6e8fbca745
match the genesis editor version 1.3.0.653.
1212 lines
36 KiB
C#
1212 lines
36 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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using System.Globalization;
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using System.Runtime.InteropServices;
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namespace ScriptRuntime
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{
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/// <summary>
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/// Actor对象,游戏中所有的对象的基本单位
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/// 组件等都是挂接在Actor上的
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/// </summary>
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public partial class Actor : Base
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{
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// - private data
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private String m_sName;
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private String m_sTemplateName;
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private UInt32 m_iTagID;
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private UInt32 m_iFastID;
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private AnimationComponent m_animationComponent;
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private SpriteRenderComponent m_spriteRenderComponent;
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private MeshRenderComponent m_meshRenderComponent;
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private SkinnedMeshRenderComponent m_skinnedMeshRenderComponent;
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private ProjectorRenderComponent m_projectorRenderComponent;
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private SkeletonComponent m_skeletonComponent;
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private ParticleRenderComponent m_particleRenderComponent;
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private ScriptComponent m_scriptComponent;
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private CameraComponent m_cameraComponent;
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private SoundSource m_SoundSource;
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private SoundEchoFilterComponent m_EchoFilter;
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private SoundLowPassFilterComponent m_LowPassFilter;
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private SoundReverbFilterComponent m_ReverbFilter;
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private object userdata = null;
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private Actor(DummyClass__ dummyObj)
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{
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//empty
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initialize();
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}
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~Actor()
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{
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// DeactiveWithoutChildren(0.0f);
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ICall_Actor_Release(this);
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}
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/// <summary>
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/// Actor的构造函数
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/// </summary>
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public Actor()
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{
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initialize();
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ICall_Actor_Bind(this);
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}
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/// <summary>
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/// Actor的构造函数
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/// </summary>
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/// <param name="name">Actor的名字</param>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = new Actor("test");
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actor.Active();
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@endcode
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*/
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public Actor(String name)
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{
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initialize();
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ICall_Actor_Bind(this);
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ICall_Actor_SetName(this, name);
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}
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private void reset()
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{
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m_animationComponent = null;
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m_meshRenderComponent = null;
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m_spriteRenderComponent = null;
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m_skinnedMeshRenderComponent = null;
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m_skeletonComponent = null;
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m_particleRenderComponent = null;
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m_projectorRenderComponent = null;
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m_scriptComponent = null;
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m_cameraComponent = null;
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m_SoundSource = null;
