ShootCutInTex.m_PlayerCutInTexList.ContainsKey(cut_name) && ShootCutInTex.m_PlayerCutInTexList[cut_name]; } return ShootCutInTex.m_EnemyCutInTexList.ContainsKey(cut_name) && ShootCutInTex.m_EnemyCutInTexList[cut_name]; } public static Sprite GetCutInTex(DanceBattle_Mgr.CharaType chara_type, ShootCutInTex.CutInName cut_name) { if (chara_type == DanceBattle_Mgr.CharaType.Player) { if (ShootCutInTex.m_PlayerCutInTexList.ContainsKey(cut_name)) { return ShootCutInTex.m_PlayerCutInTexList[cut_name]; } Debug.LogError("プレイヤーの" + cut_name + "カットイン用の画像が存在しません"); return null; } else { if (chara_type != DanceBattle_Mgr.CharaType.Enemy) { return null; } if (ShootCutInTex.m_EnemyCutInTexList.ContainsKey(cut_name)) { return ShootCutInTex.m_EnemyCutInTexList[cut_name]; } Debug.LogError("敵の" + cut_name + "カットイン用の画像が存在しません"); return null; } } public static void TextureClear(DanceBattle_Mgr.CharaType chara_type) { if (chara_type == DanceBattle_Mgr.CharaType.Player) { if (ShootCutInTex.m_IsShoot) { foreach (Sprite sprite in ShootCutInTex.m_PlayerCutInTexList.Values) { if (sprite) { if (sprite.texture) { UnityEngine.Object.DestroyImmediate(sprite.texture, true); } UnityEngine.Object.DestroyImmediate(sprite, true); } } } ShootCutInTex.m_PlayerCutInTexList.Clear(); } else { ShootCutInTex.m_EnemyCutInTexList.Clear(); } } public static void CutInTexShoot(string cut_name, string label) { GameObject gameObject = new GameObject("CutIn_Shoot", new Type[] { typeof(ShootCutInTex), typeof(Camera) }); gameObject.GetComponent().Init(cut_name, label); } private const int m_TimeSpeed = 20; private const int m_CutInTexWidth = 1920; private const int m_CutInTexHeight = 1080; private const string m_PlayerTexPath = "AppealImage/"; private const float m_CameraFov = 35f; private const int m_AntiAliasDefo = 2; private const string m_PersonalImage1 = "Sprite/CutInTex/Personal1"; private const string m_PersonalImage2 = "Sprite/CutInTex/Personal2"; private const string m_JobImage = "Sprite/CutInTex/Job"; private const string m_ReversalImage = "Sprite/CutInTex/Reversal"; private const string m_ConfrontImage = "Sprite/CutInTex/Confront"; private ShootCutInTex.CutInName m_CutName; private string m_JumpLabel = string.Empty; private Camera m_MyCamera; private static Dictionary m_PlayerCutInTexList = new Dictionary(); private static Dictionary m_EnemyCutInTexList = new Dictionary(); private static bool m_IsShoot = false; public enum CutInName { 対峙演出, 性格固有1, 性格固有2, ジョブ固有, 逆転 } }