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Yukar.Engine.MapScene クラス

メニューを含むマップ移動中の処理全般を管理するクラス [詳解]

Yukar.Engine.MapScene の継承関係図
Yukar.Engine.SceneBase Yukar.Engine.BattleEventControllerBase

クラス

class  AutoSkipSettings
 
struct  ChangeMapParams
 マップ移動時の情報を受け渡すための構造体
 
struct  EffectDrawEntry
 エフェクト描画情報 [詳解]
 
class  EventLoadJob
 イベントなどのMapCharacterを非同期読込するためのジョブ
 
struct  MovieDrawEntry
 ムービー描画情報 [詳解]
 
class  ScriptRunnerDictionary
 現在実行中もしくは実行待機中のイベントを管理するためのクラス [詳解]
 

公開型

enum  EffectPosType { Head , Body , Ground }
 エフェクト座標 [詳解]
 

公開メンバ関数

delegate void LoadEndCallback ()
 
void updateWindows ()
 
void drawWindows ()
 
void setLightDisplayID (bool isBattle, uint displayId)
 
void resetCamera (bool initializeByLoadMap)
 
void resetViewCamera ()
 
 MapScene ()
 
 MapScene (GameMain owner)
 
override void initialize ()
 
void initializeMenu ()
 
void Reset ()
 
void ResetMapCharacter ()
 配置イベントのリセット [詳解]
 
override void finalize ()
 
void releaseMenu ()
 
override void Update ()
 
bool isMenuVisible ()
 メニューの表示状態(会話などを含めない) [詳解]
 
override void Draw ()
 描画処理 [詳解]
 
SharpKmyMath.Vector3 UpdateCameraAnimation ()
 
void CopyFromCameraManager (CameraManager camManager)
 
void DrawEffects ()
 
void DrawMovies (int priority)
 
virtual void ShowFace (Guid inLeftId, string inLeftMotion, bool inIsLeftFlip, Guid inRightId, string inRightMotion, bool inIsRightFlip, bool inIsLeftActive, bool inUsedLighting)
 
void ShowFace (Guid inLeftId, string inLeftMotion, bool inIsLeftFlip, Guid inRightId, string inRightMotion, bool inIsRightFlip, bool inIsLeftActive, bool inUsedLighting, string blendShapeA, string blendShapeB)
 
virtual void HideFace ()
 
void UpdateFace ()
 
void DrawFace ()
 立ち絵を明示的に描画する SpriteFaceManager.cs にあるべきだが、バトルプラグインの互換性維持のためここに残す [詳解]
 
void CreateCameraMatrix (out SharpKmyMath.Matrix4 p, out SharpKmyMath.Matrix4 v, float farclip=1000f)
 カメラ行列の生成 [詳解]
 
void createCameraMatrix (float aspectRatio, SharpKmyMath.Vector3 lookAt, Common.Rom.ThirdPersonCameraSettings cameraSettings, out SharpKmyMath.Matrix4 p, out SharpKmyMath.Matrix4 v)
 カメラ行列の生成(ThirdPersonCameraSettingsを明示的に指定するタイプ) [詳解]
 
void SetLookAtTarget (MapCharacter chr, SharpKmyMath.Vector3 pos)
 
SharpKmyMath.Vector3 GetLookAtTarget ()
 
virtual void GetCharacterScreenPos (MapCharacter chr, out int x, out int y, EffectPosType pos=EffectPosType.Ground)
 
virtual void GetCharacterScreenPos (MapCharacter chr, out int x, out int y, EffectPosType pos=EffectPosType.Ground, Vector3? offset=null)
 
bool GetSpritePos (int spriteid, out int x, out int y)
 
int GetRandom (int max, int min=0)
 
float GetRandom (float max, float min)
 