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m_EchoFilter = null;
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m_LowPassFilter = null;
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m_ReverbFilter = null;
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}
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private void initialize()
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{
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m_iTagID = UInt32.MaxValue;
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}
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//--------------------------------basic-----------------------------------//
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/// <summary>
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/// 设置与返回Actor的名字
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = new Actor();
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actor.Name = "Test";
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string sTemp = actor.Name;
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@endcode
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*/
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public String Name
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{
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get
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{
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if (null == m_sName)
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{
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m_sName = ICall_Actor_GetName(this);
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}
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return m_sName;
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}
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set
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{
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m_sName = value;
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ICall_Actor_SetName(this, value);
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}
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}
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/// <summary>
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/// 设置或返回用户数据
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/// </summary>
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public object UserData
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{
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get
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{
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return userdata;
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}
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set
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{
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userdata = value;
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}
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}
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/// <summary>
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/// 获取模板的名字
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/// </summary>
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/// <returns>返回模板名</returns>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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string sTemp = actor.GetTemplateName();
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}
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@endcode
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*/
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public String GetTemplateName()
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{
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if (null == m_sTemplateName)
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{
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m_sTemplateName = ICall_Actor_GetTemplateName(this);
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}
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return m_sTemplateName;
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}
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/// <summary>
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/// 获取和设置layerID,layerID的范围是0到31
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/// </summary>
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public LayerID LayerID
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{
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get
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{
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return (LayerID)ICall_Actor_GetLayerID(this);
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}
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set
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{
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ICall_Actor_SetLayerID(this, (uint)value);
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}
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}
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/// <summary>
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/// 获取或设置与模板关联的状态
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/// </summary>
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public bool IsLinkTemplate
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{
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get
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{
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return ICall_Actor_IsLinkTemplate(this);
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}
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set
