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- 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<CsvParser, int>(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)
- {
- 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)
- {
- 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);
- 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);
- 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<BjMotionControl.WaitType, BjMotionControl.Motion3Part> m_WaitMotionList = new Dictionary<BjMotionControl.WaitType, BjMotionControl.Motion3Part>();
- 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<string, string> m_LabelMotpair = new Dictionary<string, string>();
- private Dictionary<string, BjMotionControl.WaitType> m_PersonalWinMotionPair = new Dictionary<string, BjMotionControl.WaitType>();
- 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;
- }
- }
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