MapCharacter GetHero ()
 
virtual MapCharacter GetHeroForBattle (Common.Rom.Cast rom=null)
 
virtual ScriptRunner GetScriptRunner (Guid guid)
 
bool ChangeGraphic (MapCharacter mapChr, Guid guid)
 
void LockControl (ScriptRunner runner=null)
 
void UnlockControl (ScriptRunner runner=null)
 
void SetScreenColor (Color color)
 
int ShowMessage (string str, int winAlign, MenuControllerBase.WindowTypes winType, Guid sender)
 
int ShowDialogue (string str, int winAlign, MenuControllerBase.WindowTypes winType, Guid sender)
 
void ShowInn (int innPrice, int winAlign)
 
void ShowTelop (string str, int winAlign, MenuControllerBase.WindowTypes winType, AbstractRenderObject.GameContent.TelopProperty telopProperty, Guid sender)
 
void ShowEventLayout (Guid layoutGuid, Common.Rom.LayoutProperties.LayoutNode.UsageInGame usage)
 
bool IsVisibleMessage ()
 
bool IsQueuedMessage (int id)
 
bool IsVisibleDialogue ()
 
bool IsQueuedDialogue (int id)
 
bool IsVisibleTelop ()
 
bool IsVisibleInn ()
 
bool IsVisibleEventLayout (Guid guid)
 
bool DecidedStayingAtInn ()
 
bool IsWordPopped ()
 
void ShowChoices (string[] strs, int selectionPos)
 
int GetChoicesResult ()
 
bool IsVisibleChoices ()
 
void ShowShop (Guid layoutGuid, Common.Rom.NItem[] items, int[] prices)
 
void ShowInputWindow (string[] loadStrings, int stringLength, string defaultInputStrings, int selectionPosition)
 
void HideInputWindow ()
 
void HideFreeLayout (Guid layoutGuid, bool hideAll)
 
bool haveFinshedInputing ()
 
string GetInputString ()
 
bool IsShopVisible ()
 
bool GetShopResult ()
 
void ShowToast (string p)
 
void UpdateToast ()
 
void DrawToast ()
 
LayoutMenuController GetMenuController ()
 
void StartBattle (IEnumerable< Guid > enemyGuids)
 
void EndBattleMode (int loseSwitch=-1)
 
virtual bool DoGameOver ()
 
void RefreshHeroMapChr (bool setRigitBodyPosition=false)
 
virtual void RefreshHeroJoint (Guid heroGuid)
 
void setEncountFlag (bool p)
 
void setMenuAvailable (bool p)
 
void setSaveAvailable (bool p)
 
virtual void ReservationChangeScene (GameMain.Scenes scene)
 
Common.Rom.Map.CameraControlMode GetCameraControlMode ()
 カメラ制御モードを取得 [詳解]
 
bool isToastVisible ()
 
void ShowTrashWindow (Guid guid, int num, bool isCancellable=true)
 
bool IsTrashVisible ()
 
void StartFadeIn ()
 
void StartFadeOut ()
 
Catalog getCatalog ()
 
virtual void applyCameraToBattle ()
 
virtual void SetEffectColor (MapCharacter selfChr, Color color)
 
virtual void setHeroName (Guid hero, string nextHeroName)
 
virtual bool ExistMember (Guid heroGuid)
 
void SetEffectTargetColor (int index, Color color)
 
void SetWipe (Guid effectGuid)
 
bool IsWiping ()
 
void StartLoadData ()
 
bool IsLoadingData ()
 
void ReloadLayout (Common.Rom.LayoutProperties.LayoutNode.UsageInGame usage)
 レイアウトを読み直す(使わなくなったレイアウトの開放処理が走るので一瞬固まります) [詳解]
 
virtual void StopCameraAnimation ()
 カメラアニメを強制終了する [詳解]
 
abstract void initialize ()
 
abstract void finalize ()
 
abstract void Update ()
 
abstract void Draw ()
 

静的公開メンバ関数

static EffectPosType GetEffectPosType (Common.Resource.NSprite.OrigPos origPos)
 
static void GetScreenPos (SharpKmyMath.Vector3 v, out int x, out int y, SharpKmyMath.Matrix4 pp, SharpKmyMath.Matrix4 vv)
 
static void GetCharacterScreenPos (MapCharacter chr, out int x, out int y, SharpKmyMath.Matrix4 pp, SharpKmyMath.Matrix4 vv, EffectPosType pos, Vector3? offset=null)
 
static SharpKmyMath.Vector3 GetCharacterPos (MapCharacter chr, EffectPosType pos)
 
static bool IsMapLoading ()
 ロード中かどうかを外部から参照する [詳解]
 

公開変数類

MenuControllerBase menuWindow = null
 
SpriteManager spManager = new SpriteManager()
 
List< MapCharactermapCharList = new List<MapCharacter>()
 