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{
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ICall_Actor_SetLinkTemplate(this, value);
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}
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}
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/// <summary>
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/// 获取与设置GroupID
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/// </summary>
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public UInt32 GroupID
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{
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get
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{
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if (UInt32.MaxValue == m_iTagID)
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{
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m_iTagID = ICall_Actor_GetTagID(this);
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}
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return m_iTagID;
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}
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set
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{
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m_iTagID = value;
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ICall_Actor_SetTagID(this, value);
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}
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}
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/// <summary>
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/// 获取Actor的Guid
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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Guid guid = actor.Guid;
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}
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@endcode
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*/
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public Guid Guid
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{
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get
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{
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return new Guid(Actor.ICall_Actor_GetGuid(this));
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}
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}
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/// <summary>
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/// 得到Actor的FastID
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.FindActiveActor("test");
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if (null != actor)
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{
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UInt32 fastID = actor.FastID;
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}
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@endcode
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*/
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public UInt32 FastID
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{
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get
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{
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if (0 == m_iFastID)
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{
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m_iFastID = ICall_Actor_GetFastId(this);
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}
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return m_iFastID;
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}
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}
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/// <summary>
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/// 判断Actor是否处于激活状态
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && !actor.IsActive)
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{
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actor.Active();
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}
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@endcode
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*/
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public bool IsActive
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{
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get
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{
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return ICall_Actor_IsActive(this);
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}
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}
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/// <summary>
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/// ActiveControl会被置为true,并尝试激活此Actor,如果有父actor,并且父actor为非激活状态,则激活失败。如果激活成功,子actor的激活状态由子actor的ActiveControl属性决定。
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && !actor.IsActive)
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{
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actor.Active();
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}
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@endcode
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*/
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public void Active()
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{
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ICall_Actor_Active(this, false);
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}
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/// <summary>
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/// ActiveControl会被置为true,并使Actor和其所有的子actor都一起true。
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && !actor.IsActive)
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{
