本文整理汇总了C#中X_UniTMX.MapObject.GetPropertyAsBoolean方法的典型用法代码示例。如果您正苦于以下问题:C# MapObject.GetPropertyAsBoolean方法的具体用法?C# MapObject.GetPropertyAsBoolean怎么用?C# MapObject.GetPropertyAsBoolean使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类X_UniTMX.MapObject
的用法示例。
在下文中一共展示了MapObject.GetPropertyAsBoolean方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AddPrefabs
/// <summary>
/// Generate a prefab based in object colider layer
/// </summary>
/// <param name="obj">Object which properties will be used to generate a prefab.</param>
/// <param name="newColliderObject">if null add relative parent object,.</param>
/// <returns>Generated Game Object containing the Collider.</returns>
public void AddPrefabs(MapObject obj, GameObject newColliderObject = null, bool is2DColliders = false, bool addTileName = true)
{
int indexPrefab = 0;
while ("".Equals(obj.GetPropertyAsString(indexPrefab + "-prefab")) == false)
{
string prefabName = obj.GetPropertyAsString(indexPrefab + "-prefab");
string baseResourcePath = obj.GetPropertyAsString(indexPrefab + "-prefab path");
UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
Resources.UnloadUnusedAssets();
if (resourceObject != null)
{
float zDepth = obj.GetPropertyAsFloat(indexPrefab + "-prefab z depth");
GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;
//if (newColliderObject == null)
//{
// newPrefab.transform.parent = MapObject.transform;
// newPrefab.transform.localPosition = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);
//}
//else
//{
// newPrefab.transform.parent = newColliderObject.transform;
// newPrefab.transform.localPosition = new Vector3(0, 0, zDepth);
//}
newPrefab.transform.parent = MapObject.transform;
newPrefab.transform.localPosition = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);
// copy coliders from newColliderObject
// only copy if type of this object is diferent of "NoCollider"
if ("NoCollider".Equals(obj.Type) == false)
{
if (obj.GetPropertyAsBoolean(indexPrefab + "-prefab add collider"))
{
CopyCollider(obj, ref newColliderObject, ref newPrefab, is2DColliders);
}
}
newPrefab.name = (addTileName ? (_mapName + "_") : "") + obj.Name;
int indexMessage = 0;
string prefabMensage = obj.GetPropertyAsString(indexPrefab + "-prefab sendmessage " + indexMessage);
while ("".Equals(prefabMensage) == false)
{
string[] menssage = prefabMensage.Split(new[] { '|' }, StringSplitOptions.None);
if (menssage.Length == 2)
{
newPrefab.BroadcastMessage(menssage[0], menssage[1]);
}
indexMessage++;
prefabMensage = obj.GetPropertyAsString(indexPrefab + "-prefab sendmessage " + indexMessage);
}
}
else
{
Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
}
indexPrefab++;
}
}
示例2: AddPolylineCollider3D
private void AddPolylineCollider3D(GameObject gameObject, MapObject obj, bool isTrigger = false, float zDepth = 0, float colliderWidth = 1.0f, bool innerCollision = false, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
{
Mesh colliderMesh = new Mesh();
colliderMesh.name = "Collider_" + obj.Name;
MeshCollider mc = gameObject.AddComponent<MeshCollider>();
mc.isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
GenerateVerticesAndTris(obj.Points, vertices, triangles, zDepth, colliderWidth, innerCollision);
colliderMesh.vertices = vertices.ToArray();
colliderMesh.uv = new Vector2[colliderMesh.vertices.Length];
colliderMesh.uv2 = colliderMesh.uv;
colliderMesh.uv2 = colliderMesh.uv;
colliderMesh.triangles = triangles.ToArray();
colliderMesh.RecalculateNormals();
mc.sharedMesh = colliderMesh;
if (createRigidbody)
{
gameObject.AddComponent<Rigidbody>();
gameObject.GetComponent<Rigidbody>().isKinematic = rigidbodyIsKinematic;
}
if (obj.Rotation != 0)
gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
if (obj.GetPropertyAsBoolean(Property_CreateMesh))
{
if (gameObject.GetComponent<MeshFilter>() == null)
gameObject.AddComponent<MeshFilter>();
if (gameObject.GetComponent<MeshRenderer>() == null)
gameObject.AddComponent<MeshRenderer>();
MeshFilter _meshFilter = gameObject.GetComponent<MeshFilter>();
if (mc != null)
{
mc.sharedMesh.RecalculateBounds();
mc.sharedMesh.RecalculateNormals();
MathfExtensions.CalculateMeshTangents(mc.sharedMesh);
_meshFilter.sharedMesh = mc.sharedMesh;
}
}
ApplyCustomProperties(gameObject, obj);
}
示例3: AddPrefabs
/// <summary>
/// Generate a prefab based in object colider layer