List< Guid > destroyedEventList = new List<Guid>()
 
AutoSkipSettings autoSkip = new AutoSkipSettings()
 
ScriptRunnerDictionary runnerDic = new ScriptRunnerDictionary()
 
Color screenColor = Color.Transparent
 
ScriptRunner exclusiveRunner
 
bool exclusiveInverse
 
Common.Rom.Map map
 
Common.Rom.Map.BattleSetting battleSetting
 
MapData mapDrawer
 
MapCharacter hero
 
int playerLocked
 
HashSet< ScriptRunnerlockPushedRunner = new HashSet<ScriptRunner>()
 
MapEngine mapEngine
 
FaceView faceView
 
bool isBattle
 
BattleSequenceManagerBase battleSequenceManager
 
bool isGameOver
 
Vector3 camOffset = new Vector3(0, 0.5f, 0)
 
float yCurrentAngle = 0
 
float xCurrentAngle = -60
 
float yTargetAngle = 0
 
float xTargetAngle = -60
 
float fovy = 5
 
float dist = 70
 
float nearClip = 1f
 
Common.Rom.Camera.LpfTypes lpfType = Common.Rom.Camera.LpfTypes.HEIGHT
 
bool ortho
 
float baseRomDist = 70
 
float baseRomNearClip = 1f
 
bool mapFixCamera
 
bool mapFixCameraMode
 
Common.Rom.ThirdPersonCameraSettings startCameraParam = new Common.Rom.ThirdPersonCameraSettings()
 
SharpKmyMath.Vector3 startPos
 
SharpKmyMath.Vector3 startHeroPos
 
float moveCameraProcessTime
 
float loadMoveCameraProcessTime
 
int isCameraMoveByCameraFunc = 0
 
Guid currentRenderSetting
 
string currentRenderSettingBase64 = ""
 
FieldBattleViewer fieldBattleViewer
 
MapLoadManager loadManager
 
- 基底クラス Yukar.Engine.SceneBase に属する継承公開変数類
GameMain owner
 

静的公開変数類

const int PLAYER_LOCK_BY_EVENT = 0x10000
 
const float GHOST_HERO_VISIBLE_DISTANCE = 0.5f
 
const int EFFECT_2D_GROUND_OFFSET = 48
 
static LoadEndCallback s_loadEndCallback = null
 
static bool disablePreload
 

静的限定公開メンバ関数

static bool ChangeGraphicImpl (Catalog catalog, MapCharacter mapChr, Guid guid, MapData mapDrawer)
 

限定公開変数類

Common.Rom.Map.CameraControlMode cameraControlMode = Common.Rom.Map.CameraControlMode.UNKNOWN
 
SharpKmyMath.Matrix4 pp = SharpKmyMath.Matrix4.identity()
 
SharpKmyMath.Matrix4 vv = SharpKmyMath.Matrix4.identity()
 

プロパティ

virtual CameraManager CameraManager [get]
 
float yAngle [get, set]
 
float xAngle [get, set]
 
float normalizedYAngle [get]
 
SharpKmyMath.Matrix4 CurrentPP [get]
 
SharpKmyMath.Matrix4 CurrentVV [get]
 
SharpKmyMath.Matrix4 BattlePP [get]
 
SharpKmyMath.Matrix4 BattleVV [get]
 
virtual SharpKmyMath.Vector2 ShakeValue [get, set]
 
bool IsMapChangedFrame [get]
 
- 基底クラス Yukar.Engine.SceneBase に属する継承プロパティ
MapScene M [get]
 

詳解

メニューを含むマップ移動中の処理全般を管理するクラス

列挙型メンバ詳解

◆ EffectPosType

エフェクト座標

列挙値
Head 
Body 
Ground 

構築子と解体子

◆ MapScene() [1/2]

Yukar.Engine.MapScene.MapScene ( )

◆ MapScene() [2/2]

Yukar.Engine.MapScene.MapScene ( GameMain  owner)

メソッド詳解

◆ applyCameraToBattle()

virtual void Yukar.Engine.MapScene.applyCameraToBattle ( )
virtual

◆ ChangeGraphic()

bool Yukar.Engine.MapScene.ChangeGraphic ( MapCharacter  mapChr,
Guid  guid 
)