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actor.ActiveWithChildren();
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}
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@endcode
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*/
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public void ActiveWithChildren()
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{
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ICall_Actor_Active(this, true);
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}
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/// <summary>
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/// ActiveControl会被置为true,子actor不受影响。
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && !actor.IsActive)
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{
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actor.ActiveWithoutChildren();
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}
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@endcode
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*/
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public void ActiveWithoutChildren()
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{
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ICall_Actor_Active(this, false);
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}
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/// <summary>
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/// ActiveControl会被置为false,并使Actor和其所有的子actor都一起失效.
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/// </summary>
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/**@brief<b>示例</b>
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*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && actor.IsActive)
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{
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actor.Deactive();
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}
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@endcode
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*/
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public void Deactive()
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{
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ICall_Actor_Deactive(this, false);
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}
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/// <summary>
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/// ActiveControl会被置为false,并使Actor和其所有的子actor都一起失效.
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||
/// </summary>
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||
/**@brief<b>示例</b>
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||
*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && actor.IsActive)
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||
{
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actor.DeactiveWithChildren();
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||
}
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||
@endcode
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||
*/
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||
public void DeactiveWithChildren()
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{
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ICall_Actor_Deactive(this, true);
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}
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/// <summary>
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||
/// ActiveControl会被置为false。子actor不受影响
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||
/// </summary>
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||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
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Actor actor = ActorManager.GetActiveActor(0);
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if (null != actor && actor.IsActive)
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{
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actor.DeactiveWithoutChildren();
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}
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@endcode
|
||
*/
|
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public void DeactiveWithoutChildren()
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{
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ICall_Actor_Deactive(this, false);
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}
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/// <summary>
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/// 判断Actor的激活控制。ActiveControl决定了当前actor在父actor激活的时候,会不会跟着被激活。
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/// </summary>
|
||
public bool ActiveControl
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||
{
|
||
get
|
||
{
|
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return ICall_Actor_GetActiveControl(this);
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||
}
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||
}
|
||
|
||
/// <summary>
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||
/// 获取与设置Actir的父Actor
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
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||
Actor actor = ActorManager.GetActiveActor(0);
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||
Actor parentActor = ActorManager.GetActiveActor(1);
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||
if (null != actor && null != parentActor)
|
||
{
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||
if (null == actor.Parent)
|
||
{
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||
actor.Parent = parentActor;
|
||
}
|
||
}
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||
@endcode
|
||
*/
|
||
public Actor Parent
|
||
{
|
||