/// </summary>
/// <param name="obj">Object which properties will be used to generate a prefab.</param>
/// <param name="newColliderObject">if null add relative parent object,.</param>
/// <param name="addTileName">true to add Map's name to the prefab name</param>
/// <param name="is2DColliders">true to generate 2D colliders</param>
/// <returns>Generated Game Object containing the Collider.</returns>
public void AddPrefabs(MapObject obj, GameObject newColliderObject = null, bool is2DColliders = false, bool addTileName = true)
{
int indexPrefab = 0;
while (obj.HasProperty(string.Concat(indexPrefab.ToString(), Property_PrefabName)))
{
string prefabName = obj.GetPropertyAsString(indexPrefab + Property_PrefabName);
string baseResourcePath = obj.GetPropertyAsString(indexPrefab + Property_PrefabPath);
UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
Resources.UnloadUnusedAssets();
if (resourceObject != null)
{
float zDepth = obj.GetPropertyAsFloat(indexPrefab + Property_PrefabZDepth);
GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;
newPrefab.transform.parent = obj.ParentObjectLayer != null ? obj.ParentObjectLayer.LayerGameObject.transform : MapObject.transform;
newPrefab.transform.localPosition = TiledPositionToWorldPoint(new Vector3(obj.Bounds.center.x, obj.Bounds.center.y, zDepth));
// copy coliders from newColliderObject
// only copy if type of this object is diferent of "NoCollider"
if (obj.Type.Equals(Object_Type_NoCollider) == false)
{
if (obj.GetPropertyAsBoolean(indexPrefab + Property_PrefabAddCollider))
{
//CopyCollider(obj, ref newColliderObject, ref newPrefab, is2DColliders);
AddCollider(newPrefab, obj, obj.Type.Equals(Object_Type_Trigger), is2DColliders, zDepth);
}
else
// since custom properties are automatically added when a collider is added but this prefab has no collider, we must enforce them to be parsed
ApplyCustomProperties(newPrefab, obj);
}
else
// since custom properties are automatically added when a collider is added but this prefab has no collider, we must enforce them to be parsed
ApplyCustomProperties(newPrefab, obj);
if (obj.GetPropertyAsBoolean(indexPrefab + Property_PrefabFixColliderPosition))
{
// Mario: Fixed wrong position in instantiate prefabs
if(newColliderObject != null && newPrefab != null)
newPrefab.transform.position = newColliderObject.transform.position;
}
newPrefab.name = (addTileName ? (_mapName + "_") : "") + obj.Name;
int indexMessage = 1;
string prefabMensage = obj.GetPropertyAsString(indexPrefab + Property_PrefabSendMessage + indexMessage);
while (string.IsNullOrEmpty(prefabMensage) == false)
{
string[] menssage = prefabMensage.Split(new[] { '|' }, StringSplitOptions.None);
if (menssage.Length == 2)
{
newPrefab.BroadcastMessage(menssage[0], menssage[1]);
}
if (menssage.Length == 1)
{
newPrefab.BroadcastMessage(menssage[0]);
}
indexMessage++;
prefabMensage = obj.GetPropertyAsString(indexPrefab + Property_PrefabSendMessage + indexMessage);
}
}
else
{
Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
}
indexPrefab++;
}
}
示例4: AddEllipseCollider3D
private void AddEllipseCollider3D(GameObject gameObject, MapObject obj, bool isTrigger = false, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
{
GameObject gameObjectMesh = null;
if (Orientation != X_UniTMX.Orientation.Isometric && obj.Bounds.width == obj.Bounds.height)
{
CapsuleCollider cc = null;
if (obj.GetPropertyAsBoolean(Property_CreateMesh))
{
gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Capsule);
gameObjectMesh.name = obj.Name;
gameObjectMesh.transform.parent = gameObject.transform;
gameObjectMesh.transform.localPosition = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);
cc = gameObjectMesh.GetComponent<Collider>() as CapsuleCollider;
gameObjectMesh.GetComponent<Collider>().isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
gameObjectMesh.transform.localScale = new Vector3(obj.Bounds.width, colliderWidth, obj.Bounds.height);
gameObjectMesh.transform.localRotation = Quaternion.AngleAxis(90, Vector3.right);
}
else
{
cc = gameObject.AddComponent<CapsuleCollider>();
cc.isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
cc.center = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);
cc.direction = 0;
cc.radius = obj.Bounds.height / 2.0f;
cc.height = obj.Bounds.width;
}
}
else
{
