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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.FineControl { /// <summary>A <see cref="SpiderBot"/> with a single movement animation for demonstration purposes.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fine-control/spider-bot">Spider Bot</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.FineControl/SpiderBotSimple /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Fine Control - Spider Bot Simple")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(FineControl) + "/" + nameof(SpiderBotSimple))] public sealed class SpiderBotSimple : SpiderBot { /************************************************************************************************************************/ protected override bool IsMoving => Input.GetKey(KeyCode.Space); /************************************************************************************************************************/ [SerializeField] private ClipState.Transition _Move; protected override ITransition MovementAnimation => _Move; /************************************************************************************************************************/ } }
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.Events { /// <summary> /// An <see cref="GolfHitController"/> that uses Animancer Events configured entirely in the Inspector. /// </summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/events/golf">Golf Events</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimancer /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animancer")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimancer))] public sealed class GolfHitControllerAnimancer : GolfHitController { /************************************************************************************************************************/ // Nothing here. // This script is no different from the base GolfHitController. // It assumes the events are already fully configured in the Inspector. /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/01 Game Manager/Documentation.URL/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using Animancer.FSM; using UnityEngine; using UnityEngine.UI; namespace Animancer.Examples.StateMachines.GameManager { /// <summary>A game manager that uses a <see cref="StateMachine{TState}"/>.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/game-manager">Game Manager</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.GameManager/GameManagerFSM /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Manager - FSM")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(GameManager) + "/" + nameof(GameManagerFSM))] public sealed partial class GameManagerFSM : MonoBehaviour { /************************************************************************************************************************/ public static GameManagerFSM Instance { get; private set; } [SerializeField] private Transform _Camera; [SerializeField] private Text _Text; [SerializeField] private Events.GolfHitController _Golfer; private StateMachine<State> _StateMachine; /************************************************************************************************************************/ private void Awake() { Debug.Assert(Instance == null, $"The {nameof(GameManagerFSM)}.{nameof(Instance)} is already assigned."); Instance = this; _StateMachine = new StateMachine<State>(_Introduction); if (FindObjectOfType<GameManagerEnum>() != null) Debug.LogError( $"Both the {nameof(GameManagerEnum)} and {nameof(GameManagerFSM)} are active. Exit Play Mode and disable one of them."); } /************************************************************************************************************************/ private void Update() { _StateMachine.CurrentState.Update(); } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/01 Game Manager/GameManagerFSM.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using Animancer.FSM; using UnityEngine; namespace Animancer.Examples.StateMachines.Brains { /// <summary> /// Base class for the various states a <see cref="Brains.Creature"/> can be in and actions they can perform. /// </summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/brains">Brains</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/CreatureState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Creature State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(CreatureState))] public abstract class CreatureState : StateBehaviour, IOwnedState<CreatureState> { /************************************************************************************************************************/ [SerializeField] private Creature _Creature; /// <summary>The <see cref="Brains.Creature"/> that owns this state.</summary> public Creature Creature { get => _Creature; set { // If this was the active state in the previous creature, force it back to Idle. if (_Creature != null && _Creature.StateMachine.CurrentState == this) _Creature.Idle.ForceEnterState(); _Creature = value; } } #if UNITY_EDITOR protected void Reset() { _Creature = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<Creature>(gameObject); } #endif /************************************************************************************************************************/ public StateMachine<CreatureState> OwnerStateMachine => _Creature.StateMachine; /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/04 Brains/States/CreatureState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using Animancer.Examples.StateMachines.Brains; using UnityEngine; namespace Animancer.Examples.StateMachines.Weapons { /// <summary>A <see cref="CreatureState"/> which can perform <see cref="Weapon.AttackAnimations"/> in sequence.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/AttackState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Attack State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(AttackState))] public sealed class AttackState : CreatureState { /************************************************************************************************************************/ [SerializeField] private EquipState _Equipment; private int _AttackIndex = int.MaxValue; /************************************************************************************************************************/ /// <summary> /// Start at the beginning of the sequence by default, but if the previous attack has not faded out yet then /// perform the next attack instead. /// </summary> private void OnEnable() { Creature.Animancer.Animator.applyRootMotion = true; if (ShouldRestartCombo()) { _AttackIndex = 0; } else { _AttackIndex++; } var animation = _Equipment.Weapon.AttackAnimations[_AttackIndex]; var state = Creature.Animancer.Play(animation); state.Events.OnEnd = Creature.ForceEnterIdleState; } /************************************************************************************************************************/ private bool ShouldRestartCombo() { var attackAnimations = _Equipment.Weapon.AttackAnimations; if (_AttackIndex >= attackAnimations.Length - 1) return true; var state = attackAnimations[_AttackIndex].State; if (state == null || state.Weight == 0) return true; return false; } /************************************************************************************************************************/ private void FixedUpdate() { Creature.Rigidbody.velocity = Vector3.zero; } /************************************************************************************************************************/ public override bool CanExitState => false; /************************************************************************************************************************/ private void OnDisable() { Creature.Animancer.Animator.applyRootMotion = false; } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/06 Weapons/AttackState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary>A <see cref="CreatureState"/> that performs an attack animation then returns to idle.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/platformer">Platformer</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Platformer/AttackState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Platformer - Attack State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Platformer) + "/" + nameof(AttackState))] public sealed class AttackState : CreatureState { /************************************************************************************************************************/ [SerializeField] private AnimationClip _GroundAnimation; [SerializeField] private AnimationClip _AirAnimation; /************************************************************************************************************************/ private void OnEnable() { var animation = Creature.GroundDetector.IsGrounded ? _GroundAnimation : _AirAnimation; var state = Creature.Animancer.Play(animation); state.Events.OnEnd = Creature.ForceEnterIdleState; } /************************************************************************************************************************/ /// <summary> /// Returns false so that nothing can interript an attack until it is done. /// </summary> /// <remarks> /// If we had a Flinch state that gets triggered when the creature gets hit by an enemy, we would probably want /// it to be able to interrupt an attack. To do this, we could use an int or an enum like in the /// <see cref="CreatureState.Priority"/> example. /// <para></para> /// We could just enter the Flinch state using <see cref="FSM.StateMachine{TState}.ForceSetState(TState)"/>, /// but then we would never be able to prevent it from triggering. For example, interacting with an object or /// doing something in a cutscene might use a state that should never be interrupted. /// </remarks> public override bool CanExitState => false; /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Creature States/AttackState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer.Examples.InverseKinematics { /// <summary>Allows the user to drag any object with a collider around on screen with the mouse.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/ik/puppet">Puppet</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/MouseDrag /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Mouse Drag")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(MouseDrag))] public sealed class MouseDrag : MonoBehaviour { /************************************************************************************************************************/ private Transform _Dragging; private float _Distance; /************************************************************************************************************************/ private void Update() { // On click, do a raycast and grab whatever it hits and calculate how far away it is. if (Input.GetMouseButtonDown(0)) { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out var hit)) { _Dragging = hit.transform; _Distance = Vector3.Distance(_Dragging.position, Camera.main.transform.position); } } // While holding the button, move the object in line with the mouse ray. else if (_Dragging != null && Input.GetMouseButton(0)) { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); _Dragging.position = Camera.main.transform.position + ray.direction * _Distance; } else { _Dragging = null; } } /************************************************************************************************************************/ } }
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Animancer { partial struct AnimancerEvent { /// <summary> /// A variable-size list of <see cref="AnimancerEvent"/>s which keeps itself sorted according to their /// <see cref="normalizedTime"/>. /// </summary> /// <remarks> /// <em>Animancer Lite does not allow events (except for <see cref="OnEnd"/>) in runtime builds.</em> /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/animancer">Animancer Events</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Sequence /// public sealed partial class Sequence : IEnumerable<AnimancerEvent> { /************************************************************************************************************************/ #region Fields and Properties /************************************************************************************************************************/ internal const string IndexOutOfRangeError = "index must be within the range of 0 <= index < " + nameof(Count); /************************************************************************************************************************/ /// <summary> /// A zero length array of <see cref="AnimancerEvent"/>s which is used by all sequence before any elements /// are added to them (unless their <see cref="Capacity"/> is set manually). /// </summary> public static readonly AnimancerEvent[] NoEvents = new AnimancerEvent[0]; /// <summary>All of the <see cref="AnimancerEvent"/>s in this sequence (excluding the <see cref="endEvent"/>).</summary> private AnimancerEvent[] _Events; /************************************************************************************************************************/ /// <summary>[Pro-Only] The number of events in this sequence (excluding the <see cref="endEvent"/>).</summary> public int Count { get; private set; } /************************************************************************************************************************/ /// <summary>Indicates whether the sequence has any events in it (including the <see cref="endEvent"/>).</summary> public bool IsEmpty { get { return endEvent.callback == null && float.IsNaN(endEvent.normalizedTime) && Count == 0; } } /************************************************************************************************************************/ /// <summary>The initial <see cref="Capacity"/> that will be used if another value is not specified.</summary> public const int DefaultCapacity = 8; /// <summary>[Pro-Only] /// The size of the internal array used to hold events. /// <para></para> /// When set, the array is reallocated to the given size. /// <para></para> /// By default, the <see cref="Capacity"/> starts at 0 and increases to the <see cref="DefaultCapacity"/> /// when the first event is added. /// </summary> public int Capacity { get => _Events.Length; set { if (value < Count) throw new ArgumentOutOfRangeException(nameof(value), $"{nameof(Capacity)} cannot be set lower than {nameof(Count)}"); if (value == _Events.Length) return; if (value > 0) { var newEvents = new AnimancerEvent[value]; if (Count > 0) Array.Copy(_Events, 0, newEvents, 0, Count); _Events = newEvents; } else { _Events = NoEvents; } } } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// The number of times the contents of this sequence have been modified. This applies to general events, /// but not the <see cref="endEvent"/>. /// </summary> public int Version { get; private set; } /************************************************************************************************************************/ #region End Event /************************************************************************************************************************/ /// <summary> /// A <see cref="callback "/> that will be triggered every frame after the <see cref="normalizedTime"/> has /// passed. If you want it to only get triggered once, you can either have the event clear itself or just /// use a regular event instead. /// <para></para> /// Interrupting the animation does not trigger this event. /// <para></para> /// By default, the <see cref="normalizedTime"/> will be <see cref="float.NaN"/> so that it can choose the /// correct value based on the current play direction: forwards ends at 1 and backwards ends at 0. /// <para></para> /// <em>Animancer Lite does not allow the <see cref="normalizedTime"/> to be changed in Runtime Builds.</em> /// </summary> /// /// <example><code> /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.Play(clip); /// state.Events.NormalizedEndTime = 0.75f; /// state.Events.OnEnd = OnAnimationEnd; /// /// // Or set the time and callback at the same time: /// state.Events.endEvent = new AnimancerEvent(0.75f, OnAnimationEnd); /// } /// /// void OnAnimationEnd() /// { /// Debug.Log("Animation ended"); /// } /// </code></example> /// /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/events/end">End Events</see> /// </remarks> /// /// <seealso cref="OnEnd"/> /// <seealso cref="NormalizedEndTime"/> public AnimancerEvent endEvent = new AnimancerEvent(float.NaN, null); /************************************************************************************************************************/ /// <summary>Shorthand for the <c>endEvent.callback</c>.</summary> /// <seealso cref="endEvent"/> /// <seealso cref="NormalizedEndTime"/> public ref Action OnEnd => ref endEvent.callback; /************************************************************************************************************************/ /// <summary>[Pro-Only] Shorthand for <c>endEvent.normalizedTime</c>.</summary> /// <remarks> /// This value is <see cref="float.NaN"/> by default so that the actual time can be determined based on the /// <see cref="AnimancerNode.EffectiveSpeed"/>: positive speed ends at 1 and negative speed ends at 0. /// <para></para> /// Use <see cref="AnimancerState.NormalizedEndTime"/> to access that value. /// </remarks> /// <seealso cref="endEvent"/> /// <seealso cref="OnEnd"/> public ref float NormalizedEndTime => ref endEvent.normalizedTime; /************************************************************************************************************************/ /// <summary> /// The default <see cref="AnimancerState.NormalizedTime"/> for an animation to start at when playing /// forwards is 0 (the start of the animation) and when playing backwards is 1 (the end of the animation). /// <para></para> /// `speed` 0 or <see cref="float.NaN"/> will also return 0. /// </summary> /// <remarks> /// This method has nothing to do with events, so it is only here because of /// <see cref="GetDefaultNormalizedEndTime"/>. /// </remarks> public static float GetDefaultNormalizedStartTime(float speed) => speed < 0 ? 1 : 0; /// <summary> /// The default <see cref="normalizedTime"/> for an <see cref="endEvent"/> when playing forwards is 1 (the /// end of the animation) and when playing backwards is 0 (the start of the animation). /// <para></para> /// `speed` 0 or <see cref="float.NaN"/> will also return 1. /// </summary> public static float GetDefaultNormalizedEndTime(float speed) => speed < 0 ? 0 : 1; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Names /************************************************************************************************************************/ private string[] _Names; /// <summary>[Pro-Only] The names of the events (excluding the <see cref="endEvent"/>).</summary> /// <remarks>This array can be null and <see cref="GetName"/> will return null for any missing elements.</remarks> public ref string[] Names => ref _Names; /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Returns the name of the event at the specified `index` or null if it is not included in the <see cref="Names"/>. /// </summary> public string GetName(int index) { if (_Names == null || _Names.Length <= index) return null; else return _Names[index]; } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Sets the name of the event at the specified `index`. If the <see cref="Names"/> did not previously /// include that `index` it will be resized with a size equal to the <see cref="Count"/>. /// </summary> public void SetName(int index, string name) { Debug.Assert((uint)index < (uint)Count, IndexOutOfRangeError); if (_Names == null) { _Names = new string[Count]; } else if (_Names.Length < index) { var names = new string[Count]; Array.Copy(_Names, names, _Names.Length); } _Names[index] = name; } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Returns the index of the event with the specified `name` or -1 if there is no such event. /// </summary> /// <seealso cref="Names"/> /// <seealso cref="GetName"/> /// <seealso cref="SetName"/> /// <seealso cref="IndexOfRequired"/> public int IndexOf(string name, int startIndex = 0) { if (_Names == null) return -1; var count = Mathf.Min(Count, _Names.Length); for (; startIndex < count; startIndex++) if (_Names[startIndex] == name) return startIndex; return -1; } /// <summary>[Pro-Only] /// Returns the index of the event with the specified `name` or throws an <see cref="ArgumentException"/> /// if there is no such event. /// </summary> /// <exception cref="ArgumentException"/> /// <seealso cref="IndexOf"/> public int IndexOfRequired(string name, int startIndex = 0) { if (_Names != null) { var count = Mathf.Min(Count, _Names.Length); for (; startIndex < count; startIndex++) { if (_Names[startIndex] == name) { return startIndex; } } } throw new ArgumentException($"No event exists with the name '{name}'."); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Constructors /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="Sequence"/> which starts at 0 <see cref="Capacity"/>. /// <para></para> /// Adding anything to the sequence will set the <see cref="Capacity"/> = <see cref="DefaultCapacity"/> /// and then double it whenever the <see cref="Count"/> would exceed the <see cref="Capacity"/>. /// </summary> public Sequence() { _Events = NoEvents; } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Creates a new <see cref="Sequence"/> which starts with the specified <see cref="Capacity"/>. It will be /// initially empty, but will have room for the given number of elements before any reallocations are /// required. /// </summary> public Sequence(int capacity) { _Events = capacity > 0 ? new AnimancerEvent[capacity] : NoEvents; } /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="Sequence"/> and copies the contents of `copyFrom` into it. /// </summary> public Sequence(Sequence copyFrom) { _Events = NoEvents; if (copyFrom != null) CopyFrom(copyFrom); } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Creates a new <see cref="Sequence"/>, copying and sorting the contents of the `collection` into it. /// The <see cref="Count"/> and <see cref="Capacity"/> will be equal to the /// <see cref="ICollection{T}.Count"/>. /// </summary> public Sequence(ICollection<AnimancerEvent> collection) { if (collection == null) throw new ArgumentNullException(nameof(collection)); var count = collection.Count; if (count == 0) { _Events = NoEvents; } else { _Events = new AnimancerEvent[count]; AddRange(collection); } } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Creates a new <see cref="Sequence"/>, copying and sorting the contents of the `enumerable` into it. /// </summary> public Sequence(IEnumerable<AnimancerEvent> enumerable) { if (enumerable == null) throw new ArgumentNullException(nameof(enumerable)); _Events = NoEvents; AddRange(enumerable); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Iteration /************************************************************************************************************************/ /// <summary>[Pro-Only] Returns the event at the specified `index`.</summary> public AnimancerEvent this[int index] { get { Debug.Assert((uint)index < (uint)Count, IndexOutOfRangeError); return _Events[index]; } } /// <summary>[Pro-Only] Returns the event with the specified `name`.</summary> /// <exception cref="ArgumentException">There is no event with the specified `name`.</exception> public AnimancerEvent this[string name] => this[IndexOfRequired(name)]; /************************************************************************************************************************/ /// <summary>[Assert-Conditional] /// Throws an <see cref="ArgumentOutOfRangeException"/> if the <see cref="normalizedTime"/> of any events /// is less than 0 or greater than or equal to 1. /// <para></para> /// This does not include the <see cref="endEvent"/> since it works differently to other events. /// </summary> [System.Diagnostics.Conditional(Strings.Assertions)] public void AssertNormalizedTimes(AnimancerState state) { if (Count == 0 || (_Events[0].normalizedTime >= 0 && _Events[Count - 1].normalizedTime < 1)) return; throw new ArgumentOutOfRangeException(nameof(normalizedTime), "Events on looping animations are triggered every loop and must be" + $" within the range of 0 <= {nameof(normalizedTime)} < 1.\n{state}\n{DeepToString()}"); } /// <summary>[Assert-Conditional] /// Calls <see cref="AssertNormalizedTimes(AnimancerState)"/> if `isLooping` is true. /// </summary> [System.Diagnostics.Conditional(Strings.Assertions)] public void AssertNormalizedTimes(AnimancerState state, bool isLooping) { if (isLooping) AssertNormalizedTimes(state); } /************************************************************************************************************************/ /// <summary>Returns a string containing the details of all events in this sequence.</summary> public string DeepToString(bool multiLine = true) { var text = ObjectPool.AcquireStringBuilder() .Append(ToString()) .Append(" [") .Append(Count) .Append(multiLine ? "]\n{" : "] { "); for (int i = 0; i < Count; i++) { if (multiLine) text.Append("\n "); else if (i > 0) text.Append(", "); text.Append(this[i]); } text.Append(multiLine ? $"\n}}\n{nameof(endEvent)}=" : $" }} ({nameof(endEvent)}=") .Append(endEvent); if (!multiLine) text.Append(")"); return text.ReleaseToString(); } /************************************************************************************************************************/ /// <summary>[Pro-Only] Returns an <see cref="Enumerator"/> for this sequence.</summary> public Enumerator GetEnumerator() => new Enumerator(this); IEnumerator<AnimancerEvent> IEnumerable<AnimancerEvent>.GetEnumerator() => new Enumerator(this); IEnumerator IEnumerable.GetEnumerator() => new Enumerator(this); /************************************************************************************************************************/ /// <summary>[Pro-Only] /// An iterator that can cycle through every event in a <see cref="Sequence"/> except for the /// <see cref="endEvent"/>. /// </summary> public struct Enumerator : IEnumerator<AnimancerEvent> { /************************************************************************************************************************/ /// <summary>The target <see cref="AnimancerEvent.Sequence"/>.</summary> public readonly Sequence Sequence; private int _Index; private int _Version; private AnimancerEvent _Current; private const string InvalidVersion = nameof(AnimancerEvent) + "." + nameof(AnimancerEvent.Sequence) + " was modified. Enumeration operation may not execute."; /************************************************************************************************************************/ /// <summary>The event this iterator is currently pointing to.</summary> public AnimancerEvent Current => _Current; /// <summary>The event this iterator is currently pointing to.</summary> object IEnumerator.Current { get { if (_Index == 0 || _Index == Sequence.Count + 1) throw new InvalidOperationException( "Operation is not valid due to the current state of the object."); return Current; } } /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Enumerator"/>.