get
|
||
{
|
||
return ICall_Actor_GetParent(this);
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetParent(this, value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 得到当前Actor的所有子Actor的数量
|
||
/// </summary>
|
||
/// <returns>返回子Actor的数量</returns>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
int iCount = actor.GetChildCount();
|
||
}
|
||
@endcode
|
||
*/
|
||
public int GetChildCount()
|
||
{
|
||
return ICall_Actor_GetChildCount(this);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 用子Actor的索引来获取到当前Actor的第i个Actor
|
||
/// </summary>
|
||
/// <param name="idx">子Actor的索引</param>
|
||
/// <returns>第idx个Actor</returns>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
if (0 < actor.GetChildCount())
|
||
{
|
||
Actor child = actor.GetChild(0);
|
||
}
|
||
}
|
||
@endcode
|
||
*/
|
||
public Actor GetChild(int idx)
|
||
{
|
||
return ICall_Actor_GetChild(this, idx);
|
||
}
|
||
/// <summary>
|
||
/// 使用子Actor的FastID来获取当前Actor的子Actor
|
||
/// </summary>
|
||
/// <param name="fastId">子Actor的FastID</param>
|
||
/// <returns>返回对应fastID的子Actor</returns>
|
||
public Actor FindChild(UInt32 fastId)
|
||
{
|
||
return ICall_Actor_FindChild(this, fastId);
|
||
}
|
||
/// <summary>
|
||
/// 通过子Actor的FastID来获取这个子Actor的索引
|
||
/// </summary>
|
||
/// <param name="fastId">子Actor的FastID</param>
|
||
/// <returns>子Actor所对应的索引</returns>
|
||
public int FindChildIndex(UInt32 fastId)
|
||
{
|
||
return ICall_Actor_FindChildIndex(this, fastId);
|
||
}
|
||
/// <summary>
|
||
/// 添加一个子Actor
|
||
/// </summary>
|
||
/// <param name="child">子Actor</param>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
Actor child = ActorManager.FindActiveActor("child");
|
||
if (null != actor && null != child)
|
||
{
|
||
actor.AddChild(child);
|
||
}
|
||
@endcode
|
||
*/
|
||
public void AddChild(Actor child)
|
||
{
|
||
ICall_Actor_AddChild(this, child);
|
||
}
|
||
/// <summary>
|
||
/// 删除当前Actor的索引为index的子Actor
|
||
/// </summary>
|
||
/// <param name="idx">删除的Actor索引</param>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
if (0 < actor.GetChildCount())
|
||
{
|
||
actor.RemoveChild(0);
|
||
}
|
||
}
|
||
@endcode
|
||
*/
|
||
public void RemoveChild(int idx)
|
||
{
|
||
ICall_Actor_RemoveChild(this, idx);
|
||
}
|
||
|
||
//----------------------------Transform -----------------------------------//
|
||
/// <summary>
|
||
/// 获取与设置本地坐标系的位置
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
if (0 != actor.LocalPosition.X)
|
||
{
|
||
actor.LocalPosition = new Vector3(0, 0, 0);
|
||
}
|
||
}
|
||
@endcode
|
||
*/
|
||
public Vector3 LocalPosition
|
||
{
|
||
get
|
||
{
|
||
Vector3 temp;
|
||
ICall_Actor_GetLocalPos(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetLocalPos(this, ref value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取与设置本地坐标系的四元数旋转
|
||
/// </summary>
|
||
public Quaternion LocalRotation
|
||
{
|
||
get
|
||
{
|
||
Quaternion temp;
|
||
ICall_Actor_GetLocalRotation(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetLocalRotation(this, ref value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取与设置本地坐标系的缩放
|
||
/// </summary>
|
||
public Vector3 LocalScale
|
||
{
|
||
get
|
||
{
|
||
Vector3 temp;
|
||
ICall_Actor_GetLocalScale(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetLocalScale(this, ref value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 以z轴旋转Actor
|
||
/// </summary>
|
||
/// <param name="angle">z轴的旋转弧度</param>
|
||
public void Roll(float angle)
|
||
{
|
||
ICall_Actor_Roll(this, angle);
|
||
}
|
||
/// <summary>
|
||
/// 以x轴旋转Actor
|
||
/// </summary>
|
||
/// <param name="angle">x轴的旋转弧度</param>
|
||
public void Pitch(float angle)
|
||
{
|
||
ICall_Actor_Pitch(this, angle);
|
||
}
|
||
/// <summary>
|
||
/// 以y轴旋转Actor
|
||
/// </summary>
|
||
/// <param name="angle">y轴的旋转弧度</param>
|
||
public void Yaw(float angle)
|
||
{
|
||
ICall_Actor_Yaw(this, angle);
|
||
}
|
||
/// <summary>
|
||
/// 转换Actor,以z,x,y欧拉角
|
||
/// </summary>
|
||
/// <param name="roll">z轴的旋转弧度</param>
|
||
/// <param name="pitch">x轴的旋转弧度</param>
|
||
/// <param name="yaw">y轴的旋转弧度</param>
|
||
public void Rotate(float roll, float pitch, float yaw)
|
||
{
|
||
ICall_Actor_Rotate(this, roll, pitch, yaw);
|
||
}
|
||
/// <summary>
|
||
/// 获取与设置本地坐标系的变换矩阵
|
||
/// </summary>
|
||
public Matrix44 LocalTransform
|
||
{
|
||
get
|
||
{
|
||
Matrix44 temp;
|
||
ICall_Actor_GetTransform(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetTransform(this, ref value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取与设置世界坐标系下的变换矩阵
|
||
/// </summary>
|
||
public Matrix44 WorldTransform
|
||
{
|
||
get
|
||
{
|
||
Matrix44 temp;
|
||
ICall_Actor_GetWorldTransform(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetWorldTransform(this, ref value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取与设置世界坐标系下的旋转四元数
|
||
/// </summary>
|
||
public Quaternion WorldRotation
|
||
{
|
||
get
|
||
{
|
||
Quaternion temp;
|
||
ICall_Actor_GetWorldRotation(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetWorldRotation(this, ref value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取与设置世界坐标
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
if (0 != actor.WorldPosition.X)
|
||
{
|
||
actor.WorldPosition = new Vector3(0, 0, 0);
|
||
}
|
||
}
|
||
@endcode
|
||
*/
|
||
public Vector3 WorldPosition
|
||
{
|
||
get
|
||
{
|
||
Vector3 temp;
|
||
ICall_Actor_GetWorldPos(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetWorldPos(this, ref value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取与设置缩放
|
||
/// </summary>
|
||
public Vector3 WorldScale
|
||
{
|
||
get
|
||
{
|
||
Vector3 temp;
|
||
ICall_Actor_GetWorldScale(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetWorldScale(this, ref value);
|
||
}
|
||
}
|
||
//-------------------------------boundingbox------------------------------//
