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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- public class PhotoFaceData
- {
- private PhotoFaceData()
- {
- }
- public static void Create()
- {
- if (PhotoFaceData.face_data_ != null)
- {
- return;
- }
- PhotoFaceData.face_data_ = new List<PhotoFaceData>();
- using (AFileBase afileBase = GameUty.FileSystem.FileOpen("phot_face_list.nei"))
- {
- using (CsvParser csvParser = new CsvParser())
- {
- bool condition = csvParser.Open(afileBase);
- NDebug.Assert(condition, "phot_face_list.nei\nopen failed.");
- for (int i = 1; i < csvParser.max_cell_y; i++)
- {
- if (csvParser.IsCellToExistData(0, i))
- {
- int num = 0;
- PhotoFaceData photoFaceData = new PhotoFaceData();
- photoFaceData.id = csvParser.GetCellAsInteger(num++, i);
- photoFaceData.category = csvParser.GetCellAsString(num++, i);
- photoFaceData.name = csvParser.GetCellAsString(num++, i);
- photoFaceData.setting_name = csvParser.GetCellAsString(num++, i);
- PhotoFaceData.face_data_.Add(photoFaceData);
- if (photoFaceData.setting_name == "通常")
- {
- PhotoFaceData.init_data_ = photoFaceData;
- }
- }
- }
- }
- }
- PhotoFaceData.category_list_ = new Dictionary<string, List<PhotoFaceData>>();
- PhotoFaceData.popup_menu_list_ = new List<KeyValuePair<string, UnityEngine.Object>>();
- PhotoFaceData.popup_category_term_list = new List<string>();
- HashSet<string> hashSet = new HashSet<string>();
- List<PhotoFaceData> data = PhotoFaceData.data;
- for (int j = 0; j < data.Count; j++)
- {
- if (!PhotoFaceData.category_list_.ContainsKey(data[j].category))
- {
- PhotoFaceData.category_list_.Add(data[j].category, new List<PhotoFaceData>());
- }
- PhotoFaceData.category_list_[data[j].category].Add(data[j]);
- if (!hashSet.Contains(data[j].category))
- {
- PhotoFaceData.popup_menu_list_.Add(new KeyValuePair<string, UnityEngine.Object>(data[j].category, null));
- PhotoFaceData.popup_category_term_list.Add("ScenePhotoMode/表情/カテゴリー/" + data[j].category);
- hashSet.Add(data[j].category);
- }
- }
- }
- public string termName
- {
- get
- {
- return "ScenePhotoMode/表情タイプ/" + this.name.TrimEnd(new char[0]);
- }
- }
- public void Apply(Maid maid)
- {
- if (maid == null || maid.body0 == null || maid.body0.m_Bones == null || maid.IsBusy)
- {
- return;
- }
- maid.FaceAnime(this.setting_name, 0f, 0);
- }
- public float[] BlendArray(Maid maid)
- {
- if (maid == null || maid.body0 == null || maid.body0.m_Bones == null || maid.IsBusy)
- {
- return null;
- }
- return maid.body0.Face.morph.dicBlendSet[this.setting_name];
- }
- public static List<PhotoFaceData> data
- {
- get
- {
- return PhotoFaceData.face_data_;
- }
- }
- public static PhotoFaceData init_data
- {
- get
- {
- return PhotoFaceData.init_data_;
- }
- }
- public static Dictionary<string, List<PhotoFaceData>> category_list
- {
- get
- {
- return PhotoFaceData.category_list_;
- }
- }
- public static List<string> popup_category_term_list { get; private set; }
- public static List<KeyValuePair<string, UnityEngine.Object>> popup_category_list
- {
- get
- {
- return PhotoFaceData.popup_menu_list_;
- }
- }
- public static PhotoFaceData Get(long id)
- {
- for (int i = 0; i < PhotoFaceData.face_data_.Count; i++)
- {
- if ((long)PhotoFaceData.face_data_[i].id == id)
- {
- return PhotoFaceData.face_data_[i];
- }
- }
- return null;
- }
- public int id;
- public string category;
- public string name;
- public string setting_name;
- private static PhotoFaceData init_data_;
- private static List<PhotoFaceData> face_data_;
- private static Dictionary<string, List<PhotoFaceData>> category_list_;
- private static List<KeyValuePair<string, UnityEngine.Object>> popup_menu_list_;
- }
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