</summary> public Enumerator(Sequence sequence) { Sequence = sequence; _Index = 0; _Version = sequence.Version; _Current = default; } /************************************************************************************************************************/ void IDisposable.Dispose() { } /************************************************************************************************************************/ /// <summary> /// Moves to the next event in the <see cref="Sequence"/> and returns true if there is one. /// </summary> /// <exception cref="InvalidOperationException"> /// The <see cref="Version"/> has changed since this iterator was created. /// </exception> public bool MoveNext() { if (_Version != Sequence.Version) throw new InvalidOperationException(InvalidVersion); if ((uint)_Index < (uint)Sequence.Count) { _Current = Sequence._Events[_Index]; _Index++; return true; } else { _Index = Sequence.Count + 1; _Current = default; return false; } } /************************************************************************************************************************/ /// <summary> /// Returns this iterator to the start of the <see cref="Sequence"/>. /// </summary> /// <exception cref="InvalidOperationException"> /// The <see cref="Version"/> has changed since this iterator was created. /// </exception> void IEnumerator.Reset() { if (_Version != Sequence.Version) throw new InvalidOperationException(InvalidVersion); _Index = 0; _Current = default; } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Modification /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the /// <see cref="Capacity"/> is doubled to fit the new event. /// </summary> /// <remarks> /// This methods returns the index at which the event is added, which is determined by its /// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any /// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them. /// </remarks> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public int Add(AnimancerEvent animancerEvent) { #if UNITY_ASSERTIONS if (animancerEvent.callback == null) throw new ArgumentNullException($"{nameof(AnimancerEvent)}.{nameof(callback)}"); #endif var index = Insert(animancerEvent.normalizedTime); AssertEventUniqueness(index, animancerEvent); _Events[index] = animancerEvent; return index; } /// <summary>[Pro-Only] /// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the /// <see cref="Capacity"/> is doubled to fit the new event. /// </summary> /// <remarks> /// This methods returns the index at which the event is added, which is determined by its /// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any /// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them. /// </remarks> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public int Add(float normalizedTime, Action callback) => Add(new AnimancerEvent(normalizedTime, callback)); /// <summary>[Pro-Only] /// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the /// <see cref="Capacity"/> is doubled to fit the new event. /// </summary> /// <remarks> /// This methods returns the index at which the event is added, which is determined by its /// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any /// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them. /// </remarks> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public int Add(int indexHint, AnimancerEvent animancerEvent) { #if UNITY_ASSERTIONS if (animancerEvent.callback == null) throw new ArgumentNullException($"{nameof(AnimancerEvent)}.{nameof(callback)}"); #endif indexHint = Insert(indexHint, animancerEvent.normalizedTime); AssertEventUniqueness(indexHint, animancerEvent); _Events[indexHint] = animancerEvent; return indexHint; } /// <summary>[Pro-Only] /// Adds the given event to this sequence. The <see cref="Count"/> is increased by one and if required, the /// <see cref="Capacity"/> is doubled to fit the new event. /// </summary> /// <remarks> /// This methods returns the index at which the event is added, which is determined by its /// <see cref="normalizedTime"/> to keep the sequence sorted in ascending order. If there are already any /// events with the same <see cref="normalizedTime"/>, the new event is added immediately after them. /// </remarks> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public int Add(int indexHint, float normalizedTime, Action callback) => Add(indexHint, new AnimancerEvent(normalizedTime, callback)); /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Adds every event in the `enumerable` to this sequence. The <see cref="Count"/> is increased by one and if /// required, the <see cref="Capacity"/> is doubled to fit the new event. /// </summary> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public void AddRange(IEnumerable<AnimancerEvent> enumerable) { foreach (var item in enumerable) Add(item); } /************************************************************************************************************************/ /// <summary>[Pro-Only] Adds the specified `callback` to the event at the specified `index`.</summary> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public void AddCallback(int index, Action callback) { ref var animancerEvent = ref _Events[index]; AssertCallbackUniqueness(animancerEvent.callback, callback, $"{nameof(callback)} being added"); animancerEvent.callback += callback; Version++; } /// <summary>[Pro-Only] Adds the specified `callback` to the event with the specified `name`.</summary> /// <exception cref="ArgumentException">There is no event with the specified `name`.</exception> /// <seealso cref="IndexOfRequired"/> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public void AddCallback(string name, Action callback) => AddCallback(IndexOfRequired(name), callback); /************************************************************************************************************************/ /// <summary>[Pro-Only] Removes the specified `callback` from the event at the specified `index`.</summary> /// <remarks> /// If the <see cref="callback"/> would become null, it is instead set to the <see cref="DummyCallback"/> /// since they are not allowed to be null. /// </remarks> public void RemoveCallback(int index, Action callback) { ref var animancerEvent = ref _Events[index]; animancerEvent.callback -= callback; if (animancerEvent.callback == null) animancerEvent.callback = DummyCallback; Version++; } /// <summary>[Pro-Only] Removes the specified `callback` from the event with the specified `name`.</summary> /// <remarks> /// If the <see cref="callback"/> would become null, it is instead set to the <see cref="DummyCallback"/> /// since they are not allowed to be null. /// </remarks> /// <exception cref="ArgumentException">There is no event with the specified `name`.</exception> /// <seealso cref="IndexOfRequired"/> public void RemoveCallback(string name, Action callback) => RemoveCallback(IndexOfRequired(name), callback); /************************************************************************************************************************/ /// <summary>[Pro-Only] Replaces the <see cref="callback"/> of the event at the specified `index`.</summary> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public void SetCallback(int index, Action callback) { #if UNITY_ASSERTIONS if (callback == null) throw new ArgumentNullException(nameof(callback)); #endif ref var animancerEvent = ref _Events[index]; AssertCallbackUniqueness(animancerEvent.callback, callback, $"{nameof(callback)} being assigned"); animancerEvent.callback = callback; Version++; } /// <summary>[Pro-Only] Replaces the <see cref="callback"/> of the event with the specified `name`.</summary> /// <exception cref="ArgumentException">There is no event with the specified `name`.</exception> /// <seealso cref="IndexOfRequired"/> /// <seealso cref="OptionalWarning.DuplicateEvent"/> public void SetCallback(string name, Action callback) => SetCallback(IndexOfRequired(name), callback); /************************************************************************************************************************/ /// <summary>[Assert-Conditional] /// Logs <see cref="OptionalWarning.DuplicateEvent"/> if the `oldCallback` is identical to the /// `newCallback` or just has the same <see cref="Delegate.Method"/>. /// </summary> [System.Diagnostics.Conditional(Strings.Assertions)] private static void AssertCallbackUniqueness(Action oldCallback, Action newCallback, string target) { #if UNITY_ASSERTIONS if (OptionalWarning.DuplicateEvent.IsDisabled()) return; if (oldCallback == newCallback) { OptionalWarning.DuplicateEvent.Log($"The {target}" + " is identical to an existing event in the sequence" + " which may mean that it is being unintentionally added multiple times."); } else if (oldCallback?.Method == newCallback?.Method) { OptionalWarning.DuplicateEvent.Log($"The {target}" + " is identical to an existing event in the sequence except for the target object." + " This often happens when a Transition is shared by multiple objects," + " in which case it can be avoided by giving each object its own" + $" {nameof(AnimancerEvent)}.{nameof(Sequence)} as explained in the documentation:" + $" {Strings.DocsURLs.SharedEventSequences}"); } #endif } /// <summary>[Assert-Conditional] /// Logs <see cref="OptionalWarning.DuplicateEvent"/> if the event at the specified `index` is identical to /// the `newEvent`. /// </summary> [System.Diagnostics.Conditional(Strings.Assertions)] private void AssertEventUniqueness(int index, AnimancerEvent newEvent) { #if UNITY_ASSERTIONS if (OptionalWarning.DuplicateEvent.IsDisabled() || index == 0) return; var previousEvent = _Events[index - 1]; if (previousEvent.normalizedTime != newEvent.normalizedTime) return; AssertCallbackUniqueness(previousEvent.callback, newEvent.callback, $"{nameof(AnimancerEvent)} being added"); #endif } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Determines the index where a new event with the specified `normalizedTime` should be added in order to /// keep this sequence sorted, increases the <see cref="Count"/> by one, doubles the <see cref="Capacity"/> /// if required, moves any existing events to open up the chosen index, and returns that index. /// <para></para> /// This overload starts searching for the desired index from the end of the sequence, using the assumption /// that elements will usually be added in order. /// </summary> private int Insert(float normalizedTime) { var index = Count; while (index > 0 && _Events[index - 1].normalizedTime > normalizedTime) index--; Insert(index); return index; } /// <summary>[Pro-Only] /// Determines the index where a new event with the specified `normalizedTime` should be added in order to /// keep this sequence sorted, increases the <see cref="Count"/> by one, doubles the <see cref="Capacity"/> /// if required, moves any existing events to open up the chosen index, and returns that index. /// <para></para> /// This overload starts searching for the desired index from the `hint`. /// </summary> private int Insert(int hint, float normalizedTime) { if (hint >= Count) return Insert(normalizedTime); if (_Events[hint].normalizedTime > normalizedTime) { while (hint > 0 && _Events[hint - 1].normalizedTime > normalizedTime) hint--; } else { while (hint < Count && _Events[hint].normalizedTime <= normalizedTime) hint++; } Insert(hint); return hint; } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Increases the <see cref="Count"/> by one, doubles the <see cref="Capacity"/> if required, and moves any /// existing events to open up the `index`. /// </summary> private void Insert(int index) { Debug.Assert((uint)index <= (uint)Count, IndexOutOfRangeError); var capacity = _Events.Length; if (Count == capacity) { if (capacity == 0) { _Events = new AnimancerEvent[DefaultCapacity]; } else { capacity *= 2; if (capacity < DefaultCapacity) capacity = DefaultCapacity; var newEvents = new AnimancerEvent[capacity]; Array.Copy(_Events, 0, newEvents, 0, index); if (Count > index) Array.Copy(_Events, index, newEvents, index + 1, Count - index); _Events = newEvents; } } else if (Count > index) { Array.Copy(_Events, index, _Events, index + 1, Count - index); } Count++; Version++; } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Removes the event at the specified `index` from this sequence by decrementing the <see cref="Count"/> /// and copying all events after the removed one down one place. /// </summary> public void Remove(int index) { Debug.Assert((uint)index < (uint)Count, IndexOutOfRangeError); Count--; if (index + 1 < Count) Array.Copy(_Events, index + 1, _Events, index, Count - index - 1); _Events[Count] = default; Version++; } /// <summary>[Pro-Only] /// Removes the event with the specified `name` from this sequence by decrementing the <see cref="Count"/> /// and copying all events after the removed one down one place. Returns true if the event was found and /// removed. /// </summary> public bool Remove(string name) { var index = IndexOf(name); if (index >= 0) { Remove(index); return true; } else return false; } /// <summary>[Pro-Only] /// Removes the `animancerEvent` from this sequence by decrementing the <see cref="Count"/> and copying all /// events after the removed one down one place. Returns true if the event was found and removed. /// </summary> public bool Remove(AnimancerEvent animancerEvent) { var count = Count; for (int i = 0; i < count; i++) { if (_Events[i] == animancerEvent) { Remove(i); return true; } } return false; } /************************************************************************************************************************/ /// <summary>[Pro-Only] Removes all events except the <see cref="endEvent"/>.</summary> /// <seealso cref="Clear"/> public void RemoveAll() { if (_Names != null) Array.Clear(_Names, 0, _Names.Length); Array.Clear(_Events, 0, Count); Count = 0; Version++; } /// <summary>Removes all events, including the <see cref="endEvent"/>.</summary> /// <seealso cref="RemoveAll"/> public void Clear() { RemoveAll(); endEvent = new AnimancerEvent(float.NaN, null); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Copying /************************************************************************************************************************/ /// <summary> /// Copies all the events from the `source` to replace the previous contents of this sequence. /// </summary> public void CopyFrom(Sequence source) { if (source == null) { if (_Names != null) Array.Clear(_Names, 0, _Names.Length); Array.Clear(_Events, 0, Count); Count = 0; Capacity = 0; endEvent = default; return; } if (source._Names == null) { _Names = null; } else { var nameCount = source._Names.Length; if (_Names == null || _Names.Length != nameCount) _Names = new string[nameCount]; Array.Copy(source._Names, 0, _Names, 0, nameCount); } var sourceCount = source.Count; if (Count > sourceCount) Array.Clear(_Events, Count, sourceCount - Count); else if (_Events.Length < sourceCount) Capacity = sourceCount; Count = sourceCount; Array.Copy(source._Events, 0, _Events, 0, sourceCount); endEvent = source.endEvent; } /************************************************************************************************************************/ /// <summary>[<see cref="ICollection{T}"/>] /// Copies all the events from this sequence into the `array`, starting at the `index`. /// </summary> public void CopyTo(AnimancerEvent[] array, int index) { Array.Copy(_Events, 0, array, index, Count); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerEvent.Sequence.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerEvent.Sequence.cs", "repo_id": "jynew", "token_count": 20031 }
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Playables; using Object = UnityEngine.Object; #if UNITY_EDITOR using UnityEditor; using Animancer.Editor; #endif namespace Animancer { /// <summary> /// Base class for all states in an <see cref="AnimancerPlayable"/> graph which manages one or more /// <see cref="Playable"/>s. /// </summary> /// /// <remarks> /// This class can be used as a custom yield instruction to wait until the animation either stops playing or /// reaches its end. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/states">States</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerState /// public abstract partial class AnimancerState : AnimancerNode, IAnimationClipCollection { /************************************************************************************************************************/ #region Graph /************************************************************************************************************************/ /// <summary>The <see cref="AnimancerPlayable"/> at the root of the graph.</summary> public void SetRoot(AnimancerPlayable root) { if (Root == root) return; if (Root != null) { Root.CancelUpdate(this); Root.States.Unregister(this); if (_Parent != null) { _Parent.OnRemoveChild(this); _Parent = null; } Index = -1; DestroyPlayable(); } Root = root; if (root != null) { root.States.Register(_Key, this); CreatePlayable(); } for (int i = ChildCount - 1; i >= 0; i--) GetChild(i)?.SetRoot(root); if (_Parent != null) CopyIKFlags(_Parent); } /************************************************************************************************************************/ /// <summary>The object which receives the output of the <see cref="Playable"/>.</summary> public sealed override IPlayableWrapper Parent => _Parent; private AnimancerNode _Parent; /// <summary>Connects this state to the `parent` mixer at the specified `index`.</summary> /// <remarks> /// Use <see cref="AnimancerLayer.AddChild(AnimancerState)"/> instead of this method to connect a state to an /// available port on a layer. /// </remarks> public void SetParent(AnimancerNode parent, int index) { if (_Parent != null) { _Parent.OnRemoveChild(this); _Parent = null; } if (parent == null) { Index = -1; return; } SetRoot(parent.Root); Index = index; _Parent = parent; parent.OnAddChild(this); CopyIKFlags(parent); } /// <summary>[Internal] /// Called by <see cref="AnimancerNode.OnAddChild(IList{AnimancerState}, AnimancerState)"/> if the specified /// port is already occupied so it can be cleared without triggering any other calls. /// </summary> internal void ClearParent() { Index = -1; _Parent = null; } /************************************************************************************************************************/ /// <summary> /// The <see cref="AnimancerNode.Weight"/> of this state multiplied by the <see cref="AnimancerNode.Weight"/> of each of /// its parents down the hierarchy to determine how much this state affects the final output. /// </summary> /// <exception cref="NullReferenceException">This state has no <see cref="AnimancerNode.Parent"/>.</exception> public float EffectiveWeight { get { var weight = Weight; var parent = _Parent; while (parent != null) { weight *= parent.Weight; parent = parent.Parent as AnimancerNode; } return weight; } } /************************************************************************************************************************/ // Layer. /************************************************************************************************************************/ /// <inheritdoc/> public override AnimancerLayer Layer => _Parent?.Layer; /// <summary> /// The index of the <see cref="AnimancerLayer"/> this state is connected to (determined by the /// <see cref="Parent"/>). /// </summary> public int LayerIndex { get { if (_Parent == null) return -1; var layer = _Parent.Layer; if (layer == null) return -1; return layer.Index; } set { Root.Layers[value].AddChild(this); } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Key and Clip /************************************************************************************************************************/ internal object _Key; /// <summary> /// The object used to identify this state in the root <see cref="AnimancerPlayable.States"/> dictionary. /// Can be null. /// </summary> public object Key { get => _Key; set { Root.States.Unregister(this); Root.States.Register(value, this); } } /************************************************************************************************************************/ /// <summary>The <see cref="AnimationClip"/> which this state plays (if any).</summary> /// <exception cref="NotSupportedException">This state type doesn't have a clip and you try to set it.</exception> public virtual AnimationClip Clip { get => null; set => throw new NotSupportedException($"{GetType()} does not support setting the {nameof(Clip)}."); } /// <summary>The main object to show in the Inspector for this state (if any).</summary> /// <exception cref="NotSupportedException">This state type doesn't have a main object and you try to set it.</exception> /// <exception cref="InvalidCastException">This state can't use the assigned value.</exception> public virtual Object MainObject { get => null; set => throw new NotSupportedException($"{GetType()} does not support setting the {nameof(MainObject)}."); } /************************************************************************************************************************/ /// <summary> /// Sets the `currentObject` and calls <see cref="AnimancerNode.RecreatePlayable"/>. If the `currentObject` was /// being used as the <see cref="Key"/> then it is changed as well. /// </summary> /// <exception cref="ArgumentNullException">The `newObject` is null.</exception> protected void ChangeMainObject<T>(ref T currentObject, T newObject) where T : Object { if (newObject == null) throw new ArgumentNullException(nameof(newObject)); if (ReferenceEquals(currentObject, newObject)) return; if (ReferenceEquals(_Key, currentObject)) Key = newObject; currentObject = newObject; RecreatePlayable(); } /************************************************************************************************************************/ /// <summary>The average velocity of the root motion caused by this state.</summary> public virtual Vector3 AverageVelocity => default; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Playing /************************************************************************************************************************/ /// <summary>Is the <see cref="Time"/> automatically advancing?</summary> private bool _IsPlaying; /// <summary>Has <see cref="_IsPlaying"/> changed since it was last applied to the <see cref="Playable"/>.</summary> /// <remarks> /// Playables start playing by default so we start dirty to pause it during the first update (unless /// <see cref="IsPlaying"/> is set to true before that). /// </remarks> private bool _IsPlayingDirty = true; /************************************************************************************************************************/ /// <summary>Is the <see cref="Time"/> automatically advancing?</summary> /// /// <example><code> /// void IsPlayingExample(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.States.GetOrCreate(clip); /// /// if (state.IsPlaying) /// Debug.Log(clip + " is playing"); /// else /// Debug.Log(clip + " is paused"); /// /// state.IsPlaying = false;// Pause the animation. /// /// state.IsPlaying = true;// Unpause the animation. /// } /// </code></example> public bool IsPlaying { get => _IsPlaying; set { if (_IsPlaying == value) return; _IsPlaying = value; // If it was already dirty then we just returned to the previous state so it is no longer dirty. if (_IsPlayingDirty) { _IsPlayingDirty = false; // We may still need to be updated for other reasons (such as Weight), // but if not then we will be removed from the update list next update. } else// Otherwise we are now dirty so we need to be updated. { _IsPlayingDirty = true; RequireUpdate(); } OnSetIsPlaying(); } } /// <summary>Called when the value of <see cref="IsPlaying"/> is changed.</summary> protected virtual void OnSetIsPlaying() { } /// <summary>Creates and assigns the <see cref="Playable"/> managed by this state.</summary> /// <remarks>This method also applies the <see cref="AnimancerNode.Speed"/> and <see cref="IsPlaying"/>.</remarks> public sealed override void CreatePlayable() { base.CreatePlayable(); if (!_IsPlaying) _Playable.Pause(); _IsPlayingDirty = false; } /************************************************************************************************************************/ /// <summary> /// Returns true if this state is playing and is at or fading towards a non-zero /// <see cref="AnimancerNode.Weight"/>. /// </summary> public bool IsActive => _IsPlaying && TargetWeight > 0; /// <summary> /// Returns true if this state is not playing and is at 0 <see cref="AnimancerNode.Weight"/>. /// </summary> public bool IsStopped => !_IsPlaying && Weight == 0; /************************************************************************************************************************/ /// <summary>Plays this state immediately, without any blending.</summary> /// <remarks> /// Sets <see cref="IsPlaying"/> = true, <see cref="AnimancerNode.Weight"/> = 1, and clears the /// <see cref="Events"/> (unless <see cref="AutomaticallyClearEvents"/> is disabled). /// <para></para> /// This method does not change the <see cref="Time"/> so it will continue from its current value. /// </remarks> public void Play() { IsPlaying = true; Weight = 1; if (AutomaticallyClearEvents) EventDispatcher.TryClear(_EventRunner); } /************************************************************************************************************************/ /// <summary>Stops the animation and makes it inactive immediately so it no longer affects the output.</summary> /// <remarks> /// Sets <see cref="AnimancerNode.Weight"/> = 0, <see cref="IsPlaying"/> = false, <see cref="Time"/> = 0, and /// clears the <see cref="Events"/> (unless <see cref="AutomaticallyClearEvents"/> is disabled). /// <para></para> /// To freeze the animation in place without ending it, you only need to set <see cref="IsPlaying"/> = false /// instead. Or to freeze all animations, you can call <see cref="AnimancerPlayable.PauseGraph"/>. /// </remarks> public override void Stop() { base.Stop(); IsPlaying = false; Time = 0; if (AutomaticallyClearEvents) EventDispatcher.TryClear(_EventRunner); } /************************************************************************************************************************/ /// <summary> /// Called by <see cref="AnimancerNode.StartFade"/>. /// Clears the <see cref="Events"/> (unless <see cref="AutomaticallyClearEvents"/> is disabled). /// </summary> protected internal override void OnStartFade() { if (AutomaticallyClearEvents) EventDispatcher.TryClear(_EventRunner); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Timing /************************************************************************************************************************/ // Time. /************************************************************************************************************************/ /// <summary> /// The current time of the <see cref="Playable"/>, retrieved by <see cref="Time"/> whenever the /// <see cref="_TimeFrameID"/> is different from the <see cref="AnimancerPlayable.FrameID"/>. /// </summary> private float _Time; /// <summary> /// Indicates whether the <see cref="_Time"/> needs to be assigned to the <see cref="Playable"/> next update. /// </summary> /// <remarks> /// <see cref="EventDispatcher"/> executes after all other playables, at which point changes can still be made to /// their time but not their weight which means that if we set the time immediately then it can be out of sync /// with the weight. For example, if an animation ends and you play another, the first animation would be /// stopped and rewinded to the start but would still be at full weight so it would show its first frame before /// the new animation actually takes effect (even if the previous animation was not looping). /// <para></para> /// So instead, we simply delay setting the actual playable time until the next update so that time and weight /// are always in sync. /// </remarks> private bool _MustSetTime; /// <summary> /// The <see cref="AnimancerPlayable.FrameID"/> from when the <see cref="Time"/> was last retrieved from the /// <see cref="Playable"/>. /// </summary> private ulong _TimeFrameID; /************************************************************************************************************************/ /// <summary>The number of seconds that have passed since the start of this animation.