◆ ChangeGraphicImpl()

static bool Yukar.Engine.MapScene.ChangeGraphicImpl ( Catalog  catalog,
MapCharacter  mapChr,
Guid  guid,
MapData  mapDrawer 
)
staticprotected

◆ CopyFromCameraManager()

void Yukar.Engine.MapScene.CopyFromCameraManager ( CameraManager  camManager)

◆ createCameraMatrix()

void Yukar.Engine.MapScene.createCameraMatrix ( float  aspectRatio,
SharpKmyMath.Vector3  lookAt,
Common.Rom.ThirdPersonCameraSettings  cameraSettings,
out SharpKmyMath.Matrix4  p,
out SharpKmyMath.Matrix4  v 
)

カメラ行列の生成(ThirdPersonCameraSettingsを明示的に指定するタイプ)

引数
aspectRatio
lookAt
cameraSettings
p
v

◆ CreateCameraMatrix()

void Yukar.Engine.MapScene.CreateCameraMatrix ( out SharpKmyMath.Matrix4  p,
out SharpKmyMath.Matrix4  v,
float  farclip = 1000f 
)

カメラ行列の生成

引数
p
v

◆ DecidedStayingAtInn()

bool Yukar.Engine.MapScene.DecidedStayingAtInn ( )

◆ DoGameOver()

virtual bool Yukar.Engine.MapScene.DoGameOver ( )
virtual

◆ Draw()

override void Yukar.Engine.MapScene.Draw ( )
virtual

描画処理

Yukar.Engine.SceneBaseを実装しています。

◆ DrawEffects()

void Yukar.Engine.MapScene.DrawEffects ( )

◆ DrawFace()

void Yukar.Engine.MapScene.DrawFace ( )

立ち絵を明示的に描画する SpriteFaceManager.cs にあるべきだが、バトルプラグインの互換性維持のためここに残す

◆ DrawMovies()

void Yukar.Engine.MapScene.DrawMovies ( int  priority)

◆ DrawToast()

void Yukar.Engine.MapScene.DrawToast ( )

◆ drawWindows()

void Yukar.Engine.MapScene.drawWindows ( )

◆ EndBattleMode()

void Yukar.Engine.MapScene.EndBattleMode ( int  loseSwitch = -1)

◆ ExistMember()

virtual bool Yukar.Engine.MapScene.ExistMember ( Guid  heroGuid)
virtual

◆ finalize()

override void Yukar.Engine.MapScene.finalize ( )
virtual

Yukar.Engine.SceneBaseを実装しています。

◆ GetCameraControlMode()

Common.Rom.Map.CameraControlMode Yukar.Engine.MapScene.GetCameraControlMode ( )

カメラ制御モードを取得

戻り値

◆ getCatalog()

Catalog Yukar.Engine.MapScene.getCatalog ( )

◆ GetCharacterPos()

static SharpKmyMath.Vector3 Yukar.Engine.MapScene.GetCharacterPos ( MapCharacter  chr,
EffectPosType  pos 
)
static

◆ GetCharacterScreenPos() [1/3]

virtual void Yukar.Engine.MapScene.GetCharacterScreenPos ( MapCharacter  chr,
out int  x,
out int  y,
EffectPosType  pos = EffectPosType.Ground 
)
virtual

◆ GetCharacterScreenPos() [2/3]

virtual void Yukar.Engine.MapScene.GetCharacterScreenPos ( MapCharacter  chr,
out int  x,
out int  y,
EffectPosType  pos = EffectPosType.Ground,
Vector3?  offset = null 
)
virtual

◆ GetCharacterScreenPos() [3/3]

static void Yukar.Engine.MapScene.GetCharacterScreenPos ( MapCharacter  chr,
out int  x,
out int  y,
SharpKmyMath.Matrix4  pp,
SharpKmyMath.Matrix4  vv,
EffectPosType  pos,
Vector3?  offset = null 
)
static

◆ GetChoicesResult()

int Yukar.Engine.MapScene.GetChoicesResult ( )

◆ GetEffectPosType()

static EffectPosType Yukar.Engine.MapScene.GetEffectPosType ( Common.Resource.NSprite.OrigPos  origPos)
static

◆ GetHero()

MapCharacter Yukar.Engine.MapScene.GetHero ( )

◆ GetHeroForBattle()

virtual MapCharacter Yukar.Engine.MapScene.GetHeroForBattle ( Common.Rom.Cast  rom = null)
virtual