|
||
/// <summary>
|
||
/// 返回当前Actor的世界坐标系下的包围盒
|
||
/// </summary>
|
||
public BoundingBox WorldBoundingBox
|
||
{
|
||
get
|
||
{
|
||
BoundingBox temp;
|
||
ICall_Actor_GetWorldBoundingBox(this, out temp);
|
||
return temp;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 返回世界坐标系下Actor及其子Actor的包围盒
|
||
/// </summary>
|
||
public BoundingBox WorldBoundingBoxWithChildren
|
||
{
|
||
get
|
||
{
|
||
BoundingBox temp;
|
||
ICall_Actor_GetWorldBoundingBoxWithChild(this, out temp);
|
||
return temp;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 设置和返回本地坐标系下的包围盒
|
||
/// </summary>
|
||
public BoundingBox LocalBoundingBox
|
||
{
|
||
get
|
||
{
|
||
BoundingBox temp;
|
||
ICall_Actor_GetLocalBoundingBox(this, out temp);
|
||
return temp;
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetLocalBoundingBox(this, ref value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置与返回Actor加载的优先级
|
||
/// </summary>
|
||
public int Priority
|
||
{
|
||
get
|
||
{
|
||
return ICall_Actor_GetPriority(this);
|
||
}
|
||
set
|
||
{
|
||
ICall_Actor_SetPriority(this, value);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 为Actor添加模板类型的组件
|
||
/// </summary>
|
||
/// <typeparam name="T">添加的组件的模板类型</typeparam>
|
||
/// <returns>返回要添加的组件</returns>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
actor.AddComponent<ScriptComponent>();
|
||
}
|
||
@endcode
|
||
*/
|
||
public T AddComponent<T>() where T : Component
|
||
{
|
||
System.Type comType = typeof(T);
|
||
String sTypeName = comType.Name;
|
||
Component com = ICall_Actor_AddComponentByName(this, sTypeName);
|
||
if (null == com)
|
||
{
|
||
return null;
|
||
}
|
||
|
||
AssignComponent(com);
|
||
return com as T;
|
||
}
|
||
/// <summary>
|
||
/// 使用组件的字符串名称为Actor添加组件
|
||
/// </summary>
|
||
/// <param name="sName">要添加的组件的字符串名称</param>
|
||
/// <returns>返回想要添加的组件</returns>
|
||
public Component AddComponent(String sName)
|
||
{
|
||
Component com = ICall_Actor_AddComponentByName(this, sName);
|
||
if (null == com)
|
||
{
|
||
return null;
|
||
}
|
||
|
||
AssignComponent(com);
|
||
return com;
|
||
}
|
||
/// <summary>
|
||
/// 为Actor移除组件
|
||
/// </summary>
|
||
/// <param name="comp">要移除组件的实例</param>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
ScriptComponent scriptComp = actor.GetComponent<ScriptComponent>();
|
||
if (null != scriptComp)
|
||
{
|
||
actor.RemoveComponent(scriptComp);
|
||
}
|
||
}
|
||
@endcode
|
||
*/
|
||
public void RemoveComponent(Component comp)
|
||
{
|
||
if (comp != null)
|
||
{
|
||
ICall_Actor_RemoveComponent(this, comp);
|
||
DeAssignComponent(comp);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 通过组件的模板来获取当前Actor的组件实例
|
||
/// </summary>
|
||
/// <typeparam name="T">组件的类型模板</typeparam>
|
||
/// <returns>返回组件的实例,如果组件不存在返回NULL</returns>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
ScriptComponent scriptComp = actor.GetComponent<ScriptComponent>();
|
||
if (null != scriptComp)
|
||
{
|
||
actor.RemoveComponent(scriptComp);
|
||
}
|
||
}
|
||
@endcode
|
||
*/
|
||
public T GetComponent<T>() where T : Component
|
||
{
|
||
System.Type comType = typeof(T);
|
||
String sTypeName = comType.Name;
|
||
Component com = ICall_Actor_GetComponentByName(this, sTypeName);
|
||
|
||
return com as T;
|
||
}
|
||
/// <summary>
|
||
/// 通过组件的字符串名称来获取当前Actor的组件实例
|
||
/// </summary>
|
||
/// <param name="sName">组件的字符串名称</param>
|
||
/// <returns>返回组件的实例,如果组件不存在返回NULL</returns>
|
||
public Component GetComponent(String sName)
|
||
{
|
||
Component com = ICall_Actor_GetComponentByName(this, sName);
|
||
return com;
|
||
}
|
||
/// <summary>
|
||
/// 判断是否Actor所加载的资源是否加载完毕
|
||
/// </summary>
|
||
/// <returns>加载成果返回true,加载失败返回false</returns>
|
||
public bool IsAllResourcePrepared()
|
||
{
|
||
return ICall_Actor_IsAllResourcePrepared(this);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取到动画组件
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
AnimationComponent animationComp = actor.Animation;
|
||
}
|
||
@endcode
|
||
*/
|
||
public AnimationComponent Animation
|
||
{
|
||
get
|
||
{
|
||
if (null == m_animationComponent)
|
||
{
|
||
m_animationComponent = GetComponent<AnimationComponent>();
|
||
}
|
||
|
||
return m_animationComponent;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取到摄像机组件
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
CameraComponent cameraComp= actor.Camera;
|
||
}
|
||
@endcode
|
||
*/
|
||
public CameraComponent Camera
|
||
{
|
||
get
|
||
{
|
||
if (null == m_cameraComponent)
|
||
{
|
||
m_cameraComponent = GetComponent<CameraComponent>();
|
||
}
|
||
return m_cameraComponent;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取到投影体组件
|
||
/// </summary>
|
||
public ProjectorRenderComponent ProjectorRender
|
||
{
|
||
get
|
||
{
|
||
if (null == m_projectorRenderComponent)
|
||
{
|
||
m_projectorRenderComponent = GetComponent<ProjectorRenderComponent>();
|
||
m_projectorRenderComponent.EnableProjector = true;
|
||
m_projectorRenderComponent.SetMaterialID(0, "sys:projector.material", false);
|
||
}
|
||
return m_projectorRenderComponent;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取到Mesh组件
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
MeshRenderComponent meshRenderComp= actor.MeshRender;
|
||
}
|
||
@endcode
|
||
*/
|
||
public MeshRenderComponent MeshRender
|
||
{
|
||
get
|
||
{
|
||
if (null == m_meshRenderComponent)
|
||
{
|
||
m_meshRenderComponent = GetComponent<MeshRenderComponent>();
|
||
}
|
||
|
||
return m_meshRenderComponent;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取到精灵组件
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
SpriteRenderComponent spriteRenderComp = actor.SpriteRender;
|
||
}
|
||
@endcode
|
||
*/
|
||
public SpriteRenderComponent SpriteRender
|
||
{
|
||
get
|
||
{
|
||
if (null == m_spriteRenderComponent)
|