</summary> /// /// <remarks> /// This value will continue increasing after the animation passes the end of its <see cref="Length"/> while /// the animated object either freezes in place or starts again from the beginning according to whether it is /// looping or not. /// <para></para> /// This property internally uses <see cref="RawTime"/> whenever the value is out of date or gets changed. /// <para></para> /// <em>Animancer Lite does not allow this value to be changed in runtime builds (except resetting it to 0).</em> /// </remarks> /// /// <example><code> /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.Play(clip); /// /// // Skip 0.5 seconds into the animation: /// state.Time = 0.5f; /// /// // Skip 50% of the way through the animation (0.5 in a range of 0 to 1): /// state.NormalizedTime = 0.5f; /// /// // Skip to the end of the animation and play backwards. /// state.NormalizedTime = 1; /// state.Speed = -1; /// } /// </code></example> public float Time { get { var root = Root; if (root == null || _MustSetTime) return _Time; var frameID = root.FrameID; if (_TimeFrameID != frameID) { _TimeFrameID = frameID; _Time = RawTime; } return _Time; } set { #if UNITY_ASSERTIONS if (!value.IsFinite()) throw new ArgumentOutOfRangeException(nameof(value), value, $"{nameof(Time)} must be finite"); #endif var root = Root; if (root != null) _TimeFrameID = root.FrameID; _Time = value; if (AnimancerPlayable.IsRunningLateUpdate(root)) { _MustSetTime = true; RequireUpdate(); } else { RawTime = value; } _EventRunner?.OnTimeChanged(); } } /************************************************************************************************************************/ /// <summary> /// The internal implementation of <see cref="Time"/> which directly gets and sets the underlying value. /// </summary> /// <remarks> /// Setting this value actually calls <see cref="PlayableExtensions.SetTime"/> twice to ensure that animation /// events aren't triggered incorrectly. Calling it only once would trigger any animation events between the /// previous time and the new time. So if an animation plays to the end and you set the time back to 0 (such as /// by calling <see cref="Stop"/> or playing a different animation), the next time that animation played it /// would immediately trigger all of its events, then play through and trigger them normally as well. /// </remarks> protected virtual float RawTime { get { Validate.AssertPlayable(this); return (float)_Playable.GetTime(); } set { Validate.AssertPlayable(this); var time = (double)value; _Playable.SetTime(time); _Playable.SetTime(time); } } /************************************************************************************************************************/ /// <summary> /// The <see cref="Time"/> of this state as a portion of the animation's <see cref="Length"/>, meaning the /// value goes from 0 to 1 as it plays from start to end, regardless of how long that actually takes. /// </summary> /// /// <remarks> /// This value will continue increasing after the animation passes the end of its <see cref="Length"/> while /// the animated object either freezes in place or starts again from the beginning according to whether it is /// looping or not. /// <para></para> /// The fractional part of the value (<c>NormalizedTime % 1</c>) is the percentage (0-1) of progress in the /// current loop while the integer part (<c>(int)NormalizedTime</c>) is the number of times the animation has /// been looped. /// <para></para> /// <em>Animancer Lite does not allow this value to be changed to a value other than 0 in runtime builds.</em> /// </remarks> /// /// <example><code> /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.Play(clip); /// /// // Skip 0.5 seconds into the animation: /// state.Time = 0.5f; /// /// // Skip 50% of the way through the animation (0.5 in a range of 0 to 1): /// state.NormalizedTime = 0.5f; /// /// // Skip to the end of the animation and play backwards. /// state.NormalizedTime = 1; /// state.Speed = -1; /// } /// </code></example> public float NormalizedTime { get { var length = Length; if (length != 0) return Time / Length; else return 0; } set => Time = value * Length; } /************************************************************************************************************************/ /// <summary>Prevents the <see cref="RawTime"/> from being applied.</summary> protected void CancelSetTime() => _MustSetTime = false; /************************************************************************************************************************/ // Duration. /************************************************************************************************************************/ /// <summary>[Pro-Only] /// The <see cref="NormalizedTime"/> after which the <see cref="AnimancerEvent.Sequence.OnEnd"/> callback will /// be invoked every frame. /// </summary> /// <remarks> /// This is a wrapper around <see cref="AnimancerEvent.Sequence.NormalizedEndTime"/> so that if the value has /// not been set (<see cref="float.NaN"/>) it can be determined based on the /// <see cref="AnimancerNode.EffectiveSpeed"/>: positive speed ends at 1 and negative speed ends at 0. /// <para></para> /// <em>Animancer Lite does not allow this value to be changed in runtime builds.</em> /// </remarks> public float NormalizedEndTime { get { if (_EventRunner != null) { var time = _EventRunner.Events.NormalizedEndTime; if (!float.IsNaN(time)) return time; } return AnimancerEvent.Sequence.GetDefaultNormalizedEndTime(EffectiveSpeed); } set => Events.NormalizedEndTime = value; } /************************************************************************************************************************/ /// <summary> /// The number of seconds the animation will take to play fully at its current /// <see cref="AnimancerNode.EffectiveSpeed"/>. /// </summary> /// /// <remarks> /// For the time remaining from now until it reaches the end, use <see cref="RemainingDuration"/> instead. /// <para></para> /// Setting this value modifies the <see cref="AnimancerNode.EffectiveSpeed"/>, not the <see cref="Length"/>. /// <para></para> /// <em>Animancer Lite does not allow this value to be changed in runtime builds.</em> /// </remarks> /// /// <example><code> /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.Play(clip); /// /// state.Duration = 1;// Play fully in 1 second. /// state.Duration = 2;// Play fully in 2 seconds. /// state.Duration = 0.5f;// Play fully in half a second. /// state.Duration = -1;// Play backwards fully in 1 second. /// state.NormalizedTime = 1; state.Duration = -1;// Play backwards from the end in 1 second. /// } /// </code></example> public float Duration { get { var speed = EffectiveSpeed; if (_EventRunner != null) { var endTime = _EventRunner.Events.NormalizedEndTime; if (!float.IsNaN(endTime)) { if (speed > 0) return Length * endTime / speed; else return Length * (1 - endTime) / -speed; } } return Length / Math.Abs(speed); } set { var length = Length; if (_EventRunner != null) { var endTime = _EventRunner.Events.NormalizedEndTime; if (!float.IsNaN(endTime)) { if (EffectiveSpeed > 0) length *= endTime; else length *= 1 - endTime; } } EffectiveSpeed = length / value; } } /************************************************************************************************************************/ /// <summary> /// The number of seconds this state will take to go from its current <see cref="NormalizedTime"/> to the /// <see cref="NormalizedEndTime"/> at its current <see cref="AnimancerNode.EffectiveSpeed"/>. /// </summary> /// /// <remarks> /// For the time it would take to play fully from the start, use the <see cref="Duration"/> instead. /// <para></para> /// Setting this value modifies the <see cref="AnimancerNode.EffectiveSpeed"/>, not the <see cref="Length"/>. /// <para></para> /// <em>Animancer Lite does not allow this value to be changed in runtime builds.</em> /// </remarks> /// /// <example><code> /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.Play(clip); /// /// state.RemainingDuration = 1;// Play from the current time to the end in 1 second. /// state.RemainingDuration = 2;// Play from the current time to the end in 2 seconds. /// state.RemainingDuration = 0.5f;// Play from the current time to the end in half a second. /// state.RemainingDuration = -1;// Play from the current time away from the end. /// } /// </code></example> public float RemainingDuration { get => (Length * NormalizedEndTime - Time) / EffectiveSpeed; set => EffectiveSpeed = (Length * NormalizedEndTime - Time) / value; } /************************************************************************************************************************/ // Length. /************************************************************************************************************************/ /// <summary>The total time this state would take to play in seconds when <see cref="AnimancerNode.Speed"/> = 1.</summary> public abstract float Length { get; } /// <summary>Will this state loop back to the start when it reaches the end?</summary> public virtual bool IsLooping => false; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Methods /************************************************************************************************************************/ /// <summary> /// Updates the <see cref="AnimancerNode.Weight"/> for fading, applies it to this state's port on the parent /// mixer, and plays or pauses the <see cref="Playable"/> if its state is dirty. /// </summary> /// <remarks> /// If the <see cref="Parent"/>'s <see cref="AnimancerNode.KeepChildrenConnected"/> is set to false, this /// method will also connect/disconnect this node from the <see cref="Parent"/> in the playable graph. /// </remarks> protected internal override void Update(out bool needsMoreUpdates) { base.Update(out needsMoreUpdates); if (_IsPlayingDirty) { _IsPlayingDirty = false; if (_IsPlaying) _Playable.Play(); else _Playable.Pause(); } if (_MustSetTime) { _MustSetTime = false; RawTime = _Time; } } /************************************************************************************************************************/ /// <summary>Destroys the <see cref="Playable"/> and cleans up this state.</summary> /// <remarks> /// This method is NOT called automatically, so when implementing a custom state type you must use /// <see cref="AnimancerPlayable.Disposables"/> if you need to guarantee that things will get cleaned up. /// </remarks> public virtual void Destroy() { if (_Parent != null) { _Parent.OnRemoveChild(this); _Parent = null; } Index = -1; EventDispatcher.TryClear(_EventRunner); var root = Root; if (root != null) { root.States.Unregister(this); // For some reason this is slightly faster than _Playable.Destroy(). if (_Playable.IsValid()) root._Graph.DestroyPlayable(_Playable); } } /************************************************************************************************************************/ /// <summary>[<see cref="IAnimationClipCollection"/>] Gathers all the animations in this state.</summary> public virtual void GatherAnimationClips(ICollection<AnimationClip> clips) => clips.Gather(Clip); /************************************************************************************************************************/ /// <summary> /// Returns true if the animation is playing and has not yet passed the /// <see cref="AnimancerEvent.Sequence.endEvent"/>. /// </summary> /// <remarks> /// This method is called by <see cref="IEnumerator.MoveNext"/> so this object can be used as a custom yield /// instruction to wait until it finishes. /// </remarks> protected internal override bool IsPlayingAndNotEnding() { if (!IsPlaying) return false; var speed = EffectiveSpeed; if (speed > 0) { float endTime; if (_EventRunner != null) { endTime = _EventRunner.Events.endEvent.normalizedTime; if (float.IsNaN(endTime)) endTime = Length; else endTime *= Length; } else endTime = Length; return Time <= endTime; } else if (speed < 0) { float endTime; if (_EventRunner != null) { endTime = _EventRunner.Events.endEvent.normalizedTime; if (float.IsNaN(endTime)) endTime = 0; else endTime *= Length; } else endTime = 0; return Time >= endTime; } else return true; } /************************************************************************************************************************/ /// <summary> /// Returns the <see cref="AnimancerNode.DebugName"/> if one is set, otherwise a string describing the type of this /// state and the name of the <see cref="MainObject"/>. /// </summary> public override string ToString() { #if UNITY_ASSERTIONS if (DebugName != null) return DebugName; #endif var type = GetType().Name; var mainObject = MainObject; if (mainObject != null) return $"{mainObject.name} ({type})"; else return type; } /************************************************************************************************************************/ #region Descriptions /************************************************************************************************************************/ #if UNITY_EDITOR /// <summary>[Editor-Only] Returns a custom drawer for this state.</summary> protected internal virtual IAnimancerNodeDrawer CreateDrawer() => new AnimancerStateDrawer<AnimancerState>(this); #endif /************************************************************************************************************************/ /// <inheritdoc/> protected override void AppendDetails(StringBuilder text, string separator) { text.Append(separator).Append($"{nameof(Key)}: ").Append(AnimancerUtilities.ToStringOrNull(_Key)); var mainObject = MainObject; if (mainObject != _Key as Object) text.Append(separator).Append($"{nameof(MainObject)}: ").Append(AnimancerUtilities.ToStringOrNull(mainObject)); #if UNITY_EDITOR if (mainObject != null) text.Append(separator).Append("AssetPath: ").Append(AssetDatabase.GetAssetPath(mainObject)); #endif base.AppendDetails(text, separator); text.Append(separator).Append($"{nameof(IsPlaying)}: ").Append(IsPlaying); try { var time = Time; var normalizedTime = NormalizedTime; var length = Length; var isLooping = IsLooping; text.Append(separator).Append($"{nameof(Time)} (Normalized): ").Append(time); text.Append(" (").Append(normalizedTime).Append(')'); text.Append(separator).Append($"{nameof(Length)}: ").Append(length); text.Append(separator).Append($"{nameof(IsLooping)}: ").Append(isLooping); } catch { }// Ignore any exceptions. if (_EventRunner != null && _EventRunner.Events != null) _EventRunner.Events.endEvent.AppendDetails(text, "EndEvent", separator); } /************************************************************************************************************************/ /// <summary>Returns the hierarchy path of this state through its <see cref="Parent"/>s.</summary> public string GetPath() { if (_Parent == null) return null; var path = ObjectPool.AcquireStringBuilder(); AppendPath(path, _Parent); AppendPortAndType(path); return path.ReleaseToString(); } /// <summary>Appends the hierarchy path of this state through its <see cref="Parent"/>s.</summary> private static void AppendPath(StringBuilder path, AnimancerNode parent) { var parentState = parent as AnimancerState; if (parentState != null && parentState._Parent != null) { AppendPath(path, parentState._Parent); } else { path.Append("Layers[") .Append(parent.Layer.Index) .Append("].States"); return; } var state = parent as AnimancerState; if (state != null) { state.AppendPortAndType(path); } else { path.Append(" -> ") .Append(parent.GetType()); } } /// <summary>Appends "[Index] -> GetType().Name".</summary> private void AppendPortAndType(StringBuilder path) { path.Append('[') .Append(Index) .Append("] -> ") .Append(GetType().Name); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Transition /************************************************************************************************************************/ /// <summary> /// Base class for serializable <see cref="ITransition"/>s which can create a particular type of /// <see cref="AnimancerState"/> when passed into <see cref="AnimancerPlayable.Play(ITransition)"/>. /// </summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Transition</c> class will actually have a documentation page. /// <para></para> /// Even though it has the <see cref="SerializableAttribute"/>, this class won't actually get serialized /// by Unity because it's generic and abstract. Each child class still needs to include the attribute. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Transition_1 /// [Serializable] public abstract class Transition<TState> : ITransitionDetailed where TState : AnimancerState { /************************************************************************************************************************/ [SerializeField, Tooltip(Strings.ProOnlyTag + "The amount of time the transition will take (in seconds)")] private float _FadeDuration = AnimancerPlayable.DefaultFadeDuration; /// <summary>[<see cref="SerializeField"/>] The amount of time the transition will take (in seconds).</summary> /// <exception cref="ArgumentOutOfRangeException">Thrown when setting the value to a negative number.</exception> public float FadeDuration { get => _FadeDuration; set { if (value < 0) throw new ArgumentOutOfRangeException(nameof(value), $"{nameof(FadeDuration)} must not be negative"); _FadeDuration = value; } } /************************************************************************************************************************/ /// <summary>[<see cref="ITransitionDetailed"/>] /// Indicates what the value of <see cref="AnimancerState.IsLooping"/> will be for the created state. /// Returns false unless overridden. /// </summary> public virtual bool IsLooping => false; /// <summary>[<see cref="ITransitionDetailed"/>] /// Determines what <see cref="NormalizedTime"/> to start the animation at. /// Returns <see cref="float.NaN"/> unless overridden. /// </summary> public virtual float NormalizedStartTime { get => float.NaN; set { } } /// <summary>[<see cref="ITransitionDetailed"/>] /// Determines how fast the animation plays (1x = normal speed). /// Returns 1 unless overridden. /// </summary> public virtual float Speed { get => 1; set { } } /// <summary>[<see cref="ITransitionDetailed"/>] /// The maximum amount of time the animation is expected to take (in seconds). /// </summary> /// <remarks>The actual duration can vary in states like <see cref="MixerState"/>.</remarks> public abstract float MaximumDuration { get; } /// <summary>[<see cref="ITransitionDetailed"/>] /// The <see cref="Motion.averageAngularSpeed"/> that the created state will have. /// </summary> /// <remarks>The actual average velocity can vary in states like <see cref="MixerState"/>.</remarks> public virtual float AverageAngularSpeed => 0; /// <summary>[<see cref="ITransitionDetailed"/>] /// The <see cref="Motion.averageSpeed"/> that the created state will have. /// </summary> /// <remarks>The actual average velocity can vary in states like <see cref="MixerState"/>.</remarks> public virtual Vector3 AverageVelocity => default; /************************************************************************************************************************/ [SerializeField, Tooltip(Strings.ProOnlyTag + "Events which will be triggered as the animation plays")] private AnimancerEvent.Sequence.Serializable _Events; /// <summary>[<see cref="SerializeField"/>] [<see cref="ITransitionDetailed"/>] /// Events which will be triggered as the animation plays. /// </summary> /// <remarks>This property returns the <see cref="AnimancerEvent.Sequence.Serializable.Sequence"/>.</remarks> public AnimancerEvent.Sequence Events => _Events.Sequence; /// <summary>[<see cref="SerializeField"/>] [<see cref="ITransitionDetailed"/>] /// Events which will be triggered as the animation plays. /// </summary> public ref AnimancerEvent.Sequence.Serializable SerializedEvents => ref _Events; /************************************************************************************************************************/ /// <summary> /// The state that was created by this object. Specifically, this is the state that was most recently /// passed into <see cref="Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>). /// <para></para> /// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or /// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a /// specific object. /// <para></para> /// <see cref="State"/> is simply a shorthand for casting this to <typeparamref name="TState"/>. /// </summary> public AnimancerState BaseState { get; private set; } /************************************************************************************************************************/ private TState _State; /// <summary> /// The state that was created by this object. Specifically, this is the state that was most recently /// passed into <see cref="Apply"/> (usually by <see cref="AnimancerPlayable.Play(ITransition)"/>). /// </summary> /// /// <remarks> /// You can use <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(ITransition)"/> or /// <see cref="AnimancerLayer.GetOrCreateState(ITransition)"/> to get or create the state for a /// specific object. /// <para></para> /// This property is shorthand for casting the <see cref="BaseState"/> to <typeparamref name="TState"/>. /// </remarks> /// /// <exception cref="InvalidCastException"> /// The <see cref="BaseState"/> is not actually a <typeparamref name="TState"/>. This should only /// happen if a different type of state was created by something else and registered using the /// <see cref="Key"/>, causing this <see cref="AnimancerPlayable.Play(ITransition)"/> to pass that /// state into <see cref="Apply"/> instead of calling <see cref="CreateState"/> to make the correct type of /// state. /// </exception> public TState State { get { if (_State == null) _State = (TState)BaseState; return _State; } protected set { BaseState = _State = value; } } /************************************************************************************************************************/ /// <summary>Indicates whether this transition can create a valid <see cref="AnimancerState"/>.</summary> public virtual bool IsValid => true; /************************************************************************************************************************/ /// <summary>The <see cref="AnimancerState.Key"/> which the created state will be registered with.</summary> /// <remarks>Returns <c>this</c> unless overridden.</remarks> public virtual object Key => this; /// <summary> /// When a transition is passed into <see cref="AnimancerPlayable.Play(ITransition)"/>, this property /// determines which <see cref="Animancer.FadeMode"/> will be used. /// </summary> public virtual FadeMode FadeMode => FadeMode.FixedSpeed; /// <summary>Creates and returns a new <typeparamref name="TState"/>.</summary> /// <remarks> /// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call /// <see cref="Apply"/>, so if you call this method manually you may want to call that method as well. Or you /// can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>. /// </remarks> public abstract TState CreateState(); /// <summary>Creates and returns a new <typeparamref name="TState"/>.</summary> /// <remarks> /// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call /// <see cref="Apply"/>, so if you call this method manually you may want to call that method as well. Or you /// can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>. /// </remarks> AnimancerState ITransition.CreateState() => CreateState(); /************************************************************************************************************************/ /// <summary>[<see cref="ITransition"/>] /// Sets the <see cref="BaseState"/> and applies any other modifications to the `state`. /// </summary> /// <remarks> /// Called by <see cref="AnimancerPlayable.Play(ITransition)"/>. /// <para></para> /// This method also clears the <see cref="State"/> if necessary, so it will re-cast the /// <see cref="BaseState"/> when it gets accessed again. /// </remarks> public virtual void Apply(AnimancerState state) { state.Events = _Events; BaseState = state; if (_State != state) _State = null; } /************************************************************************************************************************/ /// <summary>The <see cref="AnimancerState.MainObject"/> that the created state will have.</summary> public virtual Object MainObject { get; } /// <summary>The display name of this transition.</summary> public virtual string Name { get { var mainObject = MainObject; return mainObject != null ? mainObject.name : null; } } /// <summary>Returns the <see cref="Name"/> and type of this transition.</summary> public override string ToString() { var type = GetType().FullName; var name = Name; if (name != null) return $"{name} ({type})"; else return type; } /************************************************************************************************************************/ #if UNITY_EDITOR /// <summary>[Editor-Only] Don't use Inspector Gadgets Nested Object Drawers.</summary> private const bool NestedObjectDrawers = false; #endif /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerState.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Settings.asset.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; namespace Animancer.Editor { partial class AnimancerToolsWindow { /// <summary>[Editor-Only] [Pro-Only] /// A <see cref="SpriteModifierPanel"/> for bulk-renaming <see cref="Sprite"/>s. /// </summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/tools/rename-sprites">Rename Sprites</see> /// </remarks> [Serializable] public sealed class RenameSprites : SpriteModifierPanel { /************************************************************************************************************************/ [NonSerialized] private readonly List<string> Names = new List<string>(); [NonSerialized] private bool _NamesAreDirty; [NonSerialized] private ReorderableList _SpritesDisplay; [NonSerialized] private ReorderableList _NamesDisplay; [SerializeField] private string _NewName = ""; [SerializeField] private int _MinimumDigits; /************************************************************************************************************************/ /// <inheritdoc/> public override string Name => "Rename Sprites"; /// <inheritdoc/> public override string HelpURL => Strings.DocsURLs.RenameSprites; /// <inheritdoc/> public override string Instructions { get { if (Sprites.Count == 0) return "Select the Sprites you want to rename."; return "Enter the new name(s) you want to give the Sprites then click Apply."; } } /************************************************************************************************************************/ /// <inheritdoc/> public override void OnEnable(int index) { base.OnEnable(index); _SpritesDisplay = CreateReorderableObjectList(Sprites, "Sprites"); _NamesDisplay = CreateReorderableStringList(Names, "Names"); } /************************************************************************************************************************/ /// <inheritdoc/> public override void OnSelectionChanged() { base.OnSelectionChanged(); _NamesAreDirty = true; } /************************************************************************************************************************/ /// <summary>Refreshes the <see cref="Names"/>.</summary> private void UpdateNames() { if (!_NamesAreDirty) return; _NamesAreDirty = false; var sprites = Sprites; AnimancerEditorUtilities.SetCount(Names, sprites.Count); if (string.IsNullOrEmpty(_NewName)) { for (int i = 0; i < sprites.Count; i++) Names[i] = sprites[i].name; } else { var digits = Mathf.FloorToInt(Mathf.Log10(Names.Count)) + 1; if (digits < _MinimumDigits) digits = _MinimumDigits; var formatCharacters = new char[digits]; for (int i = 0; i < digits; i++) formatCharacters[i] = '0'; var format = new string(formatCharacters); for (int i = 0; i < Names.Count; i++) Names[i] = _NewName + (i + 1).ToString(format); } } /************************************************************************************************************************/ /// <inheritdoc/> public override void DoBodyGUI() { EditorGUILayout.HelpBox(ReferencesLostMessage, MessageType.Warning); BeginChangeCheck(); var newName = EditorGUILayout.TextField("New Name", _NewName); if (EndChangeCheck(ref _NewName, newName)) _NamesAreDirty = true; BeginChangeCheck(); var digits = EditorGUILayout.IntField("Minimum Digits", _MinimumDigits); if (EndChangeCheck(ref _MinimumDigits, Mathf.Max(digits, 1))) _NamesAreDirty = true; UpdateNames(); GUILayout.BeginHorizontal(); { GUILayout.BeginVertical(); _SpritesDisplay.DoLayoutList(); GUILayout.EndVertical(); GUILayout.BeginVertical(); _NamesDisplay.DoLayoutList(); GUILayout.EndVertical(); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); { GUILayout.FlexibleSpace(); GUI.enabled = _NewName.Length > 0; if (GUILayout.Button("Clear")) { AnimancerGUI.Deselect(); RecordUndo(); _NewName = ""; _NamesAreDirty = true; } GUI.enabled = _SpritesDisplay.list.Count > 0; if (GUILayout.Button("Apply")) { AnimancerGUI.Deselect(); AskAndApply(); } } GUILayout.EndHorizontal(); } /************************************************************************************************************************/ // We could prevent it from causing animations to lose their data by using ISpriteEditorDataProvider // instead of TextureImporter, but in Unity 2018.4 it's experimental and in 2019.4 it's in the // 2D Sprite package which Animancer does not otherwise require. private const string ReferencesLostMessage = "Any references to the renamed Sprites will be lost (including animations that use them)" + " but you can use the 'Remap Sprite Animations' panel to reassign them afterwards."; /************************************************************************************************************************/ /// <inheritdoc/> protected override string AreYouSure => "Are you sure you want to rename these Sprites?" + "\n\n" + ReferencesLostMessage; /************************************************************************************************************************/ private static Dictionary<Sprite, string> _SpriteToName; /// <inheritdoc/> protected override void PrepareToApply() { if (!AnimancerUtilities.NewIfNull(ref _SpriteToName)) _SpriteToName.Clear(); var sprites = Sprites; for (int i = 0; i < sprites.Count; i++) { _SpriteToName.Add(sprites[i], Names[i]); } // Renaming selected Sprites will lose the selection without triggering OnSelectionChanged. EditorApplication.delayCall += OnSelectionChanged; } /************************************************************************************************************************/ /// <inheritdoc/> protected override void Modify(ref SpriteMetaData data, Sprite sprite) { data.name = _SpriteToName[sprite]; } /************************************************************************************************************************/ } } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.RenameSprites.cs/0