◆ GetInputString()

string Yukar.Engine.MapScene.GetInputString ( )

◆ GetLookAtTarget()

SharpKmyMath.Vector3 Yukar.Engine.MapScene.GetLookAtTarget ( )

◆ GetMenuController()

LayoutMenuController Yukar.Engine.MapScene.GetMenuController ( )

◆ GetRandom() [1/2]

float Yukar.Engine.MapScene.GetRandom ( float  max,
float  min 
)

◆ GetRandom() [2/2]

int Yukar.Engine.MapScene.GetRandom ( int  max,
int  min = 0 
)

◆ GetScreenPos()

static void Yukar.Engine.MapScene.GetScreenPos ( SharpKmyMath.Vector3  v,
out int  x,
out int  y,
SharpKmyMath.Matrix4  pp,
SharpKmyMath.Matrix4  vv 
)
static

◆ GetScriptRunner()

virtual ScriptRunner Yukar.Engine.MapScene.GetScriptRunner ( Guid  guid)
virtual

◆ GetShopResult()

bool Yukar.Engine.MapScene.GetShopResult ( )

◆ GetSpritePos()

bool Yukar.Engine.MapScene.GetSpritePos ( int  spriteid,
out int  x,
out int  y 
)

◆ haveFinshedInputing()

bool Yukar.Engine.MapScene.haveFinshedInputing ( )

◆ HideFace()

virtual void Yukar.Engine.MapScene.HideFace ( )
virtual

◆ HideFreeLayout()

void Yukar.Engine.MapScene.HideFreeLayout ( Guid  layoutGuid,
bool  hideAll 
)

◆ HideInputWindow()

void Yukar.Engine.MapScene.HideInputWindow ( )

◆ initialize()

override void Yukar.Engine.MapScene.initialize ( )
virtual

Yukar.Engine.SceneBaseを実装しています。

◆ initializeMenu()

void Yukar.Engine.MapScene.initializeMenu ( )

◆ IsLoadingData()

bool Yukar.Engine.MapScene.IsLoadingData ( )

◆ IsMapLoading()

static bool Yukar.Engine.MapScene.IsMapLoading ( )
static

ロード中かどうかを外部から参照する

戻り値
ロード中ならtrue

◆ isMenuVisible()

bool Yukar.Engine.MapScene.isMenuVisible ( )

メニューの表示状態(会話などを含めない)

戻り値

◆ IsQueuedDialogue()

bool Yukar.Engine.MapScene.IsQueuedDialogue ( int  id)

◆ IsQueuedMessage()

bool Yukar.Engine.MapScene.IsQueuedMessage ( int  id)

◆ IsShopVisible()

bool Yukar.Engine.MapScene.IsShopVisible ( )

◆ isToastVisible()

bool Yukar.Engine.MapScene.isToastVisible ( )

◆ IsTrashVisible()

bool Yukar.Engine.MapScene.IsTrashVisible ( )

◆ IsVisibleChoices()

bool Yukar.Engine.MapScene.IsVisibleChoices ( )

◆ IsVisibleDialogue()

bool Yukar.Engine.MapScene.IsVisibleDialogue ( )

◆ IsVisibleEventLayout()

bool Yukar.Engine.MapScene.IsVisibleEventLayout ( Guid  guid)

◆ IsVisibleInn()

bool Yukar.Engine.MapScene.IsVisibleInn ( )

◆ IsVisibleMessage()

bool Yukar.Engine.MapScene.IsVisibleMessage ( )

◆ IsVisibleTelop()

bool Yukar.Engine.MapScene.IsVisibleTelop ( )

◆ IsWiping()

bool Yukar.Engine.MapScene.IsWiping ( )

◆ IsWordPopped()

bool Yukar.Engine.MapScene.IsWordPopped ( )

◆ LoadEndCallback()

delegate void Yukar.Engine.MapScene.LoadEndCallback ( )

◆ LockControl()

void Yukar.Engine.MapScene.LockControl ( ScriptRunner  runner = null)

◆ RefreshHeroJoint()

virtual void Yukar.Engine.MapScene.RefreshHeroJoint ( Guid  heroGuid)
virtual

◆ RefreshHeroMapChr()

void Yukar.Engine.MapScene.RefreshHeroMapChr ( bool  setRigitBodyPosition = false)