||
{
|
||
m_spriteRenderComponent = GetComponent<SpriteRenderComponent>();
|
||
}
|
||
|
||
return m_spriteRenderComponent;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取到粒子组件
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
ParticleRenderComponent particleRenderComp = actor.ParticleRender;
|
||
}
|
||
@endcode
|
||
*/
|
||
public ParticleRenderComponent ParticleRender
|
||
{
|
||
get
|
||
{
|
||
if (null == m_particleRenderComponent)
|
||
{
|
||
m_particleRenderComponent = GetComponent<ParticleRenderComponent>();
|
||
}
|
||
|
||
return m_particleRenderComponent;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 获取到脚本组件
|
||
/// </summary>
|
||
/**@brief<b>示例</b>
|
||
*@code{.cpp}
|
||
Actor actor = ActorManager.FindActiveActor("test");
|
||
if (null != actor)
|
||
{
|
||
ScriptComponent scriptComp = actor.Script;
|
||
}
|
||
@endcode
|
||
*/
|
||
public ScriptComponent Script
|
||
{
|
||
get
|
||
{
|
||
if (null == m_scriptComponent)
|
||
{
|
||
m_scriptComponent = GetComponent<ScriptComponent>();
|
||
}
|
||
|
||
return m_scriptComponent;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 引用计数
|
||
/// </summary>
|
||
/// <returns>次数</returns>
|
||
public int GetRefCount()
|
||
{
|
||
return ICall_Actor_GetRefCount(this);
|
||
}
|
||
|
||
// - private function
|
||
private void AssignComponent(Component component)
|
||
{
|
||
System.Type comType = component.GetType();
|
||
if (AnimationComponent.thisType == comType)
|
||
{
|
||
m_animationComponent = component as AnimationComponent;
|
||
}
|
||
else if (MeshRenderComponent.thisType == comType)
|
||
{
|
||
m_meshRenderComponent = component as MeshRenderComponent;
|
||
}
|
||
else if (SkinnedMeshRenderComponent.thisType == comType)
|
||
{
|
||
m_skinnedMeshRenderComponent = component as SkinnedMeshRenderComponent;
|
||
}
|
||
else if (ProjectorRenderComponent.thisType == comType)
|
||
{
|
||
m_projectorRenderComponent = component as ProjectorRenderComponent;
|
||
m_projectorRenderComponent.EnableProjector = true;
|
||
m_projectorRenderComponent.SetMaterialID(0, "sys:projector.material", false);
|
||
}
|
||
else if (SkeletonComponent.thisType == comType)
|
||
{
|
||
m_skeletonComponent = component as SkeletonComponent;
|
||
}
|
||
else if (ParticleRenderComponent.thisType == comType)
|
||
{
|
||
m_particleRenderComponent = component as ParticleRenderComponent;
|
||
}
|
||
else if (SpriteRenderComponent.thisType == comType)
|
||
{
|
||
m_spriteRenderComponent = component as SpriteRenderComponent;
|
||
}
|
||
else if (ScriptComponent.thisType == comType)
|
||
{
|
||
m_scriptComponent = component as ScriptComponent;
|
||
}
|
||
else if (CameraComponent.thisType == comType)
|
||
{
|
||
m_cameraComponent = component as CameraComponent;
|
||
}
|
||
else if (SoundSource.thisType == comType)
|
||
{
|
||
m_SoundSource = component as SoundSource;
|
||
}
|
||
#if FMOD_IMPLEMENT
|
||
else if (SoundReverbZone.thisType == comType)
|
||
{
|
||
m_SoundReverb = component as SoundReverbZone;
|
||
}
|
||
else if (SoundHighPassFilterComponent.thisType == comType)
|
||
{
|
||
m_HighPassFilter = component as SoundHighPassFilterComponent;
|
||
}
|
||
else if (SoundLowPassFilterComponent.thisType == comType)
|
||
{
|
||
m_LowPassFilter = component as SoundLowPassFilterComponent;
|
||
}
|
||
else if (SoundChorusFilterComponent.thisType == comType)
|
||
{
|
||
m_ChorusFilter = component as SoundChorusFilterComponent;
|
||
}
|
||
else if (SoundDistortionFilterComponent.thisType == comType)
|
||
{
|
||
m_DistortionFilter = component as SoundDistortionFilterComponent;
|
||
}
|
||
else if (SoundEchoFilterComponent.thisType == comType)
|
||
{
|
||
m_EchoFilter = component as SoundEchoFilterComponent;
|
||
}
|
||
else if (SoundReverbFilterComponent.thisType == comType)
|
||
{
|
||
m_ReverbFilter = component as SoundReverbFilterComponent;
|
||
}
|
||
#endif
|
||
}
|
||
// - private function
|
||
private void DeAssignComponent(Component component)
|
||
{
|
||
System.Type comType = component.GetType();
|
||
if (AnimationComponent.thisType == comType)
|
||
{
|
||
m_animationComponent = null;
|
||
}
|
||
else if (MeshRenderComponent.thisType == comType)
|
||
{
|
||
m_meshRenderComponent = null;
|
||
}
|
||
else if (SkinnedMeshRenderComponent.thisType == comType)
|
||
{
|
||
m_skinnedMeshRenderComponent = null;
|
||
}
|
||
else if (ProjectorRenderComponent.thisType == comType)
|
||
{
|
||
m_projectorRenderComponent = null;
|
||
}
|
||
else if (SkeletonComponent.thisType == comType)
|
||
{
|
||
m_skeletonComponent = null;
|
||
}
|
||
else if (ParticleRenderComponent.thisType == comType)
|
||
{
|
||
m_particleRenderComponent = null;
|
||
}
|
||
else if (ScriptComponent.thisType == comType)
|
||
{
|
||
m_scriptComponent = null;
|
||
}
|
||
else if (CameraComponent.thisType == comType)
|
||
{
|
||
m_cameraComponent = null;
|
||
}
|
||
else if (SoundSource.thisType == comType)
|
||
{
|
||
m_SoundSource = null;
|
||
}
|
||
else if (SpriteRenderComponent.thisType == comType)
|
||
{
|
||
m_spriteRenderComponent = null;
|
||
}
|
||
#if FMOD_IMPLEMENT
|
||
else if (SoundReverbZone.thisType == comType)
|
||
{
|
||
m_SoundReverb = null;
|
||
}
|
||
else if (SoundHighPassFilterComponent.thisType == comType)
|
||
{
|
||
m_HighPassFilter = null;
|
||
}
|
||
else if (SoundLowPassFilterComponent.thisType == comType)
|
||
{
|
||
m_LowPassFilter = null;
|
||
}
|
||
else if (SoundChorusFilterComponent.thisType == comType)
|
||
{
|
||
m_ChorusFilter = null;
|
||
}
|
||
else if (SoundDistortionFilterComponent.thisType == comType)
|
||
{
|
||
m_DistortionFilter = null;
|
||
}
|
||
else if (SoundEchoFilterComponent.thisType == comType)
|
||
{
|
||
m_EchoFilter = null;
|
||
}
|
||
else if (SoundReverbFilterComponent.thisType == comType)
|
||
{
|
||
m_ReverbFilter = null;
|
||
}
|
||
#endif
|
||
}
|
||
}
|
||
}
|