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// Serialization // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; // Shared File Last Modified: 2020-05-17. namespace Animancer.Editor // namespace InspectorGadgets.Editor { /// <summary>[Editor-Only] Various serialization utilities.</summary> public partial class Serialization { /// <summary>[Editor-Only] /// Directly serializing an <see cref="UnityEngine.Object"/> reference doesn't always work (such as with scene /// objects when entering Play Mode), so this class also serializes their instance ID and uses that if the direct /// reference fails. /// </summary> [Serializable] public sealed class ObjectReference { /************************************************************************************************************************/ [SerializeField] private Object _Object; [SerializeField] private int _InstanceID; /************************************************************************************************************************/ /// <summary>The referenced <see cref="SerializedObject"/>.</summary> public Object Object { get { Initialise(); return _Object; } } /// <summary>The <see cref="Object.GetInstanceID"/>.</summary> public int InstanceID => _InstanceID; /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="ObjectReference"/> which wraps the specified /// <see cref="UnityEngine.Object"/>. /// </summary> public ObjectReference(Object obj) { _Object = obj; if (obj != null) _InstanceID = obj.GetInstanceID(); } /************************************************************************************************************************/ private void Initialise() { if (_Object == null) _Object = EditorUtility.InstanceIDToObject(_InstanceID); else _InstanceID = _Object.GetInstanceID(); } /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="ObjectReference"/> which wraps the specified /// <see cref="UnityEngine.Object"/>. /// </summary> public static implicit operator ObjectReference(Object obj) => new ObjectReference(obj); /// <summary> /// Returns the target <see cref="Object"/>. /// </summary> public static implicit operator Object(ObjectReference reference) => reference.Object; /************************************************************************************************************************/ /// <summary> /// Creates a new array of <see cref="ObjectReference"/>s representing the `objects`. /// </summary> public static ObjectReference[] Convert(params Object[] objects) { var references = new ObjectReference[objects.Length]; for (int i = 0; i < objects.Length; i++) references[i] = objects[i]; return references; } /// <summary> /// Creates a new array of <see cref="UnityEngine.Object"/>s containing the target <see cref="Object"/> of each /// of the `references`. /// </summary> public static Object[] Convert(params ObjectReference[] references) { var objects = new Object[references.Length]; for (int i = 0; i < references.Length; i++) objects[i] = references[i]; return objects; } /************************************************************************************************************************/ /// <summary> /// Indicates whether both arrays refer to the same set of objects. /// </summary> public static bool AreSameObjects(ObjectReference[] references, Object[] objects) { if (references == null) return objects == null; if (objects == null) return false; if (references.Length != objects.Length) return false; for (int i = 0; i < references.Length; i++) { if (references[i] != objects[i]) return false; } return true; } /************************************************************************************************************************/ /// <summary>Returns a string describing this object.</summary> public override string ToString() => "Serialization.ObjectReference [" + _InstanceID + "] " + _Object; /************************************************************************************************************************/ } /************************************************************************************************************************/ /// <summary>Returns true if the `reference` and <see cref="ObjectReference.Object"/> are not null.</summary> public static bool IsValid(this ObjectReference reference) => reference?.Object != null; /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Serialization/Serialization.ObjectReference.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Scene.cs.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary>Interface for objects that manage a <see cref="UnityEngine.Playables.Playable"/>.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/IPlayableWrapper /// public interface IPlayableWrapper { /************************************************************************************************************************/ /// <summary>The object which receives the output of the <see cref="Playable"/>.</summary> IPlayableWrapper Parent { get; } /// <summary>The <see cref="UnityEngine.Playables.Playable"/> managed by this object.</summary> Playable Playable { get; } /// <summary>The number of nodes using this object as their <see cref="Parent"/>.</summary> int ChildCount { get; } /// <summary>Returns the state connected to the specified `index` as a child of this object.</summary> AnimancerNode GetChild(int index); /// <summary> /// Indicates whether child playables should stay connected to the graph at all times. /// <para></para> /// If false, playables will be disconnected from the graph while they are at 0 weight to stop it from /// evaluating them every frame. /// </summary> /// <seealso cref="AnimancerPlayable.KeepChildrenConnected"/> bool KeepChildrenConnected { get; } /// <summary>How fast the <see cref="AnimancerState.Time"/> is advancing every frame.</summary> /// /// <remarks> /// 1 is the normal speed. /// <para></para> /// A negative value will play the animation backwards. /// <para></para> /// <em>Animancer Lite does not allow this value to be changed in runtime builds.</em> /// </remarks> /// /// <example> /// <code> /// void PlayAnimation(AnimancerComponent animancer, AnimationClip clip) /// { /// var state = animancer.Play(clip); /// /// state.Speed = 1;// Normal speed. /// state.Speed = 2;// Double speed. /// state.Speed = 0.5f;// Half speed. /// state.Speed = -1;// Normal speed playing backwards. /// } /// </code> /// </example> float Speed { get; set; } /************************************************************************************************************************/ /// <summary> /// Should Unity call <c>OnAnimatorIK</c> on the animated object while this object and its children have any /// <see cref="AnimancerNode.Weight"/>? /// </summary> /// <remarks> /// This is equivalent to the "IK Pass" toggle in Animator Controller layers, except that due to limitations in /// the Playables API the <c>layerIndex</c> will always be zero. /// <para></para> /// This value starts false by default, but can be automatically changed by /// <see cref="AnimancerNode.CopyIKFlags"/> when the <see cref="Parent"/> is set. /// <para></para> /// IK only takes effect while at least one <see cref="ClipState"/> has a <see cref="AnimancerNode.Weight"/> /// above zero. Other node types either store the value to apply to their children or don't support IK. /// </remarks> bool ApplyAnimatorIK { get; set; } /************************************************************************************************************************/ /// <summary>Should this object and its children apply IK to the character's feet?</summary> /// <remarks> /// This is equivalent to the "Foot IK" toggle in Animator Controller states. /// <para></para> /// This value starts true by default for <see cref="ClipState"/>s (false for others), but can be automatically /// changed by <see cref="AnimancerNode.CopyIKFlags"/> when the <see cref="Parent"/> is set. /// <para></para> /// IK only takes effect while at least one <see cref="ClipState"/> has a <see cref="AnimancerNode.Weight"/> /// above zero. Other node types either store the value to apply to their children or don't support IK. /// </remarks> bool ApplyFootIK { get; set; } /************************************************************************************************************************/ } } /************************************************************************************************************************/ #if UNITY_EDITOR /************************************************************************************************************************/ namespace Animancer.Editor { partial class AnimancerEditorUtilities { /************************************************************************************************************************/ /// <summary> /// Adds functions to show and set <see cref="IPlayableWrapper.ApplyAnimatorIK"/> and /// <see cref="IPlayableWrapper.ApplyFootIK"/>. /// </summary> public static void AddContextMenuIK(UnityEditor.GenericMenu menu, IPlayableWrapper ik) { menu.AddItem(new GUIContent("Inverse Kinematics/Apply Animator IK ?"), ik.ApplyAnimatorIK, () => ik.ApplyAnimatorIK = !ik.ApplyAnimatorIK); menu.AddItem(new GUIContent("Inverse Kinematics/Apply Foot IK ?"), ik.ApplyFootIK, () => ik.ApplyFootIK = !ik.ApplyFootIK); } /************************************************************************************************************************/ } } /************************************************************************************************************************/ #endif /************************************************************************************************************************/
jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IPlayableWrapper.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; namespace Animancer.FSM { /// <summary>An <see cref="IState"/> that uses delegates to define its behaviour.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer.FSM/DelegateState /// public class DelegateState : IState { /************************************************************************************************************************/ /// <summary>Determines whether this state can be entered. Null is treated as returning true.</summary> public Func<bool> canEnter; /// <summary>Calls <see cref="canEnter"/> to determine whether this state can be entered.</summary> bool IState.CanEnterState => canEnter == null || canEnter(); /************************************************************************************************************************/ /// <summary>Determines whether this state can be exited. Null is treated as returning true.</summary> public Func<bool> canExit; /// <summary>Calls <see cref="canExit"/> to determine whether this state can be exited.</summary> bool IState.CanExitState => canExit == null || canExit(); /************************************************************************************************************************/ /// <summary>Called when this state is entered.</summary> public Action onEnter; /// <summary>Calls <see cref="onEnter"/> when this state is entered.</summary> void IState.OnEnterState() => onEnter?.Invoke(); /************************************************************************************************************************/ /// <summary>Called when this state is exited.</summary> public Action onExit; /// <summary>Calls <see cref="onExit"/> when this state is exited.</summary> void IState.OnExitState() => onExit?.Invoke(); /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/DelegateState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Animancer.FSM { /// <summary>A simple Finite State Machine system that registers each state with a particular key.</summary> /// <remarks> /// This class allows states to be registered with a particular key upfront and then accessed later using that key. /// See <see cref="StateMachine{TState}"/> for a system that does not bother keeping track of any states other than /// the active one. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_2 /// [HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine<TState>) + "_2")] public partial class StateMachine<TKey, TState> : StateMachine<TState>, IDictionary<TKey, TState> where TState : class, IState { /************************************************************************************************************************/ /// <summary>The collection of states mapped to a particular key.</summary> public IDictionary<TKey, TState> Dictionary { get; set; } /// <summary>The current state.</summary> public TKey CurrentKey { get; private set; } /************************************************************************************************************************/ /// <summary>Returns the <see cref="KeyChange{TKey}.PreviousKey"/>.</summary> public TKey PreviousKey => KeyChange<TKey>.PreviousKey; /// <summary>Returns the <see cref="KeyChange{TKey}.NextKey"/>.</summary> public TKey NextKey => KeyChange<TKey>.NextKey; /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="StateMachine{TKey, TState}"/> with a new <see cref="Dictionary"/>, leaving the /// <see cref="CurrentState"/> null. /// </summary> public StateMachine() { Dictionary = new Dictionary<TKey, TState>(); } /// <summary> /// Creates a new <see cref="StateMachine{TKey, TState}"/> which uses the specified `dictionary`, leaving the /// <see cref="CurrentState"/> null. /// </summary> public StateMachine(IDictionary<TKey, TState> dictionary) { Dictionary = dictionary; } /// <summary> /// Constructs a new <see cref="StateMachine{TKey, TState}"/> with a new <see cref="Dictionary"/> and /// immediately uses the `defaultKey` to enter the `defaultState`. /// </summary> /// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks> public StateMachine(TKey defaultKey, TState defaultState) { Dictionary = new Dictionary<TKey, TState> { { defaultKey, defaultState } }; ForceSetState(defaultKey, defaultState); } /// <summary> /// Constructs a new <see cref="StateMachine{TKey, TState}"/> which uses the specified `dictionary` and /// immediately uses the `defaultKey` to enter the `defaultState`. /// </summary> /// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks> public StateMachine(IDictionary<TKey, TState> dictionary, TKey defaultKey, TState defaultState) { Dictionary = dictionary; Dictionary.Add(defaultKey, defaultState); ForceSetState(defaultKey, defaultState); } /************************************************************************************************************************/ /// <summary> /// Attempts to enter the specified `state` and returns true if successful. /// <para></para> /// This method returns true immediately if the specified `state` is already the /// <see cref="StateMachine{TState}.CurrentState"/>. To allow directly re-entering the same state, use /// <see cref="TryResetState(TKey, TState)"/> instead. /// </summary> public bool TrySetState(TKey key, TState state) { if (CurrentState == state) return true; else return TryResetState(key, state); } /// <summary> /// Attempts to enter the specified state associated with the specified `key` and returns it if successful. /// <para></para> /// This method returns true immediately if the specified `key` is already the <see cref="CurrentKey"/>. To /// allow directly re-entering the same state, use <see cref="TryResetState(TKey)"/> instead. /// </summary> public TState TrySetState(TKey key) { if (Equals(CurrentKey, key)) return CurrentState; else return TryResetState(key); } /************************************************************************************************************************/ /// <summary> /// Attempts to enter the specified `state` and returns true if successful. /// <para></para> /// This method does not check if the `state` is already the <see cref="StateMachine{TState}.CurrentState"/>. /// To do so, use <see cref="TrySetState(TKey, TState)"/> instead. /// </summary> public bool TryResetState(TKey key, TState state) { KeyChange<TKey>.Begin(CurrentKey, key, out var previouslyActiveChange); try { if (!CanSetState(state)) return false; ForceSetState(key, state); return true; } finally { KeyChange<TKey>.End(previouslyActiveChange); } } /// <summary> /// Attempts to enter the specified state associated with the specified `key` and returns it if successful. /// <para></para> /// This method does not check if the `key` is already the <see cref="CurrentKey"/>. To do so, use /// <see cref="TrySetState(TKey)"/> instead. /// </summary> public TState TryResetState(TKey key) { if (Dictionary.TryGetValue(key, out var state) && TryResetState(key, state)) return state; else return null; } /************************************************************************************************************************/ /// <summary> /// Calls <see cref="IState.OnExitState"/> on the current state then changes to the specified key and /// state and calls <see cref="IState.OnEnterState"/> on it. /// <para></para> /// Note that this method does not check <see cref="IState.CanExitState"/> or /// <see cref="IState.CanEnterState"/>. To do that, you should use /// <see cref="TrySetState(TKey, TState)"/> instead. /// </summary> public void ForceSetState(TKey key, TState state) { KeyChange<TKey>.Begin(CurrentKey, key, out var previouslyActiveChange); try { CurrentKey = key; ForceSetState(state); } finally { KeyChange<TKey>.End(previouslyActiveChange); } } /// <summary> /// Uses <see cref="ForceSetState(TKey, TState)"/> to change to the state mapped to the `key`. If nothing is mapped, /// it changes to default(TState). /// </summary> public TState ForceSetState(TKey key) { Dictionary.TryGetValue(key, out var state); ForceSetState(key, state); return state; } /************************************************************************************************************************/ #region Dictionary Wrappers /************************************************************************************************************************/ /// <summary>Gets or sets a particular state in the <see cref="Dictionary"/>.</summary> public TState this[TKey key] { get => Dictionary[key]; set => Dictionary[key] = value; } /// <summary>Gets an <see cref="ICollection{T}"/> containing the keys of the <see cref="Dictionary"/>.</summary> public ICollection<TKey> Keys => Dictionary.Keys; /// <summary>Gets an <see cref="ICollection{T}"/> containing the state of the <see cref="Dictionary"/>.</summary> public ICollection<TState> Values => Dictionary.Values; /// <summary>Gets the number of states contained in the <see cref="Dictionary"/>.</summary> public int Count => Dictionary.Count; /// <summary>Indicates whether the <see cref="Dictionary"/> is read-only.</summary> public bool IsReadOnly => Dictionary.IsReadOnly; /// <summary>Adds a state to the <see cref="Dictionary"/>.</summary> public void Add(TKey key, TState state) => Dictionary.Add(key, state); /// <summary>Removes a state from the <see cref="Dictionary"/>.</summary> public bool Remove(TKey key) => Dictionary.Remove(key); /// <summary>Removes all state from the <see cref="Dictionary"/>.</summary> public void Clear() => Dictionary.Clear(); /// <summary>Determines whether the <see cref="Dictionary"/> contains a state with the specified `key`.</summary> public bool ContainsKey(TKey key) => Dictionary.ContainsKey(key); /// <summary>Gets the state associated with the specified `key` in the <see cref="Dictionary"/>.</summary> public bool TryGetValue(TKey key, out TState state) => Dictionary.TryGetValue(key, out state); /// <summary>Adds a state to the <see cref="Dictionary"/>.</summary> public void Add(KeyValuePair<TKey, TState> item) => Dictionary.Add(item); /// <summary>Removes a state from the <see cref="Dictionary"/>.</summary> public bool Remove(KeyValuePair<TKey, TState> item) => Dictionary.Remove(item); /// <summary>Determines whether the <see cref="Dictionary"/> contains a specific value.</summary> public bool Contains(KeyValuePair<TKey, TState> item) => Dictionary.Contains(item); /// <summary>Returns an enumerator that iterates through the <see cref="Dictionary"/>.</summary> public IEnumerator<KeyValuePair<TKey, TState>> GetEnumerator() => Dictionary.GetEnumerator(); /// <summary>Returns an enumerator that iterates through the <see cref="Dictionary"/>.</summary> IEnumerator IEnumerable.GetEnumerator() => Dictionary.GetEnumerator(); /// <summary>Copies the contents of the <see cref="Dictionary"/> to the `array` starting at the `arrayIndex`.</summary> public void CopyTo(KeyValuePair<TKey, TState>[] array, int arrayIndex) => Dictionary.CopyTo(array, arrayIndex); /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ /// <summary> /// Returns the state associated with the specified `key`, or null if none is present. /// </summary> public TState GetState(TKey key) { TryGetValue(key, out var state); return state; } /************************************************************************************************************************/ /// <summary>Adds the specified `keys` and `states`. Both arrays must be the same size.</summary> public void AddRange(TKey[] keys, TState[] states) { Debug.Assert(keys.Length == states.Length, $"The '{nameof(keys)}' and '{nameof(states)}' arrays must be the same size."); for (int i = 0; i < keys.Length; i++) { Dictionary.Add(keys[i], states[i]); } } /************************************************************************************************************************/ /// <summary>Sets the <see cref="CurrentKey"/> without actually changing the state.</summary> public void SetFakeKey(TKey key) => CurrentKey = key; /************************************************************************************************************************/ /// <summary> /// Returns a string describing the type of this state machine and its <see cref="CurrentKey"/> and /// <see cref="StateMachine{TState}.CurrentState"/>. /// </summary> public override string ToString() => $"{GetType().FullName} -> {CurrentKey} -> {(CurrentState != null ? CurrentState.ToString() : "null")}"; /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/StateMachine2.cs/0