◆ releaseMenu()

void Yukar.Engine.MapScene.releaseMenu ( )

◆ ReloadLayout()

void Yukar.Engine.MapScene.ReloadLayout ( Common.Rom.LayoutProperties.LayoutNode.UsageInGame  usage)

レイアウトを読み直す(使わなくなったレイアウトの開放処理が走るので一瞬固まります)

引数
usage読み直すレイアウトの種類

◆ ReservationChangeScene()

virtual void Yukar.Engine.MapScene.ReservationChangeScene ( GameMain.Scenes  scene)
virtual

◆ Reset()

void Yukar.Engine.MapScene.Reset ( )

◆ resetCamera()

void Yukar.Engine.MapScene.resetCamera ( bool  initializeByLoadMap)

◆ ResetMapCharacter()

void Yukar.Engine.MapScene.ResetMapCharacter ( )

配置イベントのリセット

◆ resetViewCamera()

void Yukar.Engine.MapScene.resetViewCamera ( )

◆ SetEffectColor()

virtual void Yukar.Engine.MapScene.SetEffectColor ( MapCharacter  selfChr,
Color  color 
)
virtual

◆ SetEffectTargetColor()

void Yukar.Engine.MapScene.SetEffectTargetColor ( int  index,
Color  color 
)

◆ setEncountFlag()

void Yukar.Engine.MapScene.setEncountFlag ( bool  p)

◆ setHeroName()

virtual void Yukar.Engine.MapScene.setHeroName ( Guid  hero,
string  nextHeroName 
)
virtual

◆ setLightDisplayID()

void Yukar.Engine.MapScene.setLightDisplayID ( bool  isBattle,
uint  displayId 
)

◆ SetLookAtTarget()

void Yukar.Engine.MapScene.SetLookAtTarget ( MapCharacter  chr,
SharpKmyMath.Vector3  pos 
)

◆ setMenuAvailable()

void Yukar.Engine.MapScene.setMenuAvailable ( bool  p)

◆ setSaveAvailable()

void Yukar.Engine.MapScene.setSaveAvailable ( bool  p)

◆ SetScreenColor()

void Yukar.Engine.MapScene.SetScreenColor ( Color  color)

◆ SetWipe()

void Yukar.Engine.MapScene.SetWipe ( Guid  effectGuid)

◆ ShowChoices()

void Yukar.Engine.MapScene.ShowChoices ( string[]  strs,
int  selectionPos 
)

◆ ShowDialogue()

int Yukar.Engine.MapScene.ShowDialogue ( string  str,
int  winAlign,
MenuControllerBase.WindowTypes  winType,
Guid  sender 
)

◆ ShowEventLayout()

void Yukar.Engine.MapScene.ShowEventLayout ( Guid  layoutGuid,
Common.Rom.LayoutProperties.LayoutNode.UsageInGame  usage 
)

◆ ShowFace() [1/2]

virtual void Yukar.Engine.MapScene.ShowFace ( Guid  inLeftId,
string  inLeftMotion,
bool  inIsLeftFlip,
Guid  inRightId,
string  inRightMotion,
bool  inIsRightFlip,
bool  inIsLeftActive,
bool  inUsedLighting 
)
virtual

◆ ShowFace() [2/2]

void Yukar.Engine.MapScene.ShowFace ( Guid  inLeftId,
string  inLeftMotion,
bool  inIsLeftFlip,
Guid  inRightId,
string  inRightMotion,
bool  inIsRightFlip,
bool  inIsLeftActive,
bool  inUsedLighting,
string  blendShapeA,
string  blendShapeB 
)

◆ ShowInn()

void Yukar.Engine.MapScene.ShowInn ( int  innPrice,
int  winAlign 
)

◆ ShowInputWindow()

void Yukar.Engine.MapScene.ShowInputWindow ( string[]  loadStrings,
int  stringLength,
string  defaultInputStrings,
int  selectionPosition 
)

◆ ShowMessage()

int Yukar.Engine.MapScene.ShowMessage ( string  str,
int  winAlign,
MenuControllerBase.WindowTypes  winType,
Guid  sender 
)

◆ ShowShop()

void Yukar.Engine.MapScene.ShowShop ( Guid  layoutGuid,
Common.Rom.NItem[]  items,
int[]  prices 
)