ApproximateEllipse3D(gameObject, obj, isTrigger, zDepth, colliderWidth, createRigidbody, rigidbodyIsKinematic);
}
if (createRigidbody)
{
gameObject.AddComponent<Rigidbody>();
gameObject.GetComponent<Rigidbody>().isKinematic = rigidbodyIsKinematic;
}
if (obj.Rotation != 0)
gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
if(gameObjectMesh)
ApplyCustomProperties(gameObjectMesh, obj);
else
ApplyCustomProperties(gameObject, obj);
}
示例5: AddBoxCollider3D
private void AddBoxCollider3D(GameObject gameObject, MapObject obj, bool isTrigger = false, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
{
GameObject gameObjectMesh = null;
// Orthogonal and Staggered maps can use BoxCollider, Isometric maps must use polygon collider
if (Orientation != X_UniTMX.Orientation.Isometric)
{
if (obj.GetPropertyAsBoolean(Property_CreateMesh))
{
gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Cube);
gameObjectMesh.name = obj.Name;
gameObjectMesh.transform.parent = gameObject.transform;
gameObjectMesh.transform.localPosition = Vector3.zero;
gameObjectMesh.GetComponent<Collider>().isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
}
else
{
gameObject.AddComponent<BoxCollider>();
gameObject.GetComponent<Collider>().isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
}
gameObject.transform.localScale = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);
}
else
{
List<Vector2> points = new List<Vector2>();
points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
X_UniTMX.MapObject isoBox = new MapObject(obj.Name, obj.Type, obj.Bounds, obj.Properties, obj.GID, points, obj.Rotation, obj.ParentObjectLayer);
AddPolygonCollider3D(gameObject, isoBox, isTrigger, zDepth, colliderWidth);
//gameObject = GeneratePolygonCollider3D(isoBox, isTrigger, zDepth, colliderWidth);
}
if (createRigidbody)
{
gameObject.AddComponent<Rigidbody>();
gameObject.GetComponent<Rigidbody>().isKinematic = rigidbodyIsKinematic;
}
if (obj.Rotation != 0)
gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
if(gameObjectMesh != null)
ApplyCustomProperties(gameObjectMesh, obj);
else
ApplyCustomProperties(gameObject, obj);
}
示例6: AddPolygonCollider3D
public static void AddPolygonCollider3D(Map map, GameObject gameObject, MapObject obj, bool isTrigger = false, PhysicMaterial physicsMaterial = null, float zDepth = 0, float colliderWidth = 1.0f, bool innerCollision = false, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
{
Mesh colliderMesh = new Mesh();
colliderMesh.name = "Collider_" + obj.Name;
MeshCollider mc = gameObject.AddComponent<MeshCollider>();
mc.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
GenerateVerticesAndTris(map, obj.Points, vertices, triangles, zDepth, colliderWidth, innerCollision);
// Connect last point with first point (create the face between them)
triangles.Add(vertices.Count - 1);
triangles.Add(1);
triangles.Add(0);
triangles.Add(0);
triangles.Add(vertices.Count - 2);
triangles.Add(vertices.Count - 1);
// Fill Faces
FillFaces(obj.Points, triangles);
colliderMesh.vertices = vertices.ToArray();
colliderMesh.uv = new Vector2[colliderMesh.vertices.Length];
//colliderMesh.uv1 = colliderMesh.uv;
colliderMesh.uv2 = colliderMesh.uv;
colliderMesh.triangles = triangles.ToArray();
colliderMesh.RecalculateNormals();
mc.sharedMesh = colliderMesh;
if (physicsMaterial != null)
mc.sharedMaterial = physicsMaterial;
if (createRigidbody)
{
Rigidbody r = gameObject.AddComponent<Rigidbody>();
r.isKinematic = rigidbodyIsKinematic;
}
if (obj.Rotation != 0)
{
gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
}
if (obj.GetPropertyAsBoolean(Map.Property_CreateMesh))
{
if (gameObject.GetComponent<MeshFilter>() == null)
gameObject.AddComponent<MeshFilter>();
if (gameObject.GetComponent<MeshRenderer>() == null)
gameObject.AddComponent<MeshRenderer>();
MeshFilter _meshFilter = gameObject.GetComponent<MeshFilter>();
if (mc != null)
{
mc.sharedMesh.RecalculateBounds();
mc.sharedMesh.RecalculateNormals();
MathfExtensions.CalculateMeshTangents(mc.sharedMesh);
_meshFilter.sharedMesh = mc.sharedMesh;
}
}
ApplyCustomProperties(gameObject, obj);
// Link this collider to the MapObject
obj.LinkedGameObject = gameObject;
}
示例7: AddEllipseCollider3D
public static void AddEllipseCollider3D(Map map, GameObject gameObject, MapObject obj, bool isTrigger = false, PhysicMaterial physicsMaterial = null, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