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 #if UNITY_EDITOR using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_animatedmaintex; public POP_CLASS pop_animatedmaintex { get { return __pop_animatedmaintex ?? (__pop_animatedmaintex = new POP_CLASS() { target = this, keys = new[] { null, "USE_CROSSANIMATED_MAINTEX", "USE_CROSSANIMATED4X_MAINTEX", "USE_BLENDANIMATED_MAINTEX" }, contents = new string[] { "Static Texture", "2x Moving Texture", "4x Moving Texture", "Animated Texture" }, defaultIndex = 0 }); } } POP_CLASS __pop_tex_channel; public POP_CLASS pop_tex_channel { get { return __pop_tex_channel ?? (__pop_tex_channel = new POP_CLASS() { target = this, keys = new[] { null, "TEXTURE_CHANNEL_G", "TEXTURE_CHANNEL_B", "TEXTURE_CHANNEL_RGB" }, contents = new string[] { "R", "G", "B", "Color RGB" }, defaultIndex = 0 }); } } public class D_Texture : IDrawable { internal void DRAW_ULTRAFAST_MODE(ref Rect r) { GUI.enabled = true; var useTxture = target.DRAW_TOGGLE(r, "Surface Texture", "SKIP_MAIN_TEXTURE", GUI.enabled, out tV) & GUI.enabled; r.y += 31; if (!useTxture) { r = target.DRAW_COLOR(r, "Replace Color", "_ReplaceColor", true, out tV, false); r.y += r.height; } else { GUI.enabled = useTxture; target.DRAW_TOGGLE(r, "images_surfacefoam", null, useTxture, out tV); r.y += 31; r = target.DRAW_COLOR(r, "Texture Color", "_ReplaceColor", useTxture, out tV, false); r.y += r.height; r = target.DRAW_SLIDER(r, "Bright", "MAIN_TEX_Bright", -30, 30f, useTxture); r.y += r.height; target.DRAW_TOGGLE(r, "Clamp Bright", "CLAMP_BRIGHT", useTxture, out tV); r.y += 31; r = target.DRAW_SLIDER(r, "Gamma", "MAIN_TEX_Amount", 0, 30f, useTxture); r.y += r.height; if (!target.MODE_MINIMUM) { r = target.DRAW_SLIDER(r, "Contrast", "MAIN_TEX_Contrast", 0, 200f, useTxture); r.y += r.height; var uvh = target.DRAW_TOGGLE(r, "Vertex Height", "SKIP_MAINTEX_VHEIGHT", useTxture && !target.target.compiler.IsKeywordEnabled(FIELDS.SKIP_3DVERTEX_ANIMATION), out tV); r.y += 31; if (uvh) { r = target.DRAW_DOUBLEFIELDS(r, "Amount/Offset", new[] { "MAINTEX_VHEIGHT_Amount", "MAINTEX_VHEIGHT_Offset" }, new[] { 0f, 0 }, new[] { 10f, 10 }, useTxture && !target.target.compiler.IsKeywordEnabled(FIELDS.SKIP_3DVERTEX_ANIMATION)); r.y += r.height; } } GUI.enabled = useTxture; target.DRAW_SPEC_DISOVE(ref r, "_APPLY_REFR_TO_TEX_DISSOLVE_FAST"); r.y += FastWaterModel20ControllerEditor.H; if (target.MODE_ULTRA_FAST) { r.x = 100; r.y = 0; } r = DRAW_GRAPHIC(r, 40, target.target.compiler.GetTexture(FIELDS._MainTex) as Texture2D, useTxture, null); r.y += r.height; r.height = FastWaterModel20ControllerEditor.H; EditorGUI.HelpBox(r, "Use Channel", MessageType.None); r.y += r.height; target.pop_tex_channel.DrawPop(null, r); r.y += r.height; r = target.DRAW_VECTOR(r, "Tile X/Y", "MAIN_TEX_Tile", 0.0001f, 10000, true); r.y += r.height; r = target.DRAW_VECTOR_WITHTOGGLE(r, "Moving Speed", "MAIN_TEX_Move", -100, 100f, useTxture, "MAINTEX_HAS_MOVE", div: 10); r.y += r.height; if (!target.MODE_MINIMUM) { r = target.DRAW_SLIDER(r, "Distortion", "MAIN_TEX_Distortion", 0, 20f, useTxture); r.y += r.height; } r = target.DRAW_SLIDER(r, "LQ Distortion", "MAIN_TEX_LQDistortion", 0, 1, useTxture, div: 10); r.y += r.height; if (!target.MODE_MINIMUM) { var difm = target.DRAW_TOGGLE(r, "Distort if Moving", "MAIN_TEX_ADDDISTORTION_THAN_MOVE", useTxture, out tV); r.y += 31; if (difm) { r = target.DRAW_SLIDER(r, null, "MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount", 0, 1000f, useTxture, div: 0.01f); r.y += r.height; } } // r.y += FastWaterModel20ControllerEditor.H; if (target.pop_animatedmaintex.VALUE == 0) { } else { } if (!target.MODE_MINIMUM) { r.x = 200; r.y = 0; if (target.MODE_ULTRA_FAST) { r.x = 200; r.y = 0; } r.height = FastWaterModel20ControllerEditor.H; r.height = 31; EditorGUI.HelpBox(r, "Surface Animation", MessageType.None); r.y += r.height; r.height = FastWaterModel20ControllerEditor.H; target.pop_animatedmaintex.DrawPop(null, r); r.y += r.height; if (target.pop_animatedmaintex.VALUE == 1 || target.pop_animatedmaintex.VALUE == 2) { r = target.DRAW_VECTOR(r, "Anim Speed", "MAIN_TEX_CA_Speed", 0, 30f, useTxture, div: 10); r.y += r.height; } if (target.pop_animatedmaintex.VALUE == 3) { r = target.DRAW_SLIDER(r, "Anim Speed", "MAIN_TEX_BA_Speed", 0, 30f, useTxture); r.y += r.height; r = target.DRAW_SLIDER(r, "Mix Tile", "_LOW_DISTOR_MAINTEX_Tile", 0.001f, 100f, GUI.enabled); r.y += r.height; r = target.DRAW_SLIDER(r, "Mix Speed", "_LOW_DISTOR_MAINTEX_Speed", 0, 100f, GUI.enabled); r.y += r.height; r = target.DRAW_SLIDER(r, "Mix Offset", "MAIN_TEX_MixOffset", -1, 1, GUI.enabled, div: 10); r.y += r.height; r = target.DRAW_SLIDER(r, "Mix Multy", "MAIN_TEX_Multy", -10, 10, GUI.enabled); r.y += r.height; } /* var oc = GUI.color; GUI.color = new Color32(208, 172, 63, 255); r.height = FastWaterModel20ControllerEditor.H * 2; EditorGUI.HelpBox(r, "Low Distortion Params", MessageType.None); r.y += r.height;*/ // GUI.color = oc; } r.y += FastWaterModel20ControllerEditor.H; if (target.MODE_ULTRA_FAST) { r.x = 300; r.y = 0; } target.DRAW_TOGGLE(r, "Debug Texture", "DEBUG_TEXTURE", useTxture, out tV); r.y += 31; } GUI.enabled = true; } } } } #endif
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Texture.cs/0
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//#pragma shader_feature SKIP_REFRACTION_GRABPASS /*#if defined(MINIMUM_MODE) #define MYFLOAT half #define MYFLOAT2 half2 #define MYFLOAT3 half3 #define MYFLOAT4 half4 #else*/ #define MYFLOAT float #define MYFLOAT2 float2 #define MYFLOAT3 float3 #define MYFLOAT4 float4 /*#endif*/ #if defined(MINIMUM_MODE) || defined(ULTRA_FAST_MODE) #define MYFIXED fixed #define MYFIXED2 fixed2 #define MYFIXED3 fixed3 #define MYFIXED4 fixed4 #else #define MYFIXED half #define MYFIXED2 half2 #define MYFIXED3 half3 #define MYFIXED4 half4 #endif ///DEBUG //RWStructuredBuffer<float4> buffer : register(u1); //static const MYFIXED4 DEBUG_VECTOR ; ///DEBUG //#define USE_WPOS = 1 /*#if !defined(REFRACTION_GRABPASS) #define SKIP_REFRACTION_GRABPASS = 1 #endif*/ /*#if !defined(USE_NOISED_GLARE_ADDWAWES1) #define SKIP_NOISED_GLARE_ADDWAWES1 = 1 #endif*/ /*#if !defined(USE_NOISED_GLARE_ADDWAWES2) #define SKIP_NOISED_GLARE_ADDWAWES2 = 1 #endif*/ /*#if !defined(USE_NOISED_GLARE_LQ) #define SKIP_NOISED_GLARE_LQ = 1 #endif*/ //#define USE_SHADOWS = 1 //#define USE_GRABPASS = 1 #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #define ADVANCE_PC = 1 #endif #if defined(REFLECTION_2D) || defined(REFLECTION_PLANAR)||defined(REFLECTION_PROBE_AND_INTENSITY)||defined(REFLECTION_PROBE_AND_INTENSITY)||defined(REFLECTION_PROBE)|| defined(REFLECTION_USER) || defined(REFLECTION_JUST_COLOR) #define HAS_REFLECTION = 1 #endif //#define LOW_NORMALS = 1 uniform MYFIXED _ObjecAngle; #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) float _FracTimeFull; #endif MYFIXED _Frac2PITime; MYFIXED _Frac01Time; MYFIXED _Frac01Time_d8_mBlendAnimSpeed; MYFIXED _Frac01Time_MAIN_TEX_BA_Speed; float2 _FracWTime_m4_m3DWavesSpeed_dPI2; MYFIXED2 _Frac_UFSHORE_Tile_1Time_d10_m_UFSHORE_Speed1; MYFIXED2 _Frac_UFSHORE_Tile_2Time_d10_m_UFSHORE_Speed2; MYFIXED _Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1; //uv scroll float2 _Frac_WaterTextureTilingTime_m_AnimMove; float4 _Frac_UVS_DIR; //main tex anim float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed; //uniform MYFIXED _BAKED_DEPTH_EXTERNAL_TEXTURE_Amount; uniform MYFIXED _LOW_DISTOR_Tile; uniform MYFIXED _LOW_DISTOR_Speed; uniform MYFIXED _LOW_DISTOR_Amount; // REQUEST CHECK // #ifdef WATER_DOWNSAMPLING uniform MYFIXED DOWNSAMPLING_SAMPLE_SIZE; float _FrameRate; sampler2D _FrameBuffer; #endif #ifdef WATER_DOWNSAMPLING_HARD uniform MYFIXED DOWNSAMPLING_SAMPLE_SIZE; float _FrameRate; sampler2D _FrameBuffer; #endif //uniform half _FracTimeX; //uniform half _FracTimeW; uniform MYFIXED _BumpMixAmount; uniform MYFIXED _Z_BLACK_OFFSET_V; #if !defined(USING_FOG) && !defined(SKIP_FOG) #define SKIP_FOG = 1 #endif #if defined(REFRACTION_BAKED_FROM_TEXTURE) || defined(REFRACTION_BAKED_ONAWAKE) || defined(REFRACTION_BAKED_VIA_SCRIPT) #define HAS_BAKED_REFRACTION = 1 #endif #if defined(SURFACE_FOG) uniform MYFIXED _SURFACE_FOG_Amount; uniform MYFIXED _SURFACE_FOG_Speed; uniform MYFIXED _SURFACE_FOG_Tiling; #endif #if defined(REFRACTION_GRABPASS) || defined(HAS_BAKED_REFRACTION) || defined(REFRACTION_ONLYZCOLOR) #if !defined(DEPTH_NONE) #define HAS_REFRACTION = 1 #endif #define REQUEST_DEPTH = 1 #endif #if (defined(REFRACTION_Z_BLEND) || defined(REFRACTION_Z_BLEND_AND_FRESNEL))&& !defined(DEPTH_NONE) #if defined(REFRACTION_Z_BLEND_AND_FRESNEL) #define HAS_REFRACTION_Z_BLEND_AND_RRFRESNEL = 1 #else #define HAS_REFRACTION_Z_BLEND = 1 #endif uniform MYFIXED _RefractionBlendFade; uniform MYFIXED _RefractionBlendOffset; #endif #if defined(RRFRESNEL) || defined(HAS_REFRACTION_Z_BLEND_AND_RRFRESNEL) uniform MYFIXED _RefrBled_Fres_Amount; uniform MYFIXED _RefrBled_Fres_Pow; #endif #if !defined(DEPTH_NONE) uniform MYFIXED _RefrDistortionZ; #endif #if defined(USE_OUTPUT_GRADIENT) &&( defined(USE_OUTPUT_BLEND_1) || !defined(USE_OUTPUT_BLEND_3)) #if !defined(REQUEST_DEPTH) #define REQUEST_DEPTH = 1 #endif #endif #if !defined(SKIP_3DVERTEX_ANIMATION) && (defined(VERTEX_ANIMATION_BORDER_FADE) ) #if !defined(REQUEST_DEPTH) #define REQUEST_DEPTH = 1 #endif #endif #if !defined(SKIP_3DVERTEX_ANIMATION) #if defined(USE_SIMPLE_VHEIGHT_FADING) uniform MYFIXED SIMPLE_VHEIGHT_FADING_AFFECT; #endif #endif /*#if !defined(SKIP_3DVERTEX_ANIMATION) && (defined(VERTEX_ANIMATION_BORDER_FADE) || !defined(SKIP_3DVERTEX_HEIGHT_COLORIZE)) #if !defined(SKIP_3DVERTEX_HEIGHT_COLORIZE) #define HAS_FOAM = 1 #endif #define REQUEST_DEPTH = 1 #endif*/ // REQUEST CHECK // /**/#if defined(DEPTH_NONE)// #if !defined(SKIP_FOAM) #define SKIP_FOAM = 1 #endif /**/#elif defined(BAKED_DEPTH_ONAWAKE) || defined(BAKED_DEPTH_VIASCRIPT) || defined(BAKED_DEPTH_EXTERNAL_TEXTURE)// #define HAS_BAKED_DEPTH = 1 /**/#else// #define HAS_CAMERA_DEPTH = 1 /*#if defined(UNITY_MIGHT_NOT_HAVE_DEPTH_Texture) || defined(UNITY_MIGHT_NOT_HAVE_DEPTH_TEX) #if defined(ALLOW_MANUAL_DEPTH) #define HAS_CAMERA_DEPTH = 1 #endif #else #define HAS_CAMERA_DEPTH = 1 #endif*/ /**/#endif// #if !defined(SKIP_FOAM) #if !defined(DEPTH_NONE) #define HAS_FOAM = 1 #endif #if !defined(REQUEST_DEPTH) #define REQUEST_DEPTH = 1 #endif #endif /**/#if defined(DEPTH_NONE)// #if defined(REQUEST_DEPTH) #define WRONG_DEPTH = 1 #endif #endif //#if defined(RRSIMPLEBLEND) || defined(RRMULTIBLEND) uniform MYFIXED _AverageOffset; //#endif #if defined(REFLECTION_NONE) && !defined(SKIP_REFLECTION_MASK) #define SKIP_REFLECTION_MASK = 1 #endif #if defined(HAS_CAMERA_DEPTH) || defined(HAS_BAKED_DEPTH)|| defined(NEED_SHORE_WAVES_UNPACK) || defined(SHORE_WAVES) && !defined(DEPTH_NONE) || defined(USE_CAUSTIC) || defined(SURFACE_FOG) /*&& !defined(SKIP_CALCULATE_HEIGHT_DEPTH)*/ #define USE_WPOS = 1 //uniform MYFIXED _CameraFarClipPlane; //uniform FIXED4x4 _ClipToWorld; #endif //#endif// #include "UnityCG.cginc" #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) #if !defined(USE_FAKE_LIGHTING) #include "UnityLightingCommon.cginc" #endif #endif //#include "Lighting.cginc" //SHADOW #if defined(USE_SHADOWS) && !defined(SHADER_API_GLES) && !defined(MINIMUM_MODE) #define HAS_USE_SHADOWS = 1 #endif #if defined(HAS_USE_SHADOWS) //#include "Lighting.cginc" uniform MYFIXED _ShadorAmount; #include "AutoLight.cginc" #endif #if !defined(SKIP_FOAM_FINE_REFRACTIOND_DOSTORT) && !defined(SKIP_FOAM) #define FOAM_FINE_REFRACTIOND_DOSTORT = 1 uniform MYFIXED _FixMulty; #endif #if defined(HAS_BAKED_REFRACTION) uniform MYFIXED _RefractionBakeLayers; #endif #if defined(HAS_BAKED_DEPTH) uniform MYFIXED _ZDepthBakeLayers; #endif //#if !defined(SKIP_Z_WORLD_CALCULATION) #if defined(HAS_REFRACTION) && defined(REFR_MASK) #define HAS_REFR_MASK = 1 uniform half _REFR_MASK_Tile; uniform MYFIXED _REFR_MASK_Amount; uniform MYFIXED _REFR_MASK_min; uniform MYFIXED _REFR_MASK_max; uniform MYFIXED2 _REFR_MASK_offset; #endif #if defined(UF_AMOUNTMASK) && !defined(_UF_NMASK_USE_MAINTEX) || !defined(SKIP_UNWRAP_TEXTURE) && defined(_ShoreWaves_SECOND_TEXTURE) || defined(POST_TEXTURE_TINT) && defined(POST_OWN_TEXTURE) || defined(POST_TEXTURE_TINT) && defined(POST_SECOND_TEXTURE) sampler2D _UF_NMASK_Texture; #define HAS_SECOND_TEXTURE = 1 #endif #if defined(SHORE_WAVES) && defined(ADVANCE_PC) || defined(UFAST_SHORE_1) && !defined(_ShoreWaves_SECOND_TEXTURE) && !defined(_ShoreWaves_USE_MAINTEX) && !defined(ADVANCE_PC) uniform sampler2D _ShoreWavesGrad; #define HAS_SHORE_WAVES_GRAD = 1 #endif #if defined(MINIMUM_MODE) || defined(ULTRA_FAST_MODE) #if defined(UF_AMOUNTMASK) uniform half _UF_NMASK_Tile; uniform MYFIXED2 _UF_NMASK_offset; uniform MYFIXED _UF_NMASK_Contrast; uniform MYFIXED _UF_NMASK_Brightnes; #endif #else #if defined(AMOUNTMASK) uniform half _AMOUNTMASK_Tile; uniform MYFIXED _AMOUNTMASK_Amount; uniform MYFIXED _AMOUNTMASK_min; uniform MYFIXED _AMOUNTMASK_max; uniform MYFIXED2 _AMOUNTMASK_offset; #endif #if defined(TILINGMASK) uniform half _TILINGMASK_Tile; uniform MYFIXED _TILINGMASK_Amount; uniform MYFIXED _TILINGMASK_min; uniform MYFIXED _TILINGMASK_max; uniform MYFIXED2 _TILINGMASK_offset; uniform MYFIXED _TILINGMASK_factor; #endif #if defined(MAINTEXMASK) uniform half _MAINTEXMASK_Tile; uniform MYFIXED _MAINTEXMASK_Amount; uniform MYFIXED _MAINTEXMASK_min; uniform MYFIXED _MAINTEXMASK_max; uniform MYFIXED2 _MAINTEXMASK_offset; #endif #endif #if defined(SIN_OFFSET) uniform MYFIXED _sinFriq; uniform MYFIXED _sinAmount; #endif #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED _LightNormalsFactor; #if defined(USE_FAKE_LIGHTING) uniform MYFIXED3 _LightColor0Fake; #endif #if defined(LIGHTING_BLEND_COLOR) uniform MYFIXED3 _BlendColor; #endif #endif #if defined(HAS_BAKED_REFRACTION) #if defined(REFRACTION_BAKED_FROM_TEXTURE) uniform sampler2D _RefractionTex; #else uniform sampler2D _RefractionTex_temp; #endif #endif #if !defined(SKIP_REFRACTION_CALC_DEPTH_FACTOR) || !defined(SKIP_Z_CALC_DEPTH_FACTOR) uniform MYFIXED _RefrDeepFactor; #endif #if defined(HAS_CAMERA_DEPTH) //uniform sampler2D _CameraDepthTexture; UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); //uniform sampler2D_float _CameraDepthTexture; #endif #if defined(USE_OUTPUT_GRADIENT) uniform sampler2D _GradTexture; uniform MYFIXED _OutGradZ; uniform MYFIXED _FixHLClamp; #endif uniform MYFIXED4 _MainTexColor; #if defined(TRANSPARENT_LUMINOSITY) uniform MYFIXED _TransparencyLuminosity; #endif #if defined(TRANSPARENT_POW) uniform MYFIXED _TransparencyPow; #endif #if defined(TRANSPARENT_SIMPLE) uniform MYFIXED _TransparencySimple; #endif #if defined(MULTI_OCTAVES) uniform MYFIXED _MultyOctaveNormals; uniform MYFIXED _MultyOctavesSpeedOffset; uniform MYFIXED2 _MultyOctavesTileOffset; uniform MYFIXED _FadingFactor; #if defined(MULTI_OCTAVES_ROTATE) uniform MYFIXED _MOR_Base; uniform MYFIXED _MOR_Offset; #if defined(MULTI_OCTAVES_ROTATE_TILE) uniform half _MOR_Tile; #endif #endif #endif uniform MYFIXED2 _AnimMove; uniform MYFIXED _MainTexAngle; uniform sampler2D _MainTex; uniform MYFIXED4 _MainTex_ST; #if !defined(SKIP_MAINTEXTURE) || defined(USE_NOISED_GLARE_PROCEDURALHQ) || !defined(SKIP_REFLECTION_MASK) || defined(HAS_REFR_MASK) //uniform sampler2D _MainTex; #endif #if !defined(SKIP_MAINTEXTURE) uniform MYFIXED4 _MainTexTile; uniform MYFIXED _MAINTEXMASK_Blend; uniform MYFIXED _MTDistortion; #endif uniform MYFIXED4 _WaterTextureTiling; uniform sampler2D _Utility; uniform MYFIXED _BumpAmount; //uniform sampler2D_float _BumpMap; uniform sampler2D _BumpMap; #if defined(BAKED_DEPTH_EXTERNAL_TEXTURE) uniform sampler2D _BakedData;// was _float #! fix #else uniform sampler2D _BakedData_temp; //was _float #! fix #endif #if !defined(SKIP_NOISED_GLARE_HQ) || defined(USE_NOISED_GLARE_ADDWAWES2) || defined(USE_NOISED_GLARE_ADDWAWES1) || defined(USE_NOISED_GLARE_LQ) || defined(USE_NOISED_GLARE_PROCEDURALHQ) //#define HAS_NOISED_GLARE = 1 //uniform sampler2D _NoiseHQ; #endif #if defined(REFRACTION_GRABPASS) sampler2D _GrabTexture; #endif #if defined(HAS_REFRACTION) uniform MYFIXED _RefrDistortion; #if defined(USE_CAUSTIC) && !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) sampler2D _CAUSTIC_MAP; uniform MYFIXED _CAUSTIC_FOG_Amount; uniform MYFIXED _CAUSTIC_Speed; uniform MYFIXED4 _CAUSTIC_Tiling; uniform MYFIXED3 _CAUSTIC_Offset; uniform MYFIXED _CAUSTIC_FOG_Pow; #if defined(C_BLUR) uniform MYFIXED _C_BLUR_R; #endif #if defined(C_ANIM) uniform MYFIXED _C_BLUR_S; #endif /* uniform MYFIXED4 _CAUSTIC_PROC_Tiling; uniform MYFIXED _CAUSTIC_PROC_GlareSpeed; uniform MYFIXED _CAUSTIC_PROC_Contrast; uniform MYFIXED _CAUSTIC_PROC_BlackOffset;*/ #define HAS_NOISE_TEX = 1 #endif #if defined(WAVES_GERSTNER) #if !defined(HAS_NOISE_TEX) #define HAS_NOISE_TEX = 1 #endif #endif #if defined(HAS_NOISE_TEX) uniform sampler2D _NoiseHQ; #endif #if defined(USE_REFR_LOW_DISTOR) uniform MYFIXED _RefrLowDist; #endif uniform MYFIXED _RefrTopAmount; uniform MYFIXED _RefrDeepAmount; #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) uniform MYFIXED _RefrAmount; #if defined(DESATURATE_REFR) uniform MYFIXED _RefractionDesaturate; #endif #endif uniform MYFIXED _TexRefrDistortFix; uniform MYFIXED3 _RefrTopZColor; uniform MYFIXED3 _RefrZColor; uniform MYFIXED _RefrRecover; uniform MYFIXED _RefrZOffset; uniform MYFIXED _RefrZFallOff; #if defined(REFRACTION_BLUR) uniform MYFIXED _RefrBlur; uniform MYFIXED _RefractionBlurZOffset; #endif #if defined(USE_REFRACTION_BLEND_FRESNEL) && defined(REFLECTION_NONE) #endif uniform MYFIXED _RefractionBLendAmount; #endif #if defined(USE_OUTPUT_GRADIENT) uniform MYFIXED _OutGradBlend; #endif uniform MYFIXED4 _VertexSize; #if !defined(SKIP_3DVERTEX_ANIMATION) #if defined(HAS_WAVES_ROTATION) uniform MYFIXED _WavesDirAngle; #endif uniform MYFIXED _VertexToUv; uniform MYFIXED _3Dwaves_BORDER_FACE; uniform MYFIXED2 _3DWavesSpeed; uniform MYFIXED2 _3DWavesSpeedY; uniform MYFIXED _3DWavesHeight; uniform MYFIXED _3DWavesWind; uniform half2 _3DWavesTile; #if defined(WAW3D_NORMAL_CALCULATION) uniform MYFIXED _3dwanamnt; #endif //uniform MYFIXED _3DWavesTileZ; //uniform MYFIXED _3DWavesTileZAm; #if !defined(SKIP_3DVERTEX_ANIMATION) && !defined(SKIP_3DVERTEX_HEIGHT_COLORIZE) uniform MYFIXED _3DWavesYFoamAmount; uniform MYFIXED _WaveGradTopOffset; /* uniform MYFIXED3 _WaveGrad0; uniform MYFIXED3 _WaveGrad1; uniform MYFIXED3 _WaveGrad2; uniform MYFIXED _WaveGradMidOffset;*/ uniform MYFIXED _VERT_Amount; uniform MYFIXED2 _VERT_Tile; uniform MYFIXED3 _VERT_Color; #endif #if defined(HAS_WAVES_DETILE) uniform MYFIXED _VERTEX_ANIM_DETILEAMOUNT; uniform MYFIXED _VERTEX_ANIM_DETILESPEED; uniform MYFIXED _VERTEX_ANIM_DETILEFRIQ; uniform MYFIXED3 _VERTEX_ANIM_DETILE_YOFFSET; #endif #endif #if defined(USE_LIGHTMAPS) uniform MYFIXED4 unity_Lightmap_ST; #endif #if defined(USE_OUTPUT_SHADOWS) uniform MYFIXED _OutShadowsAmount; #endif #if defined(POSTRIZE) uniform MYFIXED POSTRIZE_Colors; #endif #if defined(RIM) uniform MYFIXED RIM_Minus; uniform MYFIXED RIM_Plus; uniform sampler2D _RimGradient; uniform MYFIXED _RIM_BLEND; #endif /* #if defined(HAS_NOISED_GLARE) #if !defined(SKIP_NOISED_GLARE_HQ) uniform MYFIXED _NHQ_GlareAmount; uniform MYFIXED _NHQ_GlareFriq; uniform MYFIXED _NHQ_GlareSpeedXY; uniform MYFIXED _NHQ_GlareSpeedZ; uniform MYFIXED _NHQ_GlareContrast; uniform MYFIXED _NHQ_GlareBlackOffset; #if !defined(SKIP_NOISED_GLARE_HQ_NORMALEFFECT) uniform MYFIXED _NHQ_GlareNormalsEffect; #endif #endif #if defined(USE_NOISED_GLARE_LQ) uniform MYFIXED _NE1_GlareAmount; uniform MYFIXED _NE1_GlareFriq; uniform MYFIXED _NE1_GlareSpeed; uniform MYFIXED _NE1_GlareContrast; uniform MYFIXED _NE1_GlareBlackOffset; uniform MYFIXED3 _NE1_WavesDirection; #if !defined(NOISED_GLARE_LQ_SKIPOWNTEXTURE) uniform sampler2D _NoiseLQ; #endif #endif #if defined(USE_NOISED_GLARE_ADDWAWES1) uniform MYFIXED _W1_GlareAmount; uniform MYFIXED _W1_GlareFriq; uniform MYFIXED _W1_GlareSpeed; uniform MYFIXED _W1_GlareContrast; uniform MYFIXED _W1_GlareBlackOffset; #endif #if defined(USE_NOISED_GLARE_ADDWAWES2) uniform MYFIXED _W2_GlareAmount; uniform MYFIXED _W2_GlareFriq; uniform MYFIXED _W2_GlareSpeed; uniform MYFIXED _W2_GlareContrast; uniform MYFIXED _W2_GlareBlackOffset; #endif #if defined(USE_NOISED_GLARE_PROCEDURALHQ) uniform MYFIXED _PRCHQ_amount; uniform half _PRCHQ_tileTex; uniform half _PRCHQ_tileWaves; uniform MYFIXED _PRCHQ_speedTex; uniform MYFIXED _PRCHQ_speedWaves; #endif #endif*/ //REFLECTION #if !defined(REFLECTION_NONE) #if defined(REFLECTION_USER) UNITY_DECLARE_TEXCUBE(_ReflectionUserCUBE); #endif//defined(REFLECTION_USER) #if defined(REFLECTION_2D) uniform sampler2D _ReflectionTex; #endif//defined(REFLECTION_2D) #if defined(REFLECTION_PLANAR) sampler2D _ReflectionTex_temp; #endif//defined(REFLECTION_2D) //uniform MYFIXED3 _ReflectColor; uniform MYFIXED baked_ReflectionTex_distortion; uniform MYFIXED _ReflectionAmount; uniform MYFIXED _ReflectionBlendAmount; uniform MYFIXED LOW_ReflectionTex_distortion; #if defined(COLORIZE_REFLECTION) uniform MYFIXED3 _ReflectColor; #endif uniform MYFIXED _ReflectionYOffset; uniform MYFIXED _ReflectionLOD; #if defined(DESATURATE_REFL) uniform MYFIXED _ReflectionDesaturate; #endif #if defined(REFLECTION_BLUR) || !defined(REFLECTION_2D) && !defined(REFLECTION_PLANAR) uniform MYFIXED _ReflectionBlurRadius; uniform MYFIXED _ReflectionBlurZOffset; #if !defined(SKIP_FRES_BLUR) uniform MYFIXED FRES_BLUR_AMOUNT; uniform MYFIXED FRES_BLUR_OFF; #endif #endif #if defined(REFLECTION_JUST_COLOR) uniform MYFIXED3 _ReflectionJustColor; #endif #endif//!defined(REFLECTION_NONE) //REFLECTION #if !defined(SKIP_FRESNEL_CALCULATION) uniform MYFIXED _FresnelFade; uniform MYFIXED _FresnelAmount; uniform MYFIXED _FresnelPow; #endif #if !defined(SKIP_FRESNEL_CALCULATION) && defined(USE_FRESNEL_POW) #endif //LIGHTING #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED3 _LightDir; //uniform MYFIXED3 _LightPos; #endif//!defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) #if !defined(SKIP_LIGHTING) uniform MYFIXED _LightAmount; #endif//!defined(SKIP_LIGHTING) #if !defined(SKIP_SPECULAR) uniform MYFIXED _SpecularAmount; uniform MYFIXED _SpecularShininess; uniform MYFIXED _SpecularGlowAmount; #endif//!defined(SKIP_SPECULAR) #if !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED _FlatSpecularAmount; uniform MYFIXED _FlatSpecularShininess; uniform MYFIXED _FlatSpecularClamp; uniform MYFIXED _FlatFriqX; uniform MYFIXED _FlatFriqY; uniform MYFIXED _Light_FlatSpecTopDir; #if defined(USE_FLAT_HQ) uniform MYFIXED FLAT_HQ_OFFSET; #endif//!defined(SKIP_SPECULAR) #endif//!defined(SKIP_SPECULAR) //LIGHTING #if !defined(SKIP_REFLECTION_MASK) uniform MYFIXED _ReflectionMask_Amount; //3 uniform MYFIXED _ReflectionMask_Offset; //0.2 uniform MYFIXED _ReflectionMask_UpClamp; //5 uniform MYFIXED _ReflectionMask_Tiling; //0.1 uniform MYFIXED2 _ReflectionMask_TexOffsetF; #endif #if (defined(HAS_FOAM) || defined(SHORE_WAVES)) && !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #if defined(FOAM_BLEND_LUM) uniform MYFIXED _FoamBlendOffset; #endif #if defined(NEED_FOAM_UNPACK) uniform sampler2D _FoamTexture; uniform MYFIXED _FoamTextureTiling; #endif #if defined(NEED_SHORE_WAVES_UNPACK) uniform sampler2D _FoamTexture_SW; uniform MYFIXED _FoamTextureTiling_SW; #endif #if defined(FOAM_COAST_ALPHA_V2) uniform MYFIXED _FoamAlpha2Amount; #endif uniform MYFIXED3 _FoamColor; #endif// #if !defined(SKIP_FOAM) uniform MYFIXED _FoamAmount; uniform MYFIXED _FoamLength; uniform MYFIXED _WaterfrontFade; uniform MYFIXED _FoamWavesSpeed; uniform MYFIXED _FoamDistortion; uniform MYFIXED _FoamDistortionFade; uniform MYFIXED _FoamDirection; uniform MYFIXED _FoamOffset; uniform MYFIXED _FoamOffsetSpeed; #if defined(NEED_FOAM_UNPACK) uniform MYFIXED _FoamDistortionTexture; #endif #endif//!defined(SKIP_FOAM) #if !defined(SKIP_SURFACE_FOAMS) && defined(ADVANCE_PC) uniform MYFIXED3 _SUrfaceFoamVector; uniform MYFIXED _SurfaceFoamContrast; uniform MYFIXED _SurfaceFoamAmount; #endif #ifdef ORTO_CAMERA_ON uniform MYFIXED _MyNearClipPlane; uniform MYFIXED _MyFarClipPlane; #endif #if defined(DETILE_HQ) || defined(DETILE_LQ) uniform half _DetileAmount; uniform half _DetileFriq; #endif #if defined(HAS_REFRACTION) && !defined(REFRACTION_ONLYZCOLOR) uniform MYFIXED _RefrTextureFog; #endif #if(defined(APPLY_REFR_TO_SPECULAR) || defined(_APPLY_REFR_TO_TEX_DISSOLVE_FAST) )&& defined(HAS_REFRACTION) uniform MYFIXED _APPLY_REFR_TO_SPECULAR_DISSOLVE; uniform MYFIXED _APPLY_REFR_TO_SPECULAR_DISSOLVE_FAST; #endif #if defined(SHORE_WAVES) uniform MYFIXED _FoamMaskOffset_SW; uniform MYFIXED _FoamLength_SW; uniform MYFIXED _FoamDistortionFade_SW; uniform MYFIXED _WaterfrontFade_SW; uniform MYFIXED _FoamDistortion_SW; uniform MYFIXED3 _FoamColor_SW; uniform MYFIXED _FoamWavesSpeed_SW; uniform MYFIXED _FoamDirection_SW; uniform MYFIXED _FoamAmount_SW; uniform half _FoamLShoreWavesTileY_SW; uniform half _FoamLShoreWavesTileX_SW; #if defined(NEED_SHORE_WAVES_UNPACK) uniform MYFIXED _ShoreDistortionTexture; #endif #endif #if defined(USE_SURFACE_GRADS) #endif #if defined(WAVES_GERSTNER)&& defined(ADVANCE_PC) /*uniform MYFIXED4 _GAmplitude; uniform MYFIXED4 _GFrequency; uniform MYFIXED4 _GSteepness; uniform MYFIXED4 _GSpeed; uniform MYFIXED4 _GDirectionAB; uniform MYFIXED4 _GDirectionCD;*/ uniform MYFIXED _CN_DISTANCE; uniform MYFIXED _CN_TEXEL; uniform MYFIXED _CLASNOISE_PW; uniform MYFIXED _CN_AMOUNT; uniform MYFIXED2 _CN_TILING; uniform MYFIXED _CN_SPEED; /*uniform MYFIXED2 _GAmplitude; uniform MYFIXED2 _GFrequency; uniform MYFIXED2 _GSteepness; uniform MYFIXED2 _GSpeed; uniform MYFIXED2 _GDirectionAB;*/ #endif uniform MYFIXED3 _ObjectScale; #if defined(Z_AFFECT_BUMP) && !defined(DEPTH_NONE) #define HAS_Z_AFFECT_BUMP = 1 uniform MYFIXED _BumpZOffset; uniform MYFIXED _BumpZFade; #endif #if defined(USE_LUT) //TEXTURE2D_SAMPLER2D(_Lut2D, sampler_Lut2D); //UNITY_DECLARE_TEX2D(_Lut2D); uniform sampler2D _Lut2D; uniform half4 _Lut2D_params; uniform MYFIXED _LutAmount; #endif #if defined (ADDITIONAL_FOAM_DISTORTION) && defined(HAS_REFRACTION) && !defined(SKIP_FOAM) uniform MYFIXED ADDITIONAL_FOAM_DISTORTION_AMOUNT; #endif #if defined(ZDEPTH_CALCANGLE) uniform MYFIXED _ZDistanceCalcOffset; #endif #if defined(SURFACE_WAVES)&& defined(ADVANCE_PC) uniform half4 _SFW_Tile; uniform MYFIXED2 _SFW_Speed; uniform MYFIXED _SFW_Amount; uniform MYFIXED3 _SFW_Dir; uniform MYFIXED3 _SFW_Dir1; uniform MYFIXED _SFW_Distort; #if !defined(SKIP_SURFACE_WAVES_NORMALEFFECT) uniform MYFIXED _SFW_NrmAmount; #endif #endif #if !defined(SKIP_BLEND_ANIMATION) uniform MYFIXED _BlendAnimSpeed; #endif #if defined(USE_FAST_FRESNEL) uniform MYFIXED _FastFresnelAmount; uniform MYFIXED _FastFresnelPow; #endif #if defined(SKIP_MAIN_TEXTURE) //#if !defined(USE_STATIC_MAINTEX) && !defined(USE_CROSSANIMATED_MAINTEX) && !defined(USE_BLENDANIMATED_MAINTEX) #define NO_MAINTTEX = 1 #else uniform MYFIXED MAIN_TEX_Bright; uniform half2 MAIN_TEX_Tile; uniform MYFIXED2 MAIN_TEX_CA_Speed; uniform MYFIXED2 MAIN_TEX_Move; uniform MYFIXED MAIN_TEX_BA_Speed; uniform MYFIXED MAIN_TEX_Amount; uniform MYFIXED MAIN_TEX_Contrast; uniform MYFIXED MAIN_TEX_Distortion; uniform MYFIXED MAIN_TEX_LQDistortion; uniform MYFIXED MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount; #if !defined(SKIP_MAINTEX_VHEIGHT) uniform MYFIXED MAINTEX_VHEIGHT_Amount; uniform MYFIXED MAINTEX_VHEIGHT_Offset; #endif #if defined(USE_BLENDANIMATED_MAINTEX) uniform MYFIXED _LOW_DISTOR_MAINTEX_Tile; uniform MYFIXED _LOW_DISTOR_MAINTEX_Speed; uniform MYFIXED MAIN_TEX_MixOffset; uniform MYFIXED MAIN_TEX_Multy; #endif #endif #if defined(POST_TEXTURE_TINT) uniform MYFIXED3 _MM_Color; uniform MYFIXED2 _MM_offset; uniform MYFIXED2 _MM_Tile; uniform MYFIXED _MM_MultyOffset; #if defined(POST_OWN_TEXTURE) uniform sampler2D _MM_Texture; #endif #endif //#if defined(NO_MAINTTEX) uniform MYFIXED3 _ReplaceColor; //#endif #if defined(UFAST_SHORE_1) #if defined(USE_VERTEX_H_DISTORT) uniform MYFIXED VERTEX_H_DISTORT; #endif #if defined(SHORE_USE_WAVES_GRADIENT_1) uniform MYFIXED MAIN_TEX_FoamGradWavesSpeed_1; uniform MYFIXED MAIN_TEX_FoamGradDirection_1; uniform MYFIXED MAIN_TEX_FoamGradTile_1; uniform MYFIXED MAIN_TEX_FoamGradTileYYY_1; #endif #if defined(SHORE_USE_ADDITIONALCONTUR_1) uniform MYFIXED3 _UFSHORE_ADD_Color_1; uniform MYFIXED _UFSHORE_ADDITIONAL_Length_1; uniform MYFIXED _UFSHORE_ADD_Amount_1; uniform MYFIXED _UFSHORE_ADD_Tile_1; uniform MYFIXED _UFSHORE_ADD_Distortion_1; uniform MYFIXED _UFSHORE_ADD_LowDistortion_1; #endif #if defined(SHORE_USE_LOW_DISTORTION_1) uniform MYFIXED _UFSHORE_LowDistortion_1; #endif uniform MYFIXED SHORE_USE_ADDITIONALCONTUR_POW_Amount_1; uniform MYFIXED _UFSHORE_UNWRAP_LowDistortion_1; uniform MYFIXED _UFSHORE_UNWRAP_Transparency; uniform MYFIXED _UFSHORE_Amount_1; uniform MYFIXED _UFSHORE_Length_1; uniform MYFIXED3 _UFSHORE_Color_1; uniform MYFIXED _UFSHORE_Distortion_1; uniform half2 _UFSHORE_Tile_1; uniform MYFIXED _UFSHORE_AlphaAmount_1; uniform MYFIXED _UFSHORE_AlphaMax_1; uniform float _UFSHORE_Speed_1; #if defined(SHORE_SHADDOW_1) uniform MYFIXED _UFSHORE_ShadowV1_1; uniform MYFIXED _UFSHORE_ShadowV2_1; #endif #endif #if defined(USE_lerped_post) uniform MYFIXED3 lerped_post_color1; uniform MYFIXED3 lerped_post_color2; uniform MYFIXED lerped_post_offset; uniform MYFIXED lerped_post_offset_falloff; #endif /* #if defined(UFAST_SHORE_2) #if defined(SHORE_USE_WAVES_GRADIENT_2) uniform MYFIXED MAIN_TEX_FoamGradWavesSpeed_2; uniform MYFIXED MAIN_TEX_FoamGradDirection_2; uniform MYFIXED MAIN_TEX_FoamGradTile_2; #endif #if defined(SHORE_USE_ADDITIONALCONTUR_2) uniform MYFIXED3 _UFSHORE_ADD_Color_2; uniform MYFIXED _UFSHORE_ADDITIONAL_Length_2; uniform MYFIXED _UFSHORE_ADD_Amount_2; uniform MYFIXED _UFSHORE_ADD_Tile_2; uniform MYFIXED _UFSHORE_ADD_Distortion_2; uniform MYFIXED _UFSHORE_ADD_LowDistortion_2; #endif #if defined(SHORE_USE_LOW_DISTORTION_2) uniform MYFIXED _UFSHORE_LowDistortion_2; #endif uniform MYFIXED SHORE_USE_ADDITIONALCONTUR_POW_Amount_2; uniform MYFIXED _UFSHORE_Amount_2; uniform MYFIXED _UFSHORE_Length_2; uniform MYFIXED3 _UFSHORE_Color_2; uniform MYFIXED _UFSHORE_Distortion_2; uniform half2 _UFSHORE_Tile_2; uniform MYFIXED _UFSHORE_AlphaAmount_2; uniform MYFIXED _UFSHORE_AlphaMax_2; uniform float _UFSHORE_Speed_2; #if defined(SHORE_SHADDOW_2) uniform MYFIXED _UFSHORE_ShadowV1_2; uniform MYFIXED _UFSHORE_ShadowV2_2; #endif #endif*/