◆ ShowTelop()

void Yukar.Engine.MapScene.ShowTelop ( string  str,
int  winAlign,
MenuControllerBase.WindowTypes  winType,
AbstractRenderObject.GameContent.TelopProperty  telopProperty,
Guid  sender 
)

◆ ShowToast()

void Yukar.Engine.MapScene.ShowToast ( string  p)

◆ ShowTrashWindow()

void Yukar.Engine.MapScene.ShowTrashWindow ( Guid  guid,
int  num,
bool  isCancellable = true 
)

◆ StartBattle()

void Yukar.Engine.MapScene.StartBattle ( IEnumerable< Guid >  enemyGuids)

◆ StartFadeIn()

void Yukar.Engine.MapScene.StartFadeIn ( )

◆ StartFadeOut()

void Yukar.Engine.MapScene.StartFadeOut ( )

◆ StartLoadData()

void Yukar.Engine.MapScene.StartLoadData ( )

◆ StopCameraAnimation()

virtual void Yukar.Engine.MapScene.StopCameraAnimation ( )
virtual

カメラアニメを強制終了する

◆ UnlockControl()

void Yukar.Engine.MapScene.UnlockControl ( ScriptRunner  runner = null)

◆ Update()

override void Yukar.Engine.MapScene.Update ( )
virtual

Yukar.Engine.SceneBaseを実装しています。

◆ UpdateCameraAnimation()

SharpKmyMath.Vector3 Yukar.Engine.MapScene.UpdateCameraAnimation ( )

◆ UpdateFace()

void Yukar.Engine.MapScene.UpdateFace ( )

◆ UpdateToast()

void Yukar.Engine.MapScene.UpdateToast ( )

◆ updateWindows()

void Yukar.Engine.MapScene.updateWindows ( )

メンバ詳解

◆ autoSkip

AutoSkipSettings Yukar.Engine.MapScene.autoSkip = new AutoSkipSettings()

◆ baseRomDist

float Yukar.Engine.MapScene.baseRomDist = 70

◆ baseRomNearClip

float Yukar.Engine.MapScene.baseRomNearClip = 1f

◆ battleSequenceManager

BattleSequenceManagerBase Yukar.Engine.MapScene.battleSequenceManager

◆ battleSetting

Common.Rom.Map.BattleSetting Yukar.Engine.MapScene.battleSetting

◆ cameraControlMode

Common.Rom.Map.CameraControlMode Yukar.Engine.MapScene.cameraControlMode = Common.Rom.Map.CameraControlMode.UNKNOWN
protected

◆ camOffset

Vector3 Yukar.Engine.MapScene.camOffset = new Vector3(0, 0.5f, 0)

◆ currentRenderSetting

Guid Yukar.Engine.MapScene.currentRenderSetting

◆ currentRenderSettingBase64

string Yukar.Engine.MapScene.currentRenderSettingBase64 = ""

◆ destroyedEventList

List<Guid> Yukar.Engine.MapScene.destroyedEventList = new List<Guid>()

◆ disablePreload

bool Yukar.Engine.MapScene.disablePreload
static

◆ dist

float Yukar.Engine.MapScene.dist = 70

◆ EFFECT_2D_GROUND_OFFSET

const int Yukar.Engine.MapScene.EFFECT_2D_GROUND_OFFSET = 48
static

◆ exclusiveInverse

bool Yukar.Engine.MapScene.exclusiveInverse

◆ exclusiveRunner

ScriptRunner Yukar.Engine.MapScene.exclusiveRunner

◆ faceView

FaceView Yukar.Engine.MapScene.faceView

◆ fieldBattleViewer

FieldBattleViewer Yukar.Engine.MapScene.fieldBattleViewer

◆ fovy

float Yukar.Engine.MapScene.fovy = 5

◆ GHOST_HERO_VISIBLE_DISTANCE

const float Yukar.Engine.MapScene.GHOST_HERO_VISIBLE_DISTANCE = 0.5f
static

◆ hero

MapCharacter Yukar.Engine.MapScene.hero

◆ isBattle

bool Yukar.Engine.MapScene.isBattle

◆ isCameraMoveByCameraFunc

int Yukar.Engine.MapScene.isCameraMoveByCameraFunc = 0

◆ isGameOver

bool Yukar.Engine.MapScene.isGameOver

◆ loadManager

MapLoadManager Yukar.Engine.MapScene.loadManager

◆ loadMoveCameraProcessTime

float Yukar.Engine.MapScene.loadMoveCameraProcessTime

◆ lockPushedRunner

HashSet<ScriptRunner> Yukar.Engine.MapScene.lockPushedRunner = new HashSet<ScriptRunner>()

