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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]
クラス |
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struct | ChangeMapParams |
マップ移動時の情報を受け渡すための構造体
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struct | EffectDrawEntry |
エフェクト描画情報
[詳解]
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class | EventLoadJob |
イベントなどのMapCharacterを非同期読込するためのジョブ
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struct | MovieDrawEntry |
ムービー描画情報
[詳解]
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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]
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公開型 |
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enum | EffectPosType { Head , Body , Ground } |
エフェクト座標
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公開メンバ関数 |
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void | updateWindows () |
void | drawWindows () |
void | setLightDisplayID (bool isBattle, uint displayId) |
void | resetCamera (bool initializeByLoadMap) |
void | resetViewCamera () |
MapScene (GameMain owner) | |
override void | initialize () |
void | Reset () |
void | ResetMapCharacter () |
配置イベントのリセット
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override void | finalize () |
void | releaseMenu () |
override void | Update () |
void | UpdateFace () |
override void | Draw () |
void | DrawEffects () |
void | DrawMovies (int priority) |
void | DrawFace () |
virtual void | ShowFace (Guid inLeftId, string inLeftMotion, bool inIsLeftFlip, Guid inRightId, string inRightMotion, bool inIsRightFlip, bool inIsLeftActive, bool inUsedLighting) |
virtual void | HideFace () |
void | createCameraMatrix (float aspectRatio, SharpKmyMath.Vector3 lookAt, Common.Rom.ThirdPersonCameraSettings cameraSettings, out SharpKmyMath.Matrix4 p, out SharpKmyMath.Matrix4 v) |
virtual void | GetCharacterScreenPos (MapCharacter chr, out int x, out int y, EffectPosType pos=EffectPosType.Ground) |
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 () |
MapCharacter | GetHeroOrFollowersFrontChr () |
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, AbstractRenderObject.GameContent.DialogueCharacterProperty leftCharacterProperty, AbstractRenderObject.GameContent.DialogueCharacterProperty rightCharacterProperty, 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) |
bool | IsVisibleMessage () |
bool | IsQueuedMessage (int id) |
bool | IsVisibleDialogue () |
bool | IsQueuedDialogue (int id) |
bool | IsVisibleTelop () |
bool | IsVisibleInn () |
bool | DecidedStayingAtInn () |
bool | IsWordPopped () |
void | ShowChoices (string[] strs, int selectionPos) |
void | CloseChoices () |
int | GetChoicesResult () |
void | CloseMessageWindow () |
void | ShowShop (Guid layoutGuid, Common.Rom.NItem[] items, int[] prices) |
void | ShowInputWindow (string[] loadStrings, int stringLength, string defaultInputStrings, int selectionPosition) |
void | HideInputWindow () |
bool | haveFinshedInputing () |
string | GetInputString () |
bool | IsShopVisible () |
bool | GetShopResult () |
void | ShowToast (string p) |
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 () |
bool | isToastVisible () |
void | ShowTrashWindow (Guid guid, int num) |
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 | 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]
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abstract void | initialize () |
abstract void | finalize () |
abstract void | Update () |
abstract void | Draw () |
静的公開メンバ関数 |
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static EffectPosType | GetEffectPosType (Common.Resource.NSprite.OrigPos origPos) |
static void | GetCharacterScreenPos (MapCharacter chr, out int x, out int y, SharpKmyMath.Matrix4 pp, SharpKmyMath.Matrix4 vv, EffectPosType pos) |
static bool | IsMapLoading () |
ロード中かどうかを外部から参照する
[詳解]
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公開変数類 |
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MenuControllerBase | menuWindow = null |
SpriteManager | spManager = new SpriteManager() |
List< MapCharacter > | mapCharList = new List<MapCharacter>() |
List< Guid > | destroyedEventList = new List<Guid>() |
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 |
MapEngine | mapEngine |
bool | isBattle |
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 |
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 |
MapLoadManager | loadManager |
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GameMain | owner |
静的公開変数類 |
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const int | PLAYER_LOCK_BY_EVENT = 0x10000 |
const float | GHOST_HERO_VISIBLE_DISTANCE = 0.5f |
const int | EFFECT_2D_GROUND_OFFSET = 48 |
プロパティ |
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virtual CameraManager |
CameraManager
[get]
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float |
yAngle
[get, set]
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float |
xAngle
[get, set]
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float |
normalizedYAngle
[get]
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SharpKmyMath.Matrix4 |
CurrentPP
[get]
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SharpKmyMath.Matrix4 |
CurrentVV
[get]
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SharpKmyMath.Matrix4 |
BattlePP
[get]
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SharpKmyMath.Matrix4 |
BattleVV
[get]
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virtual SharpKmyMath.Vector2 |
ShakeValue
[set]
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MapScene |
M
[get]
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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
void Yukar.Engine.MapScene.createCameraMatrix | ( | float | aspectRatio, |
SharpKmyMath.Vector3 | lookAt, | ||
Common.Rom.ThirdPersonCameraSettings | cameraSettings, | ||
out SharpKmyMath.Matrix4 | p, | ||
out SharpKmyMath.Matrix4 | v | ||
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カメラ行列の生成(ThirdPersonCameraSettingsを明示的に指定するタイプ)
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virtual |
描画処理
Yukar.Engine.SceneBaseを実装しています。
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virtual |
Yukar.Engine.SceneBaseを実装しています。
Common.Rom.Map.CameraControlMode Yukar.Engine.MapScene.GetCameraControlMode | ( | ) |
カメラ制御モードを取得
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virtual |
Yukar.Engine.SceneBaseを実装しています。
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static |
ロード中かどうかを外部から参照する
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)
usage | 読み直すレイアウトの種類 |
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virtual |
Yukar.Engine.SceneBaseを実装しています。