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model 2.0 uniform.cginc/0
{ "file_path": "jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model 2.0 uniform.cginc", "repo_id": "jynew", "token_count": 11084 }
916
#if defined(UFAST_SHORE_1) //+ (sin(i.uv.x*50 + _FracTimeX*50) + 1)*0.1 #if defined(SKIP_SECOND_DEPTH_1) fixed shore_z = saturate((raw_zdepth / _UFSHORE_Length_1) / 10 + _Z_BLACK_OFFSET_V *3); #else fixed shore_z = GET_SHORE(i.uv.zw ) / _UFSHORE_Length_1 + _Z_BLACK_OFFSET_V; #define HAS_SHORE_Z = 1; #if defined(DEGUB_Z_SHORE) return fixed4(shore_z, shore_z, shore_z, 1); #endif #endif #if defined(USE_VERTEX_H_DISTORT) shore_z += (i.VER_TEX.w *VERTEX_H_DISTORT); #endif //shore_z += 0.1; fixed compareVal = shore_z; #if defined(SHORE_USE_ADDITIONALCONTUR_1) && !defined(MINIMUM_MODE) fixed adzmask = #if !defined(SHORE_ADDITIONALCONTUR_INVERSE) 1 - #endif saturate(raw_zdepth / (_UFSHORE_ADDITIONAL_Length_1) / 10); #if !defined(SKIP_SHORE_ADDITIONALCONTUR_USE_Z) adzmask *= shore_z * shore_z; #endif /*#if defined(SHORE_USE_ADDITIONALCONTUR_SEPARATE) fixed adzmask = 1 - saturate(raw_zdepth / (_UFSHORE_ADDITIONAL_Length_1) / 10); #else fixed adzmask = 1 - GET_SHORE(i.uv.zw) / _UFSHORE_ADDITIONAL_Length_1; #endif*/ #if defined(SHORE_USE_ADDITIONALCONTUR_POW_1) adzmask = saturate( pow(adzmask, SHORE_USE_ADDITIONALCONTUR_POW_Amount_1) * SHORE_USE_ADDITIONALCONTUR_POW_Amount_1); #endif compareVal -= adzmask; #endif //return compareVal; fixed refrv06 = 0; fixed adz = 0; //#ifdef WATER_DOWNSAMPLING //#else //#if !defined(MINIMUM_MODE) //compareVal; //if (!floor(compareVal)) if (compareVal < 1) //#endif { //#endif // return 1; #if defined(SHORE_USE_ADDITIONALCONTUR_1) && !defined(MINIMUM_MODE) && defined(SHORE_USE_ADDITIONALCONTUR_SEPARATE) //shore_z = max(shore_z, adzmask * shore_z * shore_z); #endif #if defined(SHORE_ANIM_YSIN_1) //shore_uv.y += _SinTime.w / 15; #endif #if defined(LOW_DISTORTION) //shore_uv += i.vfoam.xy * _UFSHORE_LowDistortion_1; ////////////////////// LOW DISTORTION #endif //shore_uv.y += abs((frac((i.uv.x + i.uv.y) * 5 + _Frac01Time * 5) - 0.5)*2)*0.1; //shore_uv.y += (sin((i.uv.x + i.uv.y)* 20 + _Frac2PITime * 20) + 1)*0.1; //shore_uv += i.vfoam.zw; //vertex additional offset value #if defined(SHORE_USE_LOW_DISTORTION_1) fixed2 shwUVDist = i.vfoam.xy * _UFSHORE_LowDistortion_1; #endif MYFLOAT2 foamDistortUV_SW = tnormal_TEXEL * _UFSHORE_Distortion_1 * shore_z; #if defined(SHORE_USE_WAVES_GRADIENT_1) MYFLOAT2 shwUV = MYFLOAT2(i.wPos.x * MAIN_TEX_FoamGradDirection_1 * 0.1, -shore_z * MAIN_TEX_FoamGradTileYYY_1); // shwUV.x = i.wPos.x * MAIN_TEX_FoamGradDirection_1 * 0.1; #if defined(SHORE_USE_GLOB_DIR_1) && !defined(SKIP_UNWRAP_TEXTURE) //shwUV.y = i.wPos.y * MAIN_TEX_FoamGradTile_1; #else //shwUV.y = 0; #endif #if defined(SHORE_USE_LOW_DISTORTION_1) shwUV += shwUVDist; ////////////////////// LOW DISTORTION #endif shwUV = fixed2(shore_z * MAIN_TEX_FoamGradTile_1 + _Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1, foamDistortUV_SW.x) + shwUV; fixed foamGradient = TEX2DGRAD(_Utility, shwUV).g; //foam *= foamGradient; //return foamGradient.xxxx; #if !defined(MINIMUM_MODE) //foamDistortUV_SW *= foamGradient; #endif #endif #if defined(_ShoreWaves_SECOND_TEXTURE) #define SHORE_TEX _UF_NMASK_Texture #elif defined(_ShoreWaves_USE_MAINTEX) #define SHORE_TEX _MainTex #else #define SHORE_TEX _ShoreWavesGrad #endif #if defined(_ShoreWaves_B) #define SHORE_CHANNEL .b #elif defined(_ShoreWaves_R) #define SHORE_CHANNEL .r #elif defined(_ShoreWaves_A) #define SHORE_CHANNEL .a #else #define SHORE_CHANNEL .g #endif #if !defined(SKIP_UNWRAP_TEXTURE) #if defined(SHORE_UNWRAP_STRETCH_1) && !defined(MINIMUM_MODE) MYFLOAT2 shore_uv = MYFLOAT2(i.vfoam.z, shore_z); shore_uv.x = (shore_uv.x + foamDistortUV_SW.x)* _UFSHORE_Tile_1 / 100; shore_uv.y = (shore_uv.y + foamDistortUV_SW.y * 5 #if defined(_UFSHORE_UNWRAP_Low) + (i.vfoam.y + i.vfoam.x)*_UFSHORE_UNWRAP_LowDistortion_1 #endif ); //+ _Frac01Time #else MYFLOAT2 shore_uv = i.uv.xy; #if defined(_UFSHORE_UNWRAP_Low ) shore_uv += i.vfoam.xy * _UFSHORE_UNWRAP_LowDistortion_1; ////////////////////// LOW DISTORTION #endif shore_uv = (shore_uv + foamDistortUV_SW.xy)* _UFSHORE_Tile_1; #endif #if defined(SHORE_ANIM_XMOVEBLEND_1) && !defined(MINIMUM_MODE) MYFLOAT2 unpack_uv ; unpack_uv.x = shore_uv.x + _Frac_UFSHORE_Tile_1Time_d10_m_UFSHORE_Speed1.x;//_FracTimeX /10; unpack_uv.y = shore_uv.y; fixed foam = tex2D(SHORE_TEX, unpack_uv)SHORE_CHANNEL; unpack_uv.x = shore_uv.x - _Frac_UFSHORE_Tile_1Time_d10_m_UFSHORE_Speed1.x; //return 1; #if !defined(SHORE_UNWRAP_STRETCH_1) unpack_uv.y = shore_uv.y + 0.5; #endif foam = (foam + tex2D(SHORE_TEX, unpack_uv)SHORE_CHANNEL) * 0.5; #else fixed foam = tex2D(SHORE_TEX, shore_uv)SHORE_CHANNEL; #endif foam -= _UFSHORE_UNWRAP_Transparency; #else fixed foam = 1; #endif #if defined(SHORE_USE_WAVES_GRADIENT_1) foam *= foamGradient; #endif //return shore_z * 15; //foam *= _UFSHORE_Amount_1; fixed Amount = _UFSHORE_Amount_1; //fixed3 Color_add = _UFSHORE_Color_1; //return float4(foam.rrr,1); //fixed foamA = foam ; //fixed foamA = foam * (1- shore_z) ; //return foamA; //return foam; #if defined(SHORE_USE_ADDITIONALCONTUR_1)&& !defined(MINIMUM_MODE) #define HAS_COUNTUR #endif //fixed foamA = foam; #if defined(SHORE_SHADDOW_1) foam.x -= shore_z * _UFSHORE_ShadowV1_1; #if defined(HAS_COUNTUR) foam = max(0, foam); #endif //foamA -= shore_z * _UFSHORE_ShadowV2_1; #endif #if defined(SHORE_USE_LOW_DISTORTION_1) //_UFSHORE_AlphaMax_1 -= abs(shwUVDist.y * 4); ////////////////////// LOW DISTORTION #endif #if defined(HAS_COUNTUR) //fixed contur = pow(1 - shore_z, 100) * 2; MYFLOAT add_dist = tnormal_TEXEL * _UFSHORE_ADD_Distortion_1; MYFLOAT2 add_shore_uv = (i.uv.xy + add_dist)* _UFSHORE_ADD_Tile_1; add_shore_uv += i.vfoam.xy * _UFSHORE_ADD_LowDistortion_1; ////////////////////// LOW DISTORTION #if !defined(SHORE_USE_ADDITIONAL_GRAD_TEXTURE) fixed3 unpack_add_texture = tex2D(_MainTex, add_shore_uv); #else fixed3 unpack_add_texture = tex2D(SHORE_TEX, add_shore_uv); #endif #if defined(SHORE_USE_ADDITIONAL_GRAD_TEXTURE_B) fixed texture_channel = unpack_add_texture.b; #elif defined(SHORE_USE_ADDITIONAL_GRAD_TEXTURE_G) fixed texture_channel = unpack_add_texture.g; #else fixed texture_channel = unpack_add_texture.r; #endif adz = (texture_channel* _UFSHORE_ADD_Amount_1) * (adzmask); // #todo saturate to fix //foam = lerp(foam, adz, adz); //Color_add = lerp(Color_add, _UFSHORE_ADD_Color_1, adz); //Amount -= adz; //_UFSHORE_AlphaMax_1 -= adz; //return foam; //foam += adz * adzmask; #endif fixed IA = saturate((_UFSHORE_AlphaMax_1 - shore_z ) / _UFSHORE_AlphaMax_1) /*- abs(_SinTime.y)/10*/; fixed foamA = foam; #if defined(SHORE_SHADDOW_1) foamA += shore_z * _UFSHORE_ShadowV2_1; #endif foamA *= IA; foam *= IA * Amount; /*fixed foamA = foam * IA; foam = foamA * Amount;*/ #if defined(HAS_COUNTUR) foam += adz; foamA = saturate(foamA + adz / 4); #endif #if !defined(MINIMUM_MODE) //foam.y = IA + foam.y; //foam.y = saturate(IA /2+ IA * foam.y); //return foamColor; //return foamA; //forgot what this /*#if defined(USE_ALPHA_FADING) foamA *= saturate(0.2 + abs(i.vfoam.z) *4); #endif*/ //foam = saturate(foam); //foam *= _UFSHORE_Color_1; //color.rgb = lerp(color.rgb, foam * _UFSHORE_Color_1, (foamA)); //return color.rgbb; //+ _SinTime.w *0.2 fixed FOAM_ALPHA = saturate(IA *IA*IA* _UFSHORE_AlphaAmount_1 * 4); #else // fixed foamA = IA * Amount * foam; //foam *= Amount; fixed FOAM_ALPHA= IA; #endif //if (foamA < 0) return 0; //if (foamA < 0) return float4(1, 0, 0, 1); //if (foam < 0) return float4(0, 1, 0, 1); //return float4(0, 1, 0, 1); color.rgb = lerp(color.rgb, foam * _UFSHORE_Color_1, foamA); //return color.rgbb; //color.rgb = foam; #if defined(HAS_REFLECTION) #define SHOULD_RD_SATURATE 1 rd -= foamA; //rd -= foam; #endif //#if defined(FORCE_OPAQUE) #if defined(APPLY_REF) #define FOAM_ALPHA_NEED = 1; refrv06 = FOAM_ALPHA; //return refrv06; //refrv06 = pow(1-shore_z, 50); //return refrv06; #endif #if defined(APPLY_FOAM_OUTALPHA_1) && !defined(FORCE_OPAQUE) #if defined (APPLY_REF) color.a = 1 - refrv06; #else color.a = 1 - FOAM_ALPHA; #endif #endif /*#else fixed refrv06 = FOAM_ALPHA; color.a *= 1 - refrv06; #endif*/ //color.a *= 1 - FOAM_ALPHA; //#if !defined(MINIMUM_MODE) //#ifdef WATER_DOWNSAMPLING //#else } //#endif //#endif #endif
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using UnityEngine; using System.Collections; using UnityEditor; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(QuickDrag))] public class QuickDragInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickDrag t = (QuickDrag)target; EditorGUILayout.Space(); t.quickActionName = EditorGUILayout.TextField("Quick name",t.quickActionName); EditorGUILayout.Space(); t.axesAction = (QuickBase.AffectedAxesAction) EditorGUILayout.EnumPopup("Allow on the axes",t.axesAction); EditorGUILayout.Space(); t.enablePickOverUI = EditorGUILayout.ToggleLeft("Allow pick over UI element",t.enablePickOverUI); t.isStopOncollisionEnter = EditorGUILayout.ToggleLeft("Stop drag on collision enter",t.isStopOncollisionEnter); t.resetPhysic = EditorGUILayout.ToggleLeft("Reset physic on drag",t.resetPhysic); EditorGUILayout.Space(); serializedObject.Update(); SerializedProperty start = serializedObject.FindProperty("onDragStart"); EditorGUILayout.PropertyField(start, true, null); serializedObject.ApplyModifiedProperties(); serializedObject.Update(); SerializedProperty drag = serializedObject.FindProperty("onDrag"); EditorGUILayout.PropertyField(drag, true, null); serializedObject.ApplyModifiedProperties(); serializedObject.Update(); SerializedProperty end = serializedObject.FindProperty("onDragEnd"); EditorGUILayout.PropertyField(end, true, null); serializedObject.ApplyModifiedProperties(); if (GUI.changed){ EditorUtility.SetDirty(t); #if UNITY_5_3_OR_NEWER EditorSceneManager.MarkSceneDirty( EditorSceneManager.GetActiveScene()); #endif } } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickDragInspector.cs/0
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using UnityEngine.EventSystems; using System.Collections; using System.Collections.Generic; namespace HedgehogTeam.EasyTouch{ /// <summary> /// This is the main class of Easytouch engine. /// /// For add Easy Touch to your scene /// It is a fake singleton, so you can simply access their settings via a script with all static methods or with the inspector.<br> /// </summary> public class EasyTouch : MonoBehaviour { #region private classes [System.Serializable] private class DoubleTap{ public bool inDoubleTap = false; public bool inWait = false; public float time=0; public int count=0; public Finger finger; public void Stop(){ inDoubleTap = false; inWait = false; time=0; count=0; } } private class PickedObject{ public GameObject pickedObj; public Camera pickedCamera; public bool isGUI; } #endregion #region Delegate public delegate void TouchCancelHandler(Gesture gesture); public delegate void Cancel2FingersHandler(Gesture gesture); public delegate void TouchStartHandler(Gesture gesture); public delegate void TouchDownHandler(Gesture gesture); public delegate void TouchUpHandler(Gesture gesture); public delegate void SimpleTapHandler(Gesture gesture); public delegate void DoubleTapHandler(Gesture gesture); public delegate void LongTapStartHandler(Gesture gesture); public delegate void LongTapHandler(Gesture gesture); public delegate void LongTapEndHandler(Gesture gesture); public delegate void DragStartHandler(Gesture gesture); public delegate void DragHandler(Gesture gesture); public delegate void DragEndHandler(Gesture gesture); public delegate void SwipeStartHandler(Gesture gesture); public delegate void SwipeHandler(Gesture gesture); public delegate void SwipeEndHandler(Gesture gesture); public delegate void TouchStart2FingersHandler(Gesture gesture); public delegate void TouchDown2FingersHandler(Gesture gesture); public delegate void TouchUp2FingersHandler(Gesture gesture); public delegate void SimpleTap2FingersHandler(Gesture gesture); public delegate void DoubleTap2FingersHandler(Gesture gesture); public delegate void LongTapStart2FingersHandler(Gesture gesture); public delegate void LongTap2FingersHandler(Gesture gesture); public delegate void LongTapEnd2FingersHandler(Gesture gesture); public delegate void TwistHandler(Gesture gesture); public delegate void TwistEndHandler(Gesture gesture); public delegate void PinchInHandler(Gesture gesture); public delegate void PinchOutHandler(Gesture gesture); public delegate void PinchEndHandler(Gesture gesture); public delegate void PinchHandler(Gesture gesture); public delegate void DragStart2FingersHandler(Gesture gesture); public delegate void Drag2FingersHandler(Gesture gesture); public delegate void DragEnd2FingersHandler(Gesture gesture); public delegate void SwipeStart2FingersHandler(Gesture gesture); public delegate void Swipe2FingersHandler(Gesture gesture); public delegate void SwipeEnd2FingersHandler(Gesture gesture); public delegate void EasyTouchIsReadyHandler(); public delegate void OverUIElementHandler( Gesture gesture); public delegate void UIElementTouchUpHandler( Gesture gesture); #endregion #region Events /// <summary> /// Occurs when The system cancelled tracking for the touch, as when (for example) the user puts the device to her face. /// </summary> public static event TouchCancelHandler On_Cancel; /// <summary> /// Occurs when the touch count is no longer egal to 2 and different to 0, after the begining of a two fingers gesture. /// </summary> public static event Cancel2FingersHandler On_Cancel2Fingers; /// <summary> /// Occurs when a finger touched the screen. /// </summary> public static event TouchStartHandler On_TouchStart; /// <summary> /// Occurs as the touch is active. /// </summary> public static event TouchDownHandler On_TouchDown; /// <summary> /// Occurs when a finger was lifted from the screen. /// </summary> public static event TouchUpHandler On_TouchUp; /// <summary> /// Occurs when a finger was lifted from the screen, and the time elapsed since the beginning of the touch is less than the time required for the detection of a long tap. /// </summary> public static event SimpleTapHandler On_SimpleTap; /// <summary> /// Occurs when the number of taps is egal to 2 in a short time. /// </summary> public static event DoubleTapHandler On_DoubleTap; /// <summary> /// Occurs when a finger is touching the screen, but hasn't moved since the time required for the detection of a long tap. /// </summary> public static event LongTapStartHandler On_LongTapStart; /// <summary> /// Occurs as the touch is active after a LongTapStart /// </summary> public static event LongTapHandler On_LongTap; /// <summary> /// Occurs when a finger was lifted from the screen, and the time elapsed since the beginning of the touch is more than the time required for the detection of a long tap. /// </summary> public static event LongTapEndHandler On_LongTapEnd; /// <summary> /// Occurs when a drag start. A drag is a swipe on a pickable object /// </summary> public static event DragStartHandler On_DragStart; /// <summary> /// Occurs as the drag is active. /// </summary> public static event DragHandler On_Drag; /// <summary> /// Occurs when a finger that raise the drag event , is lifted from the screen. /// </summary>/ public static event DragEndHandler On_DragEnd; /// <summary> /// Occurs when swipe start. /// </summary> public static event SwipeStartHandler On_SwipeStart; /// <summary> /// Occurs as the swipe is active. /// </summary> public static event SwipeHandler On_Swipe; /// <summary> /// Occurs when a finger that raise the swipe event , is lifted from the screen. /// </summary> public static event SwipeEndHandler On_SwipeEnd; /// <summary> /// Like On_TouchStart but for a 2 fingers gesture. /// </summary> public static event TouchStart2FingersHandler On_TouchStart2Fingers; /// <summary> /// Like On_TouchDown but for a 2 fingers gesture. /// </summary> public static event TouchDown2FingersHandler On_TouchDown2Fingers; /// <summary> /// Like On_TouchUp but for a 2 fingers gesture. /// </summary> public static event TouchUp2FingersHandler On_TouchUp2Fingers; /// <summary> /// Like On_SimpleTap but for a 2 fingers gesture. /// </summary> public static event SimpleTap2FingersHandler On_SimpleTap2Fingers; /// <summary> /// Like On_DoubleTap but for a 2 fingers gesture. /// </summary> public static event DoubleTap2FingersHandler On_DoubleTap2Fingers; /// <summary> /// Like On_LongTapStart but for a 2 fingers gesture. /// </summary> public static event LongTapStart2FingersHandler On_LongTapStart2Fingers; /// <summary> /// Like On_LongTap but for a 2 fingers gesture. /// </summary> public static event LongTap2FingersHandler On_LongTap2Fingers; /// <summary> /// Like On_LongTapEnd but for a 2 fingers gesture. /// </summary> public static event LongTapEnd2FingersHandler On_LongTapEnd2Fingers; /// <summary> /// Occurs when a twist gesture start /// </summary> public static event TwistHandler On_Twist; /// <summary> /// Occurs as the twist gesture is active. /// </summary> public static event TwistEndHandler On_TwistEnd; /// <summary> /// Occurs as the pinch gesture is active. /// </summary> public static event PinchHandler On_Pinch; /// <summary> /// Occurs as the pinch in gesture is active. /// </summary> public static event PinchInHandler On_PinchIn; /// <summary> /// Occurs as the pinch out gesture is active. /// </summary> public static event PinchOutHandler On_PinchOut; /// <summary> /// Occurs when the 2 fingers that raise the pinch event , are lifted from the screen. /// </summary> public static event PinchEndHandler On_PinchEnd; /// <summary> /// Like On_DragStart but for a 2 fingers gesture. /// </summary> public static event DragStart2FingersHandler On_DragStart2Fingers; /// <summary> /// Like On_Drag but for a 2 fingers gesture. /// </summary> public static event Drag2FingersHandler On_Drag2Fingers; /// <summary> /// Like On_DragEnd2Fingers but for a 2 fingers gesture. /// </summary> public static event DragEnd2FingersHandler On_DragEnd2Fingers; /// <summary> /// Like On_SwipeStart but for a 2 fingers gesture. /// </summary> public static event SwipeStart2FingersHandler On_SwipeStart2Fingers; /// <summary> /// Like On_Swipe but for a 2 fingers gesture. /// </summary> public static event Swipe2FingersHandler On_Swipe2Fingers; /// <summary> /// Like On_SwipeEnd but for a 2 fingers gesture. /// </summary> public static event SwipeEnd2FingersHandler On_SwipeEnd2Fingers; /// <summary> /// Occurs when easy touch is ready. /// </summary> public static event EasyTouchIsReadyHandler On_EasyTouchIsReady; /// <summary> /// Occurs when current touch is over user interface element. /// </summary> public static event OverUIElementHandler On_OverUIElement; public static event UIElementTouchUpHandler On_UIElementTouchUp; #endregion #region Enumerations public enum GesturePriority{ Tap, Slips}; public enum DoubleTapDetection { BySystem, ByTime} public enum GestureType{ Tap, Drag, Swipe, None, LongTap, Pinch, Twist, Cancel, Acquisition }; /// <summary> /// Represents the different directions for a swipe or drag gesture (Left, Right, Up, Down, Other) /// /// The direction is influenced by the swipe Tolerance parameter Look at SetSwipeTolerance( float tolerance) /// <br><br> /// This enumeration is used on Gesture class /// </summary> public enum SwipeDirection{ None, Left, Right, Up, Down, UpLeft, UpRight, DownLeft, DownRight,Other,All}; public enum TwoFingerPickMethod{ Finger, Average}; public enum EvtType{ None,On_TouchStart,On_TouchDown,On_TouchUp,On_SimpleTap,On_DoubleTap,On_LongTapStart,On_LongTap, On_LongTapEnd,On_DragStart,On_Drag,On_DragEnd,On_SwipeStart,On_Swipe,On_SwipeEnd,On_TouchStart2Fingers,On_TouchDown2Fingers,On_TouchUp2Fingers,On_SimpleTap2Fingers, On_DoubleTap2Fingers,On_LongTapStart2Fingers,On_LongTap2Fingers,On_LongTapEnd2Fingers,On_Twist,On_TwistEnd,On_Pinch,On_PinchIn,On_PinchOut,On_PinchEnd,On_DragStart2Fingers, On_Drag2Fingers,On_DragEnd2Fingers,On_SwipeStart2Fingers,On_Swipe2Fingers,On_SwipeEnd2Fingers, On_EasyTouchIsReady ,On_Cancel, On_Cancel2Fingers,On_OverUIElement, On_UIElementTouchUp} #endregion #region Public members private static EasyTouch _instance; public static EasyTouch instance{ get{ if( !_instance ){ // check if an ObjectPoolManager is already available in the scene graph _instance = FindObjectOfType( typeof( EasyTouch ) ) as EasyTouch; // nope, create a new one if( !_instance ){ GameObject obj = new GameObject( "Easytouch" ); _instance = obj.AddComponent<EasyTouch>(); } } return _instance; } } private Gesture _currentGesture = new Gesture(); public static Gesture current{ get{ return EasyTouch.instance._currentGesture; } } private List<Gesture> _currentGestures = new List<Gesture>(); public bool enable; // Enables or disables Easy Touch public bool enableRemote; // Enables or disables Unity remote // General gesture properties public GesturePriority gesturePriority; public float StationaryTolerance;// public float longTapTime ; // The time required for the detection of a long tap. public float swipeTolerance; // Determines the accuracy of detecting a drag movement 0 => no precision 1=> high precision. public float minPinchLength; // The minimum length for a pinch detection. public float minTwistAngle; // The minimum angle for a twist detection. public DoubleTapDetection doubleTapDetection; public float doubleTapTime; public bool alwaysSendSwipe; //public bool isDpi; // Two finger gesture public bool enable2FingersGesture; // Enables 2 fingers gesture. public bool enableTwist; // Enables or disables recognition of the twist public bool enablePinch; // Enables or disables recognition of the Pinch public bool enable2FingersSwipe; // Enables or disables recognition of 2 fingers swipe public TwoFingerPickMethod twoFingerPickMethod; // Auto selection public List<ECamera> touchCameras; // The cameras public bool autoSelect; // Enables or disables auto select public LayerMask pickableLayers3D; // Layer detectable by default public bool enable2D; // Enables or disables auto select on 2D public LayerMask pickableLayers2D; public bool autoUpdatePickedObject; // Unity UI //public EasyTouchRaycaster uiRaycaster; public bool allowUIDetection; public bool enableUIMode; public bool autoUpdatePickedUI; // NGUI public bool enabledNGuiMode; // True = no events are send when touch is hover an NGui panel public LayerMask nGUILayers; public List<Camera> nGUICameras; // Second Finger public bool enableSimulation; public KeyCode twistKey; public KeyCode swipeKey; // Inspector public bool showGuiInspector = false; public bool showSelectInspector = false; public bool showGestureInspector = false; public bool showTwoFingerInspector = false; public bool showSecondFingerInspector = false; #endregion #region Private members private EasyTouchInput input = new EasyTouchInput(); private Finger[] fingers=new Finger[100]; // The informations of the touch for finger 1. public Texture secondFingerTexture; // The texture to display the simulation of the second finger. private TwoFingerGesture twoFinger = new TwoFingerGesture(); private int oldTouchCount=0; private DoubleTap[] singleDoubleTap = new DoubleTap[100]; private Finger[] tmpArray = new Finger[100]; private PickedObject pickedObject = new PickedObject(); // Unity UI private List<RaycastResult> uiRaycastResultCache= new List<RaycastResult>(); private PointerEventData uiPointerEventData; private EventSystem uiEventSystem; #endregion #region Constructor public EasyTouch(){ enable = true; allowUIDetection = true; enableUIMode = true; autoUpdatePickedUI = false; enabledNGuiMode = false; nGUICameras = new List<Camera>(); autoSelect = true; touchCameras = new List<ECamera>(); pickableLayers3D = 1<<0; enable2D = false; pickableLayers2D = 1<<0; gesturePriority = GesturePriority.Tap; StationaryTolerance = 15; longTapTime =1; doubleTapDetection = DoubleTapDetection.BySystem; doubleTapTime = 0.3f; swipeTolerance = 0.85f; alwaysSendSwipe = false; enable2FingersGesture=true; twoFingerPickMethod = TwoFingerPickMethod.Finger; enable2FingersSwipe = true; enablePinch = true; minPinchLength = 0f; enableTwist = true; minTwistAngle = 0f; enableSimulation = true; twistKey = KeyCode.LeftAlt; swipeKey = KeyCode.LeftControl; } #endregion #region MonoBehaviour Callback void OnEnable(){ if (Application.isPlaying && Application.isEditor){ Init(); } } void Awake(){ Init(); } void Start(){ for (int i=0;i<100;i++){ singleDoubleTap[i] = new DoubleTap(); } int index = touchCameras.FindIndex( delegate(ECamera c){ return c.camera == Camera.main; } ); if (index<0) touchCameras.Add(new ECamera(Camera.main,false)); // Fire ready event if (On_EasyTouchIsReady!=null){ On_EasyTouchIsReady(); } // Current gesture _currentGestures.Add( new Gesture()); } void Init(){ // The texture to display the simulation of the second finger. #if ((!UNITY_ANDROID && !UNITY_IOS && !UNITY_TVOS && !UNITY_WINRT && !UNITY_BLACKBERRY) || UNITY_EDITOR) if (secondFingerTexture==null && enableSimulation){ secondFingerTexture =Resources.Load("secondFinger") as Texture; } #endif } // Display the simulation of the second finger #if ((!UNITY_ANDROID && !UNITY_IOS && !UNITY_TVOS && !UNITY_WINRT && !UNITY_BLACKBERRY) || UNITY_EDITOR) void OnGUI(){ if (enableSimulation && !enableRemote){ Vector2 finger = input.GetSecondFingerPosition(); if (finger!=new Vector2(-1,-1)){ GUI.DrawTexture( new Rect(finger.x-16,Screen.height-finger.y-16,32,32),secondFingerTexture); } } } #endif void OnDrawGizmos(){ } // Non comments. void Update(){ if (enable && EasyTouch.instance==this){ //#if (UNITY_EDITOR ) if (Application.isPlaying && Input.touchCount>0){ enableRemote = true; } if (Application.isPlaying && Input.touchCount==0){ enableRemote = false; } //#endif int i; // How many finger do we have ? int count = input.TouchCount(); // Reset after two finger gesture; if (oldTouchCount==2 && count!=2 && count>0){ CreateGesture2Finger(EvtType.On_Cancel2Fingers,Vector2.zero,Vector2.zero,Vector2.zero,0,SwipeDirection.None,0,Vector2.zero,0,0,0); } // Get touches //#if (((UNITY_ANDROID || UNITY_IOS || UNITY_WINRT || UNITY_BLACKBERRY || UNITY_TVOS) && !UNITY_EDITOR)) #if (((UNITY_ANDROID || UNITY_IOS || UNITY_BLACKBERRY || UNITY_TVOS || UNITY_PSP2) && !UNITY_EDITOR)) UpdateTouches(true, count); #else UpdateTouches(false, count); #endif // two fingers gesture twoFinger.oldPickedObject = twoFinger.pickedObject; if (enable2FingersGesture){ if (count==2){ TwoFinger(); } } // Other fingers gesture for (i=0;i<100;i++){ if (fingers[i]!=null){ OneFinger(i); } } oldTouchCount = count; } } void LateUpdate(){ // single gesture if (_currentGestures.Count>1){ _currentGestures.RemoveAt(0); } else{ _currentGestures[0] = null;// new Gesture(); } _currentGesture = _currentGestures[0]; } void UpdateTouches(bool realTouch, int touchCount){ fingers.CopyTo( tmpArray,0); if (realTouch || enableRemote){ ResetTouches(); for (var i = 0; i < touchCount; ++i) { Touch touch = Input.GetTouch(i); int t=0; while (t < 100 && fingers[i]==null){ if (tmpArray[t] != null){ if ( tmpArray[t].fingerIndex == touch.fingerId){ fingers[i] = tmpArray[t]; } } t++; } if (fingers[i]==null){ fingers[i]= new Finger(); fingers[i].fingerIndex = touch.fingerId; fingers[i].gesture = GestureType.None; fingers[i].phase = TouchPhase.Began; } else{ fingers[i].phase = touch.phase; } if ( fingers[i].phase!