◆ lpfType

Common.Rom.Camera.LpfTypes Yukar.Engine.MapScene.lpfType = Common.Rom.Camera.LpfTypes.HEIGHT

◆ map

Common.Rom.Map Yukar.Engine.MapScene.map

◆ mapCharList

List<MapCharacter> Yukar.Engine.MapScene.mapCharList = new List<MapCharacter>()

◆ mapDrawer

MapData Yukar.Engine.MapScene.mapDrawer

◆ mapEngine

MapEngine Yukar.Engine.MapScene.mapEngine

◆ mapFixCamera

bool Yukar.Engine.MapScene.mapFixCamera

◆ mapFixCameraMode

bool Yukar.Engine.MapScene.mapFixCameraMode

◆ menuWindow

MenuControllerBase Yukar.Engine.MapScene.menuWindow = null

◆ moveCameraProcessTime

float Yukar.Engine.MapScene.moveCameraProcessTime

◆ nearClip

float Yukar.Engine.MapScene.nearClip = 1f

◆ ortho

bool Yukar.Engine.MapScene.ortho

◆ PLAYER_LOCK_BY_EVENT

const int Yukar.Engine.MapScene.PLAYER_LOCK_BY_EVENT = 0x10000
static

◆ playerLocked

int Yukar.Engine.MapScene.playerLocked

◆ pp

SharpKmyMath.Matrix4 Yukar.Engine.MapScene.pp = SharpKmyMath.Matrix4.identity()
protected

◆ runnerDic

ScriptRunnerDictionary Yukar.Engine.MapScene.runnerDic = new ScriptRunnerDictionary()

◆ s_loadEndCallback

LoadEndCallback Yukar.Engine.MapScene.s_loadEndCallback = null
static

◆ screenColor

Color Yukar.Engine.MapScene.screenColor = Color.Transparent

◆ spManager

SpriteManager Yukar.Engine.MapScene.spManager = new SpriteManager()

◆ startCameraParam

Common.Rom.ThirdPersonCameraSettings Yukar.Engine.MapScene.startCameraParam = new Common.Rom.ThirdPersonCameraSettings()

◆ startHeroPos

SharpKmyMath.Vector3 Yukar.Engine.MapScene.startHeroPos

◆ startPos

SharpKmyMath.Vector3 Yukar.Engine.MapScene.startPos

◆ vv

SharpKmyMath.Matrix4 Yukar.Engine.MapScene.vv = SharpKmyMath.Matrix4.identity()
protected

◆ xCurrentAngle

float Yukar.Engine.MapScene.xCurrentAngle = -60

◆ xTargetAngle

float Yukar.Engine.MapScene.xTargetAngle = -60

◆ yCurrentAngle

float Yukar.Engine.MapScene.yCurrentAngle = 0

◆ yTargetAngle

float Yukar.Engine.MapScene.yTargetAngle = 0

プロパティ詳解

◆ BattlePP

SharpKmyMath.Matrix4 Yukar.Engine.MapScene.BattlePP
get

◆ BattleVV

SharpKmyMath.Matrix4 Yukar.Engine.MapScene.BattleVV
get

◆ CameraManager

virtual CameraManager Yukar.Engine.MapScene.CameraManager
get

◆ CurrentPP

SharpKmyMath.Matrix4 Yukar.Engine.MapScene.CurrentPP
get

◆ CurrentVV

SharpKmyMath.Matrix4 Yukar.Engine.MapScene.CurrentVV
get

◆ IsMapChangedFrame

bool Yukar.Engine.MapScene.IsMapChangedFrame
get

◆ normalizedYAngle

float Yukar.Engine.MapScene.normalizedYAngle
get

◆ ShakeValue

virtual SharpKmyMath.Vector2 Yukar.Engine.MapScene.ShakeValue
getset

◆ xAngle

float Yukar.Engine.MapScene.xAngle
getset

◆ yAngle

float Yukar.Engine.MapScene.yAngle
getset