{
GameObject gameObjectMesh = null;
if (map.MapRenderParameter.Orientation != X_UniTMX.Orientation.Isometric && obj.Bounds.width == obj.Bounds.height)
{
CapsuleCollider cc = null;
if (obj.GetPropertyAsBoolean(Map.Property_CreateMesh))
{
gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Capsule);
gameObjectMesh.name = obj.Name;
gameObjectMesh.transform.parent = gameObject.transform;
gameObjectMesh.transform.localPosition = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);
cc = gameObjectMesh.GetComponent<CapsuleCollider>();
cc.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);
gameObjectMesh.transform.localScale = new Vector3(obj.Bounds.width, colliderWidth, obj.Bounds.height);
gameObjectMesh.transform.localRotation = Quaternion.AngleAxis(90, Vector3.right);
}
else
{
cc = gameObject.AddComponent<CapsuleCollider>();
cc.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);
cc.center = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);
cc.direction = 0;
cc.radius = obj.Bounds.height / 2.0f;
cc.height = obj.Bounds.width;
}
if (physicsMaterial != null)
cc.sharedMaterial = physicsMaterial;
}
else
{
ApproximateEllipse3D(map, gameObject, obj, isTrigger, physicsMaterial, zDepth, colliderWidth, createRigidbody, rigidbodyIsKinematic);
}
if (createRigidbody)
{
Rigidbody r = gameObject.AddComponent<Rigidbody>();
r.isKinematic = rigidbodyIsKinematic;
}
if (obj.Rotation != 0)
gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
if (gameObjectMesh)
ApplyCustomProperties(gameObjectMesh, obj);
else
ApplyCustomProperties(gameObject, obj);
// Link this collider to the MapObject
obj.LinkedGameObject = gameObject;
}
示例8: AddBoxCollider3D
/// <summary>
/// Adds a 3D BoxCollider to a GameObject
/// </summary>
/// <param name="gameObject">GameObject to add the collider</param>
/// <param name="obj">MapObject which properties will be used to generate this collider</param>
/// <param name="isTrigger">True for Trigger Collider, false otherwise</param>
/// <param name="physicsMaterial">PhysicMaterial to be set to the collider</param>
/// <param name="zDepth">Z Depth of the collider</param>
/// <param name="colliderWidth">Width of the collider, in Units</param>
/// <param name="createRigidbody">True to attach a Rigidbody to the created collider</param>
/// <param name="rigidbodyIsKinematic">Sets if the attached rigidbody is kinematic or not</param>
public static void AddBoxCollider3D(Map map, GameObject gameObject, MapObject obj, bool isTrigger = false, PhysicMaterial physicsMaterial = null, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
{
GameObject gameObjectMesh = null;
// Orthogonal and Staggered maps can use BoxCollider, Isometric maps must use polygon collider
if (map.MapRenderParameter.Orientation != X_UniTMX.Orientation.Isometric)
{
BoxCollider boxCollider = null;
if (obj.GetPropertyAsBoolean(Map.Property_CreateMesh))
{
gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Cube);
gameObjectMesh.name = obj.Name;
gameObjectMesh.transform.parent = gameObject.transform;
gameObjectMesh.transform.localPosition = new Vector3(0.5f, -0.5f);
boxCollider = gameObjectMesh.GetComponent<BoxCollider>();
}
else
{
boxCollider = gameObject.AddComponent<BoxCollider>();
boxCollider.center = new Vector3(0.5f, -0.5f);
}
boxCollider.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);
if (physicsMaterial != null)
boxCollider.sharedMaterial = physicsMaterial;
gameObject.transform.localScale = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);
}
else
{
List<Vector2> points = new List<Vector2>();
points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
X_UniTMX.MapObject isoBox = new MapObject(obj.Name, obj.Type, obj.Bounds, obj.Properties, obj.GID, points, obj.Rotation, obj.ParentObjectLayer);
AddPolygonCollider3D(map, gameObject, isoBox, isTrigger, physicsMaterial, zDepth, colliderWidth);
//gameObject = GeneratePolygonCollider3D(isoBox, isTrigger, zDepth, colliderWidth);
}
if (createRigidbody)
{
Rigidbody r = gameObject.AddComponent<Rigidbody>();
r.isKinematic = rigidbodyIsKinematic;
}
if (obj.Rotation != 0)
gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
if (gameObjectMesh != null)
ApplyCustomProperties(gameObjectMesh, obj);
else
ApplyCustomProperties(gameObject, obj);
// Link this collider to the MapObject
obj.LinkedGameObject = gameObject;
}