= TouchPhase.Began){ fingers[i].deltaPosition = touch.position - fingers[i].position; } else{ fingers[i].deltaPosition = Vector2.zero; } fingers[i].position = touch.position; //fingers[i].deltaPosition = touch.deltaPosition; fingers[i].tapCount = touch.tapCount; fingers[i].deltaTime = touch.deltaTime; fingers[i].touchCount = touchCount; fingers[i].altitudeAngle = touch.altitudeAngle; fingers[i].azimuthAngle = touch.azimuthAngle; fingers[i].maximumPossiblePressure = touch.maximumPossiblePressure; fingers[i].pressure = touch.pressure; fingers[i].radius = touch.radius; fingers[i].radiusVariance = touch.radiusVariance; fingers[i].touchType = touch.type; } } else{ int i=0; while (i<touchCount){ fingers[i] = input.GetMouseTouch(i,fingers[i]) as Finger; fingers[i].touchCount = touchCount; i++; } } } void ResetTouches(){ for (int i=0;i<100;i++){ fingers[i] = null; } } #endregion #region One finger Private methods private void OneFinger(int fingerIndex){ // A tap starts ? if ( fingers[fingerIndex].gesture==GestureType.None){ if (!singleDoubleTap[fingerIndex].inDoubleTap){ singleDoubleTap[fingerIndex].inDoubleTap = true; singleDoubleTap[fingerIndex].time = 0; singleDoubleTap[fingerIndex].count = 1; } fingers[fingerIndex].startTimeAction = Time.realtimeSinceStartup; fingers[fingerIndex].gesture=GestureType.Acquisition; fingers[fingerIndex].startPosition = fingers[fingerIndex].position; // do we touch a pickable gameobject ? if (autoSelect){ if (GetPickedGameObject(fingers[fingerIndex])){ fingers[fingerIndex].pickedObject = pickedObject.pickedObj; fingers[fingerIndex].isGuiCamera = pickedObject.isGUI; fingers[fingerIndex].pickedCamera = pickedObject.pickedCamera; } } // UnityGUI if (allowUIDetection){ fingers[fingerIndex].isOverGui = IsScreenPositionOverUI( fingers[fingerIndex].position ); fingers[fingerIndex].pickedUIElement = GetFirstUIElementFromCache(); } // we notify a touch CreateGesture(fingerIndex, EvtType.On_TouchStart,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); } if (singleDoubleTap[fingerIndex].inDoubleTap) singleDoubleTap[fingerIndex].time += Time.deltaTime; // Calculates the time since the beginning of the action. fingers[fingerIndex].actionTime = Time.realtimeSinceStartup - fingers[fingerIndex].startTimeAction; // touch canceled? if (fingers[fingerIndex].phase == TouchPhase.Canceled){ fingers[fingerIndex].gesture = GestureType.Cancel; } if (fingers[fingerIndex].phase != TouchPhase.Ended && fingers[fingerIndex].phase != TouchPhase.Canceled){ // Are we stationary for a long tap if (fingers[fingerIndex].phase == TouchPhase.Stationary && fingers[fingerIndex].actionTime >= longTapTime && fingers[fingerIndex].gesture == GestureType.Acquisition){ fingers[fingerIndex].gesture = GestureType.LongTap; CreateGesture(fingerIndex, EvtType.On_LongTapStart,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); } // Let's move us? if (( (fingers[fingerIndex].gesture == GestureType.Acquisition ||fingers[fingerIndex].gesture == GestureType.LongTap) && fingers[fingerIndex].phase == TouchPhase.Moved && gesturePriority == GesturePriority.Slips) || ((fingers[fingerIndex].gesture == GestureType.Acquisition ||fingers[fingerIndex].gesture == GestureType.LongTap) && (FingerInTolerance(fingers[fingerIndex])==false) && gesturePriority == GesturePriority.Tap )) { // long touch => cancel if (fingers[fingerIndex].gesture == GestureType.LongTap){ fingers[fingerIndex].gesture = GestureType.Cancel; CreateGesture(fingerIndex, EvtType.On_LongTapEnd,fingers[fingerIndex],SwipeDirection.None,0,Vector2.zero); // Init the touch to start fingers[fingerIndex].gesture=GestureType.Acquisition; } else{ fingers[fingerIndex].oldSwipeType = SwipeDirection.None; // If an object is selected we drag if (fingers[fingerIndex].pickedObject){ fingers[fingerIndex].gesture = GestureType.Drag; CreateGesture(fingerIndex, EvtType.On_DragStart,fingers[fingerIndex],SwipeDirection.None,0, Vector2.zero); if (alwaysSendSwipe){ CreateGesture(fingerIndex, EvtType.On_SwipeStart,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); } } // If not swipe else{ fingers[fingerIndex].gesture = GestureType.Swipe; CreateGesture(fingerIndex, EvtType.On_SwipeStart,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); } } } // Gesture update EvtType message = EvtType.None; switch (fingers[fingerIndex].gesture){ case GestureType.LongTap: message=EvtType.On_LongTap; break; case GestureType.Drag: message=EvtType.On_Drag; break; case GestureType.Swipe: message=EvtType.On_Swipe; break; } // Send gesture SwipeDirection currentSwipe = SwipeDirection.None; currentSwipe = GetSwipe(new Vector2(0,0),fingers[fingerIndex].deltaPosition); if (message!=EvtType.None){ fingers[fingerIndex].oldSwipeType = currentSwipe; CreateGesture(fingerIndex, message,fingers[fingerIndex], currentSwipe ,0,fingers[fingerIndex].deltaPosition); if (message == EvtType.On_Drag && alwaysSendSwipe){ CreateGesture(fingerIndex, EvtType.On_Swipe,fingers[fingerIndex], currentSwipe ,0,fingers[fingerIndex].deltaPosition); } } // TouchDown CreateGesture(fingerIndex, EvtType.On_TouchDown,fingers[fingerIndex], currentSwipe,0,fingers[fingerIndex].deltaPosition); } else{ // End of the touch switch (fingers[fingerIndex].gesture){ // tap case GestureType.Acquisition: if (doubleTapDetection == DoubleTapDetection.BySystem){ if (FingerInTolerance(fingers[fingerIndex])){ if (fingers[fingerIndex].tapCount<2){ CreateGesture( fingerIndex, EvtType.On_SimpleTap,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); } else{ CreateGesture( fingerIndex, EvtType.On_DoubleTap,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); } } } else{ if (!singleDoubleTap[fingerIndex].inWait){ singleDoubleTap[fingerIndex].finger = fingers[fingerIndex]; StartCoroutine(SingleOrDouble(fingerIndex) ); } else{ singleDoubleTap[fingerIndex].count++; } } break; // long tap case GestureType.LongTap: CreateGesture( fingerIndex, EvtType.On_LongTapEnd,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); break; // drag case GestureType.Drag: CreateGesture(fingerIndex, EvtType.On_DragEnd,fingers[fingerIndex], GetSwipe(fingers[fingerIndex].startPosition,fingers[fingerIndex].position), (fingers[fingerIndex].startPosition-fingers[fingerIndex].position).magnitude,fingers[fingerIndex].position-fingers[fingerIndex].startPosition); if (alwaysSendSwipe){ CreateGesture( fingerIndex, EvtType.On_SwipeEnd,fingers[fingerIndex], GetSwipe(fingers[fingerIndex].startPosition, fingers[fingerIndex].position), (fingers[fingerIndex].position-fingers[fingerIndex].startPosition).magnitude,fingers[fingerIndex].position-fingers[fingerIndex].startPosition); } break; // swipe case GestureType.Swipe: CreateGesture( fingerIndex, EvtType.On_SwipeEnd,fingers[fingerIndex], GetSwipe(fingers[fingerIndex].startPosition, fingers[fingerIndex].position), (fingers[fingerIndex].position-fingers[fingerIndex].startPosition).magnitude,fingers[fingerIndex].position-fingers[fingerIndex].startPosition); break; // cancel case GestureType.Cancel: CreateGesture(fingerIndex, EvtType.On_Cancel,fingers[fingerIndex],SwipeDirection.None,0,Vector2.zero); break; } CreateGesture( fingerIndex, EvtType.On_TouchUp,fingers[fingerIndex], SwipeDirection.None,0,Vector2.zero); fingers[fingerIndex]=null; } } IEnumerator SingleOrDouble(int fingerIndex){ singleDoubleTap[fingerIndex].inWait = true; float time2Wait = doubleTapTime-singleDoubleTap[fingerIndex].finger.actionTime; if (time2Wait<0) time2Wait =0; yield return new WaitForSeconds(time2Wait); if (singleDoubleTap[fingerIndex].count <2){ //CreateGesture( fingerIndex, EvtType.On_SimpleTap,singleDoubleTap[fingerIndex].finger, SwipeDirection.None,0,Vector2.zero); CreateGesture( fingerIndex, EvtType.On_SimpleTap,singleDoubleTap[fingerIndex].finger, SwipeDirection.None,0,singleDoubleTap[fingerIndex].finger.deltaPosition); } else{ //CreateGesture( fingerIndex, EvtType.On_DoubleTap,singleDoubleTap[fingerIndex].finger, SwipeDirection.None,0,Vector2.zero); CreateGesture( fingerIndex, EvtType.On_DoubleTap,singleDoubleTap[fingerIndex].finger, SwipeDirection.None,0,singleDoubleTap[fingerIndex].finger.deltaPosition); } //fingers[fingerIndex]=null; singleDoubleTap[fingerIndex].Stop(); StopCoroutine( "SingleOrDouble"); } private void CreateGesture(int touchIndex,EvtType message,Finger finger, SwipeDirection swipe, float swipeLength, Vector2 swipeVector){ bool firingEvent = true; if (autoUpdatePickedUI && allowUIDetection){ finger.isOverGui = IsScreenPositionOverUI( finger.position ); finger.pickedUIElement = GetFirstUIElementFromCache(); } // NGui if (enabledNGuiMode && message == EvtType.On_TouchStart){ finger.isOverGui = finger.isOverGui || IsTouchOverNGui(finger.position); } // firing event ? if ((enableUIMode || enabledNGuiMode)){ firingEvent = !finger.isOverGui; } // The new gesture Gesture gesture = finger.GetGesture(); // Auto update picked object if (autoUpdatePickedObject && autoSelect){ if (message != EvtType.On_Drag && message != EvtType.On_DragEnd && message != EvtType.On_DragStart){ if (GetPickedGameObject(finger)){ gesture.pickedObject = pickedObject.pickedObj; gesture.pickedCamera = pickedObject.pickedCamera; gesture.isGuiCamera = pickedObject.isGUI; } else{ gesture.pickedObject = null; gesture.pickedCamera = null; gesture.isGuiCamera = false; } } } gesture.swipe = swipe; gesture.swipeLength = swipeLength; gesture.swipeVector = swipeVector; gesture.deltaPinch = 0; gesture.twistAngle = 0; // Firing event if ( firingEvent){ RaiseEvent(message, gesture); } else if (finger.isOverGui){ if (message == EvtType.On_TouchUp){ RaiseEvent(EvtType.On_UIElementTouchUp, gesture); } else{ RaiseEvent(EvtType.On_OverUIElement, gesture); } } } #endregion #region Two finger private methods private void TwoFinger(){ bool move=false; // A touch starts if ( twoFinger.currentGesture==GestureType.None){ if (!singleDoubleTap[99].inDoubleTap){ singleDoubleTap[99].inDoubleTap = true; singleDoubleTap[99].time = 0; singleDoubleTap[99].count = 1; } twoFinger.finger0 = GetTwoFinger(-1); twoFinger.finger1 = GetTwoFinger(twoFinger.finger0); twoFinger.startTimeAction = Time.realtimeSinceStartup; twoFinger.currentGesture=GestureType.Acquisition; fingers[twoFinger.finger0].startPosition = fingers[twoFinger.finger0].position; fingers[twoFinger.finger1].startPosition = fingers[twoFinger.finger1].position; fingers[twoFinger.finger0].oldPosition = fingers[twoFinger.finger0].position; fingers[twoFinger.finger1].oldPosition = fingers[twoFinger.finger1].position; twoFinger.oldFingerDistance = Mathf.Abs( Vector2.Distance(fingers[twoFinger.finger0].position, fingers[twoFinger.finger1].position)); twoFinger.startPosition = new Vector2((fingers[twoFinger.finger0].position.x+fingers[twoFinger.finger1].position.x)/2, (fingers[twoFinger.finger0].position.y+fingers[twoFinger.finger1].position.y)/2); twoFinger.position = twoFinger.startPosition; twoFinger.oldStartPosition = twoFinger.startPosition; twoFinger.deltaPosition = Vector2.zero; twoFinger.startDistance = twoFinger.oldFingerDistance; // do we touch a pickable gameobject ? if (autoSelect){ if (GetTwoFingerPickedObject()){ twoFinger.pickedObject = pickedObject.pickedObj; twoFinger.pickedCamera = pickedObject.pickedCamera; twoFinger.isGuiCamera = pickedObject.isGUI; } else{ twoFinger.ClearPickedObjectData(); } } // UnityGUI if (allowUIDetection){ if (GetTwoFingerPickedUIElement()){ twoFinger.pickedUIElement = pickedObject.pickedObj; twoFinger.isOverGui = true; } else{ twoFinger.ClearPickedUIData(); } } // we notify the touch CreateGesture2Finger(EvtType.On_TouchStart2Fingers,twoFinger.startPosition,twoFinger.startPosition,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.oldFingerDistance); } if (singleDoubleTap[99].inDoubleTap) singleDoubleTap[99].time += Time.deltaTime; // Calculates the time since the beginning of the action. twoFinger.timeSinceStartAction = Time.realtimeSinceStartup -twoFinger.startTimeAction; // Position & deltaPosition twoFinger.position = new Vector2((fingers[twoFinger.finger0].position.x+fingers[twoFinger.finger1].position.x)/2, (fingers[twoFinger.finger0].position.y+fingers[twoFinger.finger1].position.y)/2); twoFinger.deltaPosition = twoFinger.position - twoFinger.oldStartPosition; twoFinger.fingerDistance = Mathf.Abs(Vector2.Distance(fingers[twoFinger.finger0].position, fingers[twoFinger.finger1].position)); // Cancel if (fingers[twoFinger.finger0].phase == TouchPhase.Canceled ||fingers[twoFinger.finger1].phase == TouchPhase.Canceled){ twoFinger.currentGesture = GestureType.Cancel; } // Let's go if (fingers[twoFinger.finger0].phase != TouchPhase.Ended && fingers[twoFinger.finger1].phase != TouchPhase.Ended && twoFinger.currentGesture != GestureType.Cancel){ // Are we stationary ? if (twoFinger.currentGesture == GestureType.Acquisition && twoFinger.timeSinceStartAction >= longTapTime && FingerInTolerance(fingers[twoFinger.finger0]) && FingerInTolerance(fingers[twoFinger.finger1])){ twoFinger.currentGesture = GestureType.LongTap; // we notify the beginning of a longtouch CreateGesture2Finger(EvtType.On_LongTapStart2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); } // Let's move us ? if ( ((FingerInTolerance(fingers[twoFinger.finger0])==false || FingerInTolerance(fingers[twoFinger.finger1])==false) && gesturePriority == GesturePriority.Tap ) || ((fingers[twoFinger.finger0].phase == TouchPhase.Moved || fingers[twoFinger.finger1].phase == TouchPhase.Moved) && gesturePriority == GesturePriority.Slips) ) { move=true; } // we move if (move && twoFinger.currentGesture != GestureType.Tap){ Vector2 currentDistance = fingers[twoFinger.finger0].position - fingers[twoFinger.finger1].position; Vector2 previousDistance = fingers[twoFinger.finger0].oldPosition - fingers[twoFinger.finger1].oldPosition ; float currentDelta = currentDistance.magnitude - previousDistance.magnitude; #region drag & swipe if (enable2FingersSwipe){ float dot = Vector2.Dot(fingers[twoFinger.finger0].deltaPosition.normalized, fingers[twoFinger.finger1].deltaPosition.normalized); if (dot>0 ){ if (twoFinger.oldGesture == GestureType.LongTap){ CreateStateEnd2Fingers(twoFinger.currentGesture,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction,false,twoFinger.fingerDistance); twoFinger.startTimeAction = Time.realtimeSinceStartup; } if (twoFinger.pickedObject && !twoFinger.dragStart && !alwaysSendSwipe){ twoFinger.currentGesture = GestureType.Drag; CreateGesture2Finger(EvtType.On_DragStart2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); CreateGesture2Finger(EvtType.On_SwipeStart2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); twoFinger.dragStart = true; } else if (!twoFinger.pickedObject && !twoFinger.swipeStart){ twoFinger.currentGesture = GestureType.Swipe; CreateGesture2Finger(EvtType.On_SwipeStart2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); twoFinger.swipeStart=true; } } else{ if (dot<0){ twoFinger.dragStart=false; twoFinger.swipeStart=false; } } // if (twoFinger.dragStart){ CreateGesture2Finger(EvtType.On_Drag2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.oldStartPosition,twoFinger.position),0,twoFinger.deltaPosition,0,0,twoFinger.fingerDistance); CreateGesture2Finger(EvtType.On_Swipe2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.oldStartPosition,twoFinger.position),0,twoFinger.deltaPosition,0,0,twoFinger.fingerDistance); } if (twoFinger.swipeStart){ CreateGesture2Finger(EvtType.On_Swipe2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.oldStartPosition,twoFinger.position),0,twoFinger.deltaPosition,0,0,twoFinger.fingerDistance); } } #endregion DetectPinch(currentDelta); DetecTwist( previousDistance, currentDistance,currentDelta); } else{ // Long tap update if (twoFinger.currentGesture == GestureType.LongTap){ CreateGesture2Finger(EvtType.On_LongTap2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); } } CreateGesture2Finger(EvtType.On_TouchDown2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.oldStartPosition,twoFinger.position),0,twoFinger.deltaPosition,0,0,twoFinger.fingerDistance); fingers[twoFinger.finger0].oldPosition = fingers[twoFinger.finger0].position; fingers[twoFinger.finger1].oldPosition = fingers[twoFinger.finger1].position; twoFinger.oldFingerDistance = twoFinger.fingerDistance; twoFinger.oldStartPosition = twoFinger.position; twoFinger.oldGesture = twoFinger.currentGesture; } else{ if (twoFinger.currentGesture != GestureType.Acquisition && twoFinger.currentGesture!= GestureType.Tap){ CreateStateEnd2Fingers(twoFinger.currentGesture,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction,true,twoFinger.fingerDistance); twoFinger.currentGesture = GestureType.None; twoFinger.pickedObject=null; twoFinger.swipeStart = false; twoFinger.dragStart = false; } else{ twoFinger.currentGesture = GestureType.Tap; CreateStateEnd2Fingers(twoFinger.currentGesture,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction,true,twoFinger.fingerDistance); } } } private void DetectPinch(float currentDelta){ #region Pinch if (enablePinch){ if ((Mathf.Abs(twoFinger.fingerDistance - twoFinger.startDistance)>= minPinchLength && twoFinger.currentGesture != GestureType.Pinch) || twoFinger.currentGesture== GestureType.Pinch ){ if (currentDelta !=0 && twoFinger.oldGesture == GestureType.LongTap){ CreateStateEnd2Fingers(twoFinger.currentGesture,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction,false,twoFinger.fingerDistance); twoFinger.startTimeAction = Time.realtimeSinceStartup; } twoFinger.currentGesture = GestureType.Pinch; if (currentDelta>0){ CreateGesture2Finger(EvtType.On_PinchOut,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.startPosition,twoFinger.position),0,Vector2.zero,0,Mathf.Abs(twoFinger.fingerDistance-twoFinger.oldFingerDistance),twoFinger.fingerDistance); } if (currentDelta<0){ CreateGesture2Finger(EvtType.On_PinchIn,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.startPosition,twoFinger.position),0,Vector2.zero,0,Mathf.Abs(twoFinger.fingerDistance-twoFinger.oldFingerDistance),twoFinger.fingerDistance); } if (currentDelta<0 || currentDelta>0){ CreateGesture2Finger(EvtType.On_Pinch,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, GetSwipe(twoFinger.startPosition,twoFinger.position),0,Vector2.zero,0,currentDelta,twoFinger.fingerDistance); } } twoFinger.lastPinch = currentDelta>0?currentDelta:twoFinger.lastPinch; } #endregion } private void DetecTwist(Vector2 previousDistance, Vector2 currentDistance, float currentDelta){ #region Twist if (enableTwist){ float twistAngle = Vector2.Angle( previousDistance, currentDistance ); //Debug.Log( twistAngle); if (previousDistance == currentDistance) twistAngle =0; if ( Mathf.Abs(twistAngle)>=minTwistAngle && (twoFinger.currentGesture != GestureType.Twist ) || twoFinger.currentGesture== GestureType.Twist ){ if ( twoFinger.oldGesture == GestureType.LongTap){ CreateStateEnd2Fingers(twoFinger.currentGesture,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction,false,twoFinger.fingerDistance); twoFinger.startTimeAction = Time.realtimeSinceStartup; } twoFinger.currentGesture = GestureType.Twist; if (twistAngle!=0){ twistAngle *= Mathf.Sign( Vector3.Cross( previousDistance, currentDistance).z); } CreateGesture2Finger(EvtType.On_Twist,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition,twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,twistAngle,0,twoFinger.fingerDistance); } twoFinger.lastTwistAngle = twistAngle!=0?twistAngle:twoFinger.lastTwistAngle; } #endregion } private void CreateStateEnd2Fingers(GestureType gesture, Vector2 startPosition, Vector2 position, Vector2 deltaPosition,float time, bool realEnd,float fingerDistance,float twist=0, float pinch=0){ switch (gesture){ // Tap case GestureType.Tap: case GestureType.Acquisition: if (doubleTapDetection == DoubleTapDetection.BySystem){ if (fingers[twoFinger.finger0].tapCount<2 && fingers[twoFinger.finger1].tapCount<2){ CreateGesture2Finger(EvtType.On_SimpleTap2Fingers,startPosition,position,deltaPosition, time, SwipeDirection.None,0,Vector2.zero,0,0,fingerDistance); } else{ CreateGesture2Finger(EvtType.On_DoubleTap2Fingers,startPosition,position,deltaPosition, time, SwipeDirection.None,0,Vector2.zero,0,0,fingerDistance); } twoFinger.currentGesture = GestureType.None; twoFinger.pickedObject=null; twoFinger.swipeStart = false; twoFinger.dragStart = false; singleDoubleTap[99].Stop(); StopCoroutine( "SingleOrDouble2Fingers"); } else{ if (!singleDoubleTap[99].inWait){ StartCoroutine("SingleOrDouble2Fingers" ); } else{ singleDoubleTap[99].count++; } } break; // Long tap case GestureType.LongTap: CreateGesture2Finger(EvtType.On_LongTapEnd2Fingers,startPosition,position,deltaPosition, time, SwipeDirection.None,0,Vector2.zero,0,0,fingerDistance); break; // Pinch case GestureType.Pinch: CreateGesture2Finger(EvtType.On_PinchEnd,startPosition,position,deltaPosition, time, SwipeDirection.None,0,Vector2.zero,0,twoFinger.lastPinch,fingerDistance); break; // twist case GestureType.Twist: CreateGesture2Finger(EvtType.On_TwistEnd,startPosition,position,deltaPosition, time, SwipeDirection.None,0,Vector2.zero,twoFinger.lastTwistAngle,0,fingerDistance); break; } if (realEnd){ // Drag if ( twoFinger.dragStart){ CreateGesture2Finger(EvtType.On_DragEnd2Fingers,startPosition,position,deltaPosition, time, GetSwipe( startPosition, position),( position-startPosition).magnitude,position-startPosition,0,0,fingerDistance); }; // Swipe if ( twoFinger.swipeStart){ CreateGesture2Finger(EvtType.On_SwipeEnd2Fingers,startPosition,position,deltaPosition, time, GetSwipe( startPosition, position),( position-startPosition).magnitude,position-startPosition,0,0,fingerDistance); } CreateGesture2Finger(EvtType.On_TouchUp2Fingers,startPosition,position,deltaPosition,time, SwipeDirection.None,0,Vector2.zero,0,0,fingerDistance); } } IEnumerator SingleOrDouble2Fingers(){ singleDoubleTap[99].inWait = true; yield return new WaitForSeconds(doubleTapTime); if (singleDoubleTap[99].count <2){ CreateGesture2Finger(EvtType.On_SimpleTap2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition, twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); } else{ CreateGesture2Finger(EvtType.On_DoubleTap2Fingers,twoFinger.startPosition,twoFinger.position,twoFinger.deltaPosition, twoFinger.timeSinceStartAction, SwipeDirection.None,0,Vector2.zero,0,0,twoFinger.fingerDistance); } twoFinger.currentGesture = GestureType.None; twoFinger.pickedObject=null; twoFinger.swipeStart = false; twoFinger.dragStart = false; singleDoubleTap[99].Stop(); StopCoroutine( "SingleOrDouble2Fingers"); } private void CreateGesture2Finger(EvtType message,Vector2 startPosition,Vector2 position,Vector2 deltaPosition, float actionTime, SwipeDirection swipe, float swipeLength,Vector2 swipeVector,float twist,float pinch, float twoDistance){ bool firingEvent = true; Gesture gesture = new Gesture(); gesture.isOverGui = false; // NGui if (enabledNGuiMode && message == EvtType.On_TouchStart2Fingers){ gesture.isOverGui = gesture.isOverGui || ( IsTouchOverNGui(twoFinger.position) && IsTouchOverNGui(twoFinger.position)); } gesture.touchCount=2; gesture.fingerIndex=-1; gesture.startPosition = startPosition; gesture.position = position; gesture.deltaPosition = deltaPosition; gesture.actionTime = actionTime; gesture.deltaTime=Time.deltaTime; gesture.swipe = swipe; gesture.swipeLength = swipeLength; gesture.swipeVector = swipeVector; gesture.deltaPinch = pinch; gesture.twistAngle = twist; gesture.twoFingerDistance = twoDistance; gesture.pickedObject = twoFinger.pickedObject; gesture.pickedCamera = twoFinger.pickedCamera; gesture.isGuiCamera= twoFinger.isGuiCamera; if (autoUpdatePickedObject){ if (message != EvtType.On_Drag && message != EvtType.On_DragEnd && message != EvtType.On_Twist && message != EvtType.On_TwistEnd && message != EvtType.On_Pinch && message != EvtType.On_PinchEnd && message != EvtType.On_PinchIn && message != EvtType.On_PinchOut){ if (GetTwoFingerPickedObject()){ gesture.pickedObject = pickedObject.pickedObj; gesture.pickedCamera = pickedObject.pickedCamera; gesture.isGuiCamera= pickedObject.isGUI; } else{ twoFinger.ClearPickedObjectData(); } } } gesture.pickedUIElement = twoFinger.pickedUIElement; gesture.isOverGui = twoFinger.isOverGui; if (allowUIDetection && autoUpdatePickedUI){ if (message != EvtType.On_Drag && message != EvtType.On_DragEnd && message != EvtType.On_Twist && message != EvtType.On_TwistEnd && message != EvtType.On_Pinch && message != EvtType.On_PinchEnd && message != EvtType.On_PinchIn && message != EvtType.On_PinchOut){ if (message == EvtType.On_SimpleTap2Fingers) if (GetTwoFingerPickedUIElement()){ gesture.pickedUIElement = pickedObject.pickedObj; gesture.isOverGui = true; } else{ twoFinger.ClearPickedUIData(); } } } // Firing event ? if ((enableUIMode || (enabledNGuiMode && allowUIDetection) ) ){ firingEvent = !gesture.isOverGui; } // Firing event if ( firingEvent){ RaiseEvent(message, gesture); } else if (gesture.isOverGui){ if (message == EvtType.On_TouchUp2Fingers){ RaiseEvent(EvtType.On_UIElementTouchUp, gesture); } else{ RaiseEvent(EvtType.On_OverUIElement, gesture); } } } private int GetTwoFinger( int index){ int i=index+1; bool find=false; while (i<10 && !find){ if (fingers[i]!=null ){ if( i>=index){ find=true; } } i++; } i--; return i; } private bool GetTwoFingerPickedObject(){ bool returnValue = false; if (twoFingerPickMethod == TwoFingerPickMethod.Finger){ if (GetPickedGameObject(fingers[twoFinger.finger0],false)){ GameObject tmp = pickedObject.pickedObj; if (GetPickedGameObject(fingers[twoFinger.finger1],false)){ if (tmp == pickedObject.pickedObj){ returnValue = true; } } } } else{ if (GetPickedGameObject(fingers[twoFinger.finger0],true)){ returnValue = true; } } return returnValue; } private bool GetTwoFingerPickedUIElement(){ bool returnValue = false; if (fingers[twoFinger.finger0] == null){ return false; } if (twoFingerPickMethod == TwoFingerPickMethod.Finger){ if (IsScreenPositionOverUI( fingers[twoFinger.finger0].position )){ GameObject tmp = GetFirstUIElementFromCache(); if (IsScreenPositionOverUI( fingers[twoFinger.finger1].position )){ GameObject tmp2 = GetFirstUIElementFromCache(); if (tmp2 == tmp || tmp2.transform.IsChildOf( tmp.transform) || tmp.transform.IsChildOf( tmp2.transform)){ pickedObject.pickedObj = tmp; pickedObject.isGUI = true; returnValue = true; } } } } else{ if (IsScreenPositionOverUI( twoFinger.position )){ pickedObject.pickedObj = GetFirstUIElementFromCache(); pickedObject.isGUI = true; returnValue = true; } } return returnValue; } #endregion #region General private methods private void RaiseEvent(EvtType evnt, Gesture gesture){ gesture.type = evnt; switch(evnt){ case EvtType.On_Cancel: if (On_Cancel!=null) On_Cancel( gesture); break; case EvtType.On_Cancel2Fingers: if (On_Cancel2Fingers!=null) On_Cancel2Fingers( gesture ); break; case EvtType.On_TouchStart: if (On_TouchStart!=null) On_TouchStart( gesture); break; case EvtType.On_TouchDown: if (On_TouchDown!=null) On_TouchDown( gesture); break; case EvtType.On_TouchUp: if (On_TouchUp!=null) On_TouchUp( gesture ); break; case EvtType.On_SimpleTap: if (On_SimpleTap!=null) On_SimpleTap( gesture); break; case EvtType.On_DoubleTap: if (On_DoubleTap!=null) On_DoubleTap(gesture); break; case EvtType.On_LongTapStart: if (On_LongTapStart!=null) On_LongTapStart(gesture); break; case EvtType.On_LongTap: if (On_LongTap!=null) On_LongTap(gesture); break; case EvtType.On_LongTapEnd: if (On_LongTapEnd!=null) On_LongTapEnd(gesture); break; case EvtType.On_DragStart: if (On_DragStart!=null) On_DragStart(gesture); break; case EvtType.On_Drag: if (On_Drag!=null) On_Drag(gesture); break; case EvtType.On_DragEnd: if (On_DragEnd!=null) On_DragEnd(gesture); break; case EvtType.On_SwipeStart: if (On_SwipeStart!=null) On_SwipeStart( gesture); break; case EvtType.On_Swipe: if (On_Swipe!=null) On_Swipe( gesture); break; case EvtType.On_SwipeEnd: if (On_SwipeEnd!=null) On_SwipeEnd(gesture); break; case EvtType.On_TouchStart2Fingers: if (On_TouchStart2Fingers!=null) On_TouchStart2Fingers( gesture); break; case EvtType.On_TouchDown2Fingers: if (On_TouchDown2Fingers!=null) On_TouchDown2Fingers(gesture); break; case EvtType.On_TouchUp2Fingers: if (On_TouchUp2Fingers!=null) On_TouchUp2Fingers(gesture); break; case EvtType.On_SimpleTap2Fingers: if (On_SimpleTap2Fingers!=null) On_SimpleTap2Fingers(gesture); break; case EvtType.On_DoubleTap2Fingers: if (On_DoubleTap2Fingers!=null) On_DoubleTap2Fingers(gesture); break; case EvtType.On_LongTapStart2Fingers: if (On_LongTapStart2Fingers!=null) On_LongTapStart2Fingers(gesture); break; case EvtType.On_LongTap2Fingers: if (On_LongTap2Fingers!=null) On_LongTap2Fingers(gesture); break; case EvtType.On_LongTapEnd2Fingers: if (On_LongTapEnd2Fingers!=null) On_LongTapEnd2Fingers(gesture); break; case EvtType.On_Twist: if (On_Twist!=null) On_Twist(gesture); break; case EvtType.On_TwistEnd: if (On_TwistEnd!=null) On_TwistEnd(gesture); break; case EvtType.On_Pinch: if (On_Pinch!=null) On_Pinch(gesture); break; case EvtType.On_PinchIn: if (On_PinchIn!=null) On_PinchIn(gesture); break; case EvtType.On_PinchOut: if (On_PinchOut!=null) On_PinchOut(gesture); break; case EvtType.On_PinchEnd: if (On_PinchEnd!=null) On_PinchEnd(gesture); break; case EvtType.On_DragStart2Fingers: if (On_DragStart2Fingers!=null) On_DragStart2Fingers(gesture); break; case EvtType.On_Drag2Fingers: if (On_Drag2Fingers!=null) On_Drag2Fingers(gesture); break; case EvtType.On_DragEnd2Fingers: if (On_DragEnd2Fingers!=null) On_DragEnd2Fingers(gesture); break; case EvtType.On_SwipeStart2Fingers: if (On_SwipeStart2Fingers!=null) On_SwipeStart2Fingers(gesture); break; case EvtType.On_Swipe2Fingers: if (On_Swipe2Fingers!=null) On_Swipe2Fingers(gesture); break; case EvtType.On_SwipeEnd2Fingers: if (On_SwipeEnd2Fingers!=null) On_SwipeEnd2Fingers(gesture); break; case EvtType.On_OverUIElement: if (On_OverUIElement!=null){ On_OverUIElement(gesture); } break; case EvtType.On_UIElementTouchUp: if (On_UIElementTouchUp!=null){ On_UIElementTouchUp( gesture); } break; } // Direct Acces int result = _currentGestures.FindIndex( delegate(Gesture obj) { return obj!=null && obj.type == gesture.type && obj.fingerIndex == gesture.fingerIndex; } ); if (result>-1){ _currentGestures[result].touchCount = gesture.touchCount; _currentGestures[result].position = gesture.position; _currentGestures[result].actionTime = gesture.actionTime; _currentGestures[result].pickedCamera = gesture.pickedCamera; _currentGestures[result].pickedObject = gesture.pickedObject; _currentGestures[result].pickedUIElement = gesture.pickedUIElement; _currentGestures[result].isOverGui = gesture.isOverGui; _currentGestures[result].isGuiCamera = gesture.isGuiCamera; // Update delta from current _currentGestures[result].deltaPinch += gesture.deltaPinch; _currentGestures[result].deltaPosition += gesture.deltaPosition; _currentGestures[result].deltaTime += gesture.deltaTime; _currentGestures[result].twistAngle += gesture.twistAngle; } if (result==-1 ){ _currentGestures.Add( (Gesture)gesture.Clone()); if (_currentGestures.Count>0){ _currentGesture = _currentGestures[0]; } } } private bool GetPickedGameObject(Finger finger, bool isTowFinger=false){ if (finger == null && !isTowFinger){ return false; } pickedObject.isGUI = false; pickedObject.pickedObj = null; pickedObject.pickedCamera = null; if (touchCameras.Count>0){ for (int i=0;i<touchCameras.Count;i++){ if (touchCameras[i].camera!=null && touchCameras[i].camera.enabled){ Vector2 pos=Vector2.zero; if (!isTowFinger){ pos = finger.position; } else{ pos = twoFinger.position; } if (GetGameObjectAt( pos, touchCameras[i].camera,touchCameras[i].guiCamera)){ return true; } /* Ray ray = touchCameras[i].camera.ScreenPointToRay( pos ); RaycastHit hit; if (enable2D){ LayerMask mask2d = pickableLayers2D; RaycastHit2D[] hit2D = new RaycastHit2D[1]; if (Physics2D.GetRayIntersectionNonAlloc( ray,hit2D,float.PositiveInfinity,mask2d)>0){ pickedObject.pickedCamera = touchCameras[i].camera; pickedObject.isGUI = touchCameras[i].guiCamera; pickedObject.pickedObj = hit2D[0].collider.gameObject; return true; } } LayerMask mask = pickableLayers3D; if( Physics.Raycast( ray, out hit,float.MaxValue,mask ) ){ pickedObject.pickedCamera = touchCameras[i].camera; pickedObject.isGUI = touchCameras[i].guiCamera; pickedObject.pickedObj = hit.collider.gameObject; return true; }*/ } } } else{ Debug.LogWarning("No camera is assigned to EasyTouch"); } return false; } private bool GetGameObjectAt(Vector2 position, Camera cam, bool isGuiCam){ Ray ray = cam.ScreenPointToRay( position ); RaycastHit hit; if (enable2D){ LayerMask mask2d = pickableLayers2D; RaycastHit2D[] hit2D = new RaycastHit2D[1]; if (Physics2D.GetRayIntersectionNonAlloc( ray,hit2D,float.PositiveInfinity,mask2d)>0){ pickedObject.pickedCamera = cam; pickedObject.isGUI = isGuiCam; pickedObject.pickedObj = hit2D[0].collider.gameObject; return true; } } LayerMask mask = pickableLayers3D; if( Physics.Raycast( ray, out hit,float.MaxValue,mask ) ){ pickedObject.pickedCamera = cam; pickedObject.isGUI =isGuiCam; pickedObject.pickedObj = hit.collider.gameObject; return true; } return false; } private SwipeDirection GetSwipe(Vector2 start, Vector2 end){ Vector2 linear; linear = (end - start).normalized; if ( Vector2.Dot( linear, Vector2.up) >= swipeTolerance) return SwipeDirection.Up; if ( Vector2.Dot( linear, -Vector2.up) >= swipeTolerance) return SwipeDirection.Down; if ( Vector2.Dot( linear, Vector2.right) >= swipeTolerance) return SwipeDirection.Right; if ( Vector2.Dot( linear, -Vector2.right) >= swipeTolerance) return SwipeDirection.Left; if ( Vector2.Dot( linear, new Vector2(0.5f,0.5f).normalized) >= swipeTolerance) return SwipeDirection.UpRight; if ( Vector2.Dot( linear, new Vector2(0.5f,-0.5f).normalized) >= swipeTolerance) return SwipeDirection.DownRight; if ( Vector2.Dot( linear, new Vector2(-0.5f,0.5f).normalized) >= swipeTolerance) return SwipeDirection.UpLeft; if ( Vector2.Dot( linear, new Vector2(-0.5f,-0.5f).normalized) >= swipeTolerance) return SwipeDirection.DownLeft; return SwipeDirection.Other; } private bool FingerInTolerance(Finger finger ){ if ((finger.position-finger.startPosition).sqrMagnitude <= (StationaryTolerance*StationaryTolerance)){ return true; } else{ return false; } } private bool IsTouchOverNGui(Vector2 position, bool isTwoFingers=false){ bool returnValue = false; if (enabledNGuiMode){ LayerMask mask= nGUILayers; RaycastHit hit; int i=0; while (!returnValue && i<nGUICameras.Count){ Vector2 pos = Vector2.zero; if (!isTwoFingers){ pos = position;//fingers[touchIndex].position; } else{ pos = twoFinger.position; } Ray ray = nGUICameras[i].ScreenPointToRay( pos ); returnValue = Physics.Raycast( ray, out hit,float.MaxValue,mask ); i++; } } return returnValue; } private Finger GetFinger(int finderId){ int t=0; Finger fing=null; while (t < 10 && fing==null){ if (fingers[t] != null ){ if ( fingers[t].fingerIndex == finderId){ fing = fingers[t]; } } t++; } return fing; } #endregion #region Unity UI private bool IsScreenPositionOverUI( Vector2 position){ uiEventSystem = EventSystem.current; if (uiEventSystem != null){ uiPointerEventData = new PointerEventData( uiEventSystem); uiPointerEventData.position = position; uiEventSystem.RaycastAll( uiPointerEventData, uiRaycastResultCache); if (uiRaycastResultCache.Count>0){ return true; } else{ return false; } } else{ return false; } } private GameObject GetFirstUIElementFromCache(){ if (uiRaycastResultCache.Count>0){ return uiRaycastResultCache[0].gameObject; } else{ return null; } } private GameObject GetFirstUIElement( Vector2 position){ if (IsScreenPositionOverUI( position)){ return GetFirstUIElementFromCache(); } else{ return null; } } #endregion #region Static Method // Unity UI compatibility public static bool IsFingerOverUIElement( int fingerIndex){ if (EasyTouch.instance!=null){ Finger finger = EasyTouch.instance.GetFinger(fingerIndex); if (finger != null){ return EasyTouch.instance.IsScreenPositionOverUI( finger.position); } else{ return false; } } else{ return false; } } public static GameObject GetCurrentPickedUIElement( int fingerIndex,bool isTwoFinger){ if (EasyTouch.instance!=null){ Finger finger = EasyTouch.instance.GetFinger(fingerIndex); if (finger != null || isTwoFinger){ Vector2 pos = Vector2.zero; if (!isTwoFinger){ pos = finger.position; } else{ pos = EasyTouch.instance.twoFinger.position; } return EasyTouch.instance.GetFirstUIElement( pos); } else{ return null; } } else{ return null; } } public static GameObject GetCurrentPickedObject(int fingerIndex, bool isTwoFinger){ if (EasyTouch.instance!=null){ Finger finger = EasyTouch.instance.GetFinger(fingerIndex); if ((finger!=null || isTwoFinger) && EasyTouch.instance.GetPickedGameObject(finger,isTwoFinger)){ return EasyTouch.instance.pickedObject.pickedObj; } else{ return null; } } else{ return null; } } public static GameObject GetGameObjectAt( Vector2 position, bool isTwoFinger = false){ if (EasyTouch.instance!=null){ if (isTwoFinger) position = EasyTouch.instance.twoFinger.position; if (EasyTouch.instance.touchCameras.Count>0){ for (int i=0;i<EasyTouch.instance.touchCameras.Count;i++){ if (EasyTouch.instance.touchCameras[i].camera!=null && EasyTouch.instance.touchCameras[i].camera.enabled){ if( EasyTouch.instance.GetGameObjectAt( position,EasyTouch.instance.touchCameras[i].camera,EasyTouch.instance.touchCameras[i].guiCamera)){ return EasyTouch.instance.pickedObject.pickedObj; } else{ return null; } } } } } return null; } public static int GetTouchCount(){ if (EasyTouch.instance){ return EasyTouch.instance.input.TouchCount(); } else{ return 0; } } public static void ResetTouch(int fingerIndex){ if (EasyTouch.instance) EasyTouch.instance.GetFinger(fingerIndex).gesture=GestureType.None; } public static void SetEnabled( bool enable){ EasyTouch.instance.enable = enable; if (enable){ EasyTouch.instance.ResetTouches(); } } public static bool GetEnabled(){ if (EasyTouch.instance) return EasyTouch.instance.enable; else return false; } public static void SetEnableUIDetection( bool enable){ if (EasyTouch.instance != null){ EasyTouch.instance.allowUIDetection = enable; } } public static bool GetEnableUIDetection(){ if (EasyTouch.instance){ return EasyTouch.instance.allowUIDetection; } else{ return false; } } public static void SetUICompatibily(bool value){ if (EasyTouch.instance != null){ EasyTouch.instance.enableUIMode = value; } } public static bool GetUIComptability(){ if (EasyTouch.instance != null){ return EasyTouch.instance.enableUIMode; } else{ return false; } } public static void SetAutoUpdateUI(bool value){ if (EasyTouch.instance) EasyTouch.instance.autoUpdatePickedUI = value; } public static bool GetAutoUpdateUI(){ if (EasyTouch.instance) return EasyTouch.instance.autoUpdatePickedUI; else return false; } public static void SetNGUICompatibility(bool value){ if (EasyTouch.instance) EasyTouch.instance.enabledNGuiMode = value; } public static bool GetNGUICompatibility(){ if (EasyTouch.instance) return EasyTouch.instance.enabledNGuiMode; else return false; } public static void SetEnableAutoSelect( bool value){ if (EasyTouch.instance) EasyTouch.instance.autoSelect = value; } public static bool GetEnableAutoSelect(){ if (EasyTouch.instance) return EasyTouch.instance.autoSelect; else return false; } public static void SetAutoUpdatePickedObject(bool value){ if (EasyTouch.instance) EasyTouch.instance.autoUpdatePickedObject = value; } public static bool GetAutoUpdatePickedObject(){ if (EasyTouch.instance) return EasyTouch.instance.autoUpdatePickedObject; else return false; } public static void Set3DPickableLayer(LayerMask mask){ if (EasyTouch.instance) EasyTouch.instance.pickableLayers3D = mask; } public static LayerMask Get3DPickableLayer(){ if (EasyTouch.instance) return EasyTouch.instance.pickableLayers3D; else return LayerMask.GetMask("Default"); } public static void AddCamera(Camera cam,bool guiCam=false){ if (EasyTouch.instance) EasyTouch.instance.touchCameras.Add(new ECamera(cam,guiCam)); } public static void RemoveCamera( Camera cam){ if (EasyTouch.instance){ int result = EasyTouch.instance.touchCameras.FindIndex( delegate( ECamera c){ return c.camera == cam; } ); if (result>-1){ EasyTouch.instance.touchCameras[result]=null; EasyTouch.instance.touchCameras.RemoveAt( result); } } } public static Camera GetCamera(int index=0){ if (EasyTouch.instance){ if (index< EasyTouch.instance.touchCameras.Count){ return EasyTouch.instance.touchCameras[index].camera; } else{ return null; } } else{ return null; } } public static void SetEnable2DCollider(bool value){ if (EasyTouch.instance) EasyTouch.instance.enable2D = value; } public static bool GetEnable2DCollider(){ if (EasyTouch.instance) return EasyTouch.instance.enable2D; else return false; } public static void Set2DPickableLayer(LayerMask mask){ if (EasyTouch.instance) EasyTouch.instance.pickableLayers2D = mask; } public static LayerMask Get2DPickableLayer(){ if (EasyTouch.instance) return EasyTouch.instance.pickableLayers2D; else return LayerMask.GetMask("Default"); } public static void SetGesturePriority( GesturePriority value){ if (EasyTouch.instance) EasyTouch.instance.gesturePriority = value; } public static GesturePriority GetGesturePriority(){ if (EasyTouch.instance) return EasyTouch.instance.gesturePriority; else return GesturePriority.Tap; } public static void SetStationaryTolerance(float tolerance){ if (EasyTouch.instance) EasyTouch.instance.StationaryTolerance = tolerance; } public static float GetStationaryTolerance(){ if (EasyTouch.instance) return EasyTouch.instance.StationaryTolerance; else return -1; } public static void SetLongTapTime(float time){ if (EasyTouch.instance) EasyTouch.instance.longTapTime = time; } public static float GetlongTapTime(){ if (EasyTouch.instance) return EasyTouch.instance.longTapTime; else return -1; } public static void SetDoubleTapTime(float time){ if (EasyTouch.instance) EasyTouch.instance.doubleTapTime = time; } public static float GetDoubleTapTime(){ if (EasyTouch.instance) return EasyTouch.instance.doubleTapTime; else return -1; } public static void SetDoubleTapMethod(DoubleTapDetection detection){ if (EasyTouch.instance) EasyTouch.instance.doubleTapDetection = detection; } public static EasyTouch.DoubleTapDetection GetDoubleTapMethod(){ if (EasyTouch.instance) return EasyTouch.instance.doubleTapDetection; else return EasyTouch.DoubleTapDetection.BySystem; } public static void SetSwipeTolerance( float tolerance){ if (EasyTouch.instance) EasyTouch.instance.swipeTolerance = tolerance; } public static float GetSwipeTolerance(){ if (EasyTouch.instance) return EasyTouch.instance.swipeTolerance; else return -1; } public static void SetEnable2FingersGesture( bool enable){ if (EasyTouch.instance) EasyTouch.instance.enable2FingersGesture = enable; } public static bool GetEnable2FingersGesture(){ if (EasyTouch.instance) return EasyTouch.instance.enable2FingersGesture; else return false; } public static void SetTwoFingerPickMethod( EasyTouch.TwoFingerPickMethod pickMethod){ if (EasyTouch.instance) EasyTouch.instance.twoFingerPickMethod = pickMethod; } public static EasyTouch.TwoFingerPickMethod GetTwoFingerPickMethod(){ if (EasyTouch.instance) return EasyTouch.instance.twoFingerPickMethod; else return EasyTouch.TwoFingerPickMethod.Finger; } public static void SetEnablePinch( bool enable){ if (EasyTouch.instance) EasyTouch.instance.enablePinch = enable; } public static bool GetEnablePinch(){ if (EasyTouch.instance) return EasyTouch.instance.enablePinch; else return false; } public static void SetMinPinchLength(float length){ if (EasyTouch.instance) EasyTouch.instance.minPinchLength=length; } public static float GetMinPinchLength(){ if (EasyTouch.instance) return EasyTouch.instance.minPinchLength; else return -1; } public static void SetEnableTwist( bool enable){ if (EasyTouch.instance) EasyTouch.instance.enableTwist = enable; } public static bool GetEnableTwist(){ if (EasyTouch.instance) return EasyTouch.instance.enableTwist; else return false; } public static void SetMinTwistAngle(float angle){ if (EasyTouch.instance) EasyTouch.instance.minTwistAngle = angle; } public static float GetMinTwistAngle(){ if (EasyTouch.instance) return EasyTouch.instance.minTwistAngle; else return -1; } public static bool GetSecondeFingerSimulation(){ if (EasyTouch.instance != null){ return EasyTouch.instance.enableSimulation; } else{ return false; } } public static void SetSecondFingerSimulation(bool value){ if (EasyTouch.instance != null){ EasyTouch.instance.enableSimulation = value; } } #endregion } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/EasyTouch.cs/0
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using UnityEngine; using UnityEditor; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif using System.Collections; [CustomEditor(typeof(ETCArea))] public class ETCAreaInspector : UnityEditor.Editor { private ETCArea.AreaPreset preset = ETCArea.AreaPreset.Choose; public override void OnInspectorGUI(){ ETCArea t = (ETCArea)target; t.show = ETCGuiTools.Toggle("Show at runtime",t.show,true); EditorGUILayout.Space(); preset = (ETCArea.AreaPreset)EditorGUILayout.EnumPopup("Preset",preset ); if (preset != ETCArea.AreaPreset.Choose){ t.ApplyPreset( preset); preset = ETCArea.AreaPreset.Choose; } if (GUI.changed){ EditorUtility.SetDirty(t); #if UNITY_5_3_OR_NEWER EditorSceneManager.MarkSceneDirty( EditorSceneManager.GetActiveScene()); #endif } } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCAreaInspector.cs/0
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jynew/jyx2/Assets/3rd/GameObjectBrush/Demo.unity/0
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jynew/jyx2/Assets/3rd/GameObjectBrush/Prefabs/Cube Blue.prefab/0
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jynew/jyx2/Assets/3rd/Lean/Common/Documentation/LeanGuide.cs.meta/0
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jynew/jyx2/Assets/3rd/Lean/Common/Examples/Textures.meta/0
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using UnityEngine; namespace Lean.Common { /// <summary>This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis.</summary> [HelpURL(LeanHelper.HelpUrlPrefix + "LeanPlane")] [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Plane")] public class LeanPlane : MonoBehaviour { /// <summary>Should the plane be clamped on the x axis?</summary> public bool ClampX; public float MinX; public float MaxX; /// <summary>Should the plane be clamped on the y axis?</summary> public bool ClampY; public float MinY; public float MaxY; /// <summary>The distance between each position snap on the x axis.</summary> public float SnapX; /// <summary>The distance between each position snap on the x axis.</summary> public float SnapY; public Vector3 GetClosest(Vector3 position, float offset = 0.0f) { // Transform point to plane space var point = transform.InverseTransformPoint(position); // Clamp values? if (ClampX == true) { point.x = Mathf.Clamp(point.x, MinX, MaxX); } if (ClampY == true) { point.y = Mathf.Clamp(point.y, MinY, MaxY); } // Snap values? if (SnapX != 0.0f) { point.x = Mathf.Round(point.x / SnapX) * SnapX; } if (SnapY != 0.0f) { point.y = Mathf.Round(point.y / SnapY) * SnapY; } // Reset Z to plane point.z = 0.0f; // Transform back into world space return transform.TransformPoint(point) + transform.forward * offset; } public bool TryRaycast(Ray ray, ref Vector3 hit, float offset = 0.0f, bool getClosest = true) { var normal = transform.forward; var point = transform.position + normal * offset; var distance = default(float); if (RayToPlane(point, normal, ray, ref distance) == true) { hit = ray.GetPoint(distance); if (getClosest == true) { hit = GetClosest(hit, offset); } return true; } return false; } public Vector3 GetClosest(Ray ray, float offset = 0.0f) { var normal = transform.forward; var point = transform.position + normal * offset; var distance = default(float); if (RayToPlane(point, normal, ray, ref distance) == true) { return GetClosest(ray.GetPoint(distance), offset); } return point; } #if UNITY_EDITOR protected virtual void OnDrawGizmosSelected() { Gizmos.matrix = transform.localToWorldMatrix; var x1 = MinX; var x2 = MaxX; var y1 = MinY; var y2 = MaxY; if (ClampX == false) { x1 = -1000.0f; x2 = 1000.0f; } if (ClampY == false) { y1 = -1000.0f; y2 = 1000.0f; } if (ClampX == false && ClampY == false) { Gizmos.DrawLine(new Vector3( x1, 0.0f), new Vector3( x2, 0.0f)); Gizmos.DrawLine(new Vector3(0.0f, y1), new Vector3(0.0f, y2)); } else { Gizmos.DrawLine(new Vector3(x1, y1), new Vector3(x2, y1)); Gizmos.DrawLine(new Vector3(x1, y2), new Vector3(x2, y2)); Gizmos.DrawLine(new Vector3(x1, y1), new Vector3(x1, y2)); Gizmos.DrawLine(new Vector3(x2, y1), new Vector3(x2, y2)); } } #endif private static bool RayToPlane(Vector3 point, Vector3 normal, Ray ray, ref float distance) { var b = Vector3.Dot(ray.direction, normal); if (Mathf.Approximately(b, 0.0f) == true) { return false; } var d = -Vector3.Dot(normal, point); var a = -Vector3.Dot(ray.origin, normal) - d; distance = a / b; return distance > 0.0f; } } } #if UNITY_EDITOR namespace Lean.Common.Inspector { using UnityEditor; [CanEditMultipleObjects] [CustomEditor(typeof(LeanPlane), true)] public class LeanPlane_Inspector : LeanInspector<LeanPlane> { protected override void DrawInspector() { Draw("ClampX", "Should the plane be clamped on the x axis?"); if (Any(t => t.ClampX == true)) { EditorGUI.indentLevel++; Draw("MinX", "", "Min"); Draw("MaxX", "", "Max"); EditorGUI.indentLevel--; EditorGUILayout.Separator(); } Draw("ClampY", "Should the plane be clamped on the y axis?"); if (Any(t => t.ClampX == true)) { EditorGUI.indentLevel++; Draw("MinY", "", "Min"); Draw("MaxY", "", "Max"); EditorGUI.indentLevel--; EditorGUILayout.Separator(); } Draw("SnapX", "The distance between each position snap on the x axis."); Draw("SnapY", "The distance between each position snap on the y axis."); } } } #endif
jynew/jyx2/Assets/3rd/Lean/Common/Extras/LeanPlane.cs/0
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jynew/jyx2/Assets/3rd/Lean/Pool/Examples/06 Recycle.unity/0
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using System.Collections.Generic; using UnityEngine; namespace MTE { internal class GrassDetailList : ScriptableObject { public List<GrassDetail> grassDetailList; } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassDetailList.cs/0
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using System.Collections.Generic; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; namespace MTE { internal partial class GrassPainter : IEditor { public int Id { get; } = 6; public bool Enabled { get; set; } = true; public string Name { get; } = "GrassPainter"; public Texture Icon { get; } = EditorGUIUtility.IconContent("TerrainInspector.TerrainToolPlants").image; public bool WantMouseMove { get; } = false; public bool WillEditMesh { get; } = false; #region Parameters #region Constant // default const float DefaultBrushSize = 1; const float DefaultBrushOpacity = 0.5f; const float DefaultBrushDirection = 0; const bool DefaultUseRandomDirection = true; const int DefaultReduction = 100; // min/max const float MinBrushSize = 0.1f; const float MaxBrushSize = 10f; const float MinBrushOpacity = 0.0f; const float MaxBrushOpacity = 1.0f; private const int MinReduction = 1; private const int MaxReduction = 100; // limit private const int MaxPositionNumber = 50; #endregion public float brushSize; public float brushOpacity; public int reduction; private GrassDetail SelectedGrassDetail => grassDetailList[SelectedGrassIndex]; /// <summary> /// Brush size (unit: 1 BrushUnit) /// </summary> public float BrushSize { get { return brushSize; } set { value = Mathf.Clamp(value, MinBrushSize, MaxBrushSize); if (!MathEx.AmostEqual(brushSize, value)) { brushSize = value; EditorPrefs.SetFloat("MTE_GrassPainter.brushSize", value); } } } //real brush size private float BrushSizeInU3D { get { return BrushSize * Settings.BrushUnit; } } /// <summary> /// /// </summary> public float BrushOpacity { get { return brushOpacity; } set { if (Mathf.Abs(brushOpacity - value) > 0.0001f) { brushOpacity = value; EditorPrefs.SetFloat("MTE_GrassPainter.brushOpacity", value); } } } /// <summary> /// Removing strength (percent) /// </summary> public int Reduction { get { return this.reduction; } set { if (this.reduction != value) { this.reduction = value; EditorPrefs.SetInt("MTE_GrassPainter.reduction", value); } } } /// <summary> /// Selected grass texture index /// </summary> public int SelectedGrassIndex { get; set; } private float brushDirection = 0; /// <summary> /// Brush direction, angle to north(+z) /// </summary> public float BrushDirection { get { return this.brushDirection; } set { value = Mathf.Clamp(value, 0, 2 * Mathf.PI); if (!MathEx.AmostEqual(value, this.brushDirection)) { EditorPrefs.SetFloat("MTE_GrassPainter.brushDirection", this.brushDirection); this.brushDirection = value; } } } private bool useRandomDirection; /// <summary> /// /// </summary> public bool UseRandomDirection { get { return this.useRandomDirection; } set { if (value != useRandomDirection) { useRandomDirection = value; EditorPrefs.SetBool("MTE_GrassPainter.useRandomDirection", value); } } } #endregion public static GrassPainter Instance; private List<GrassDetail> grassDetailList = null; internal void LoadGrassDetailList() { if (detailListBox == null) { detailListBox = new GrassDetailListBox(); } var path = Res.DetailDir + "SavedGrassDetailList.asset"; var relativePath = Utility.GetUnityPath(path); var obj = AssetDatabase.LoadAssetAtPath<GrassDetailList>(relativePath); if (obj != null && obj.grassDetailList != null) { grassDetailList = obj.grassDetailList; detailListBox.SetEditingTarget(grassDetailList); MTEDebug.LogFormat("GrassDetailList loaded from {0}", path); } else { obj = ScriptableObject.CreateInstance<GrassDetailList>(); obj.grassDetailList = new List<GrassDetail>(4); AssetDatabase.CreateAsset(obj, relativePath); EditorUtility.SetDirty(obj); grassDetailList = obj.grassDetailList; detailListBox.SetEditingTarget(grassDetailList); MTEDebug.LogFormat("No GrassDetailList found in {0}, created a new SavedGrassDetailList.asset.", path); } } public GrassPainter() { MTEContext.EnableEvent += (sender, args) => { if (MTEContext.editor == this) { LoadSavedParamter(); LoadGrassDetailList(); CheckIfCanAttachGrassLoader(); ForceReloadGrass(); } }; MTEContext.EditTypeChangedEvent += (sender, args) => { if (MTEContext.editor == this) { LoadSavedParamter(); LoadGrassDetailList(); CheckIfCanAttachGrassLoader(); ForceReloadGrass(); } }; MTEContext.SelectionChangedEvent += (sender, args) => { if (MTEContext.editor == this) { CheckIfCanAttachGrassLoader(); } }; MTEContext.MeshColliderUpdatedEvent += (sender, args) => { UpdateAllGrasses(); }; // Load default parameters brushSize = DefaultBrushSize; brushOpacity = DefaultBrushOpacity; brushDirection = DefaultBrushDirection; useRandomDirection = DefaultUseRandomDirection; this.reduction = DefaultReduction; GrassPainter.Instance = this; } private void ForceReloadGrass() { // force reload the grass loader var foundGrassLoader = MTEContext.TheGrassLoader; if (foundGrassLoader != null) { GrassEditorUtil.ReloadGrassesFromFile(foundGrassLoader); } } public HashSet<Hotkey> DefineHotkeys() { return new HashSet<Hotkey> { new Hotkey(this, KeyCode.LeftBracket, () => { BrushSize -= 1; MTEEditorWindow.Instance.Repaint(); }), new Hotkey(this, KeyCode.RightBracket, () => { BrushSize += 1; MTEEditorWindow.Instance.Repaint(); }), new Hotkey(this, KeyCode.Minus, () => { BrushOpacity -= 0.01f; MTEEditorWindow.Instance.Repaint(); }), new Hotkey(this, KeyCode.Equals, () => { BrushOpacity += 0.01f; MTEEditorWindow.Instance.Repaint(); }) }; } private void LoadSavedParamter() { // Load parameters from the EditorPrefs brushSize = EditorPrefs.GetFloat("MTE_GrassPainter.brushSize", DefaultBrushSize); brushOpacity = EditorPrefs.GetFloat("MTE_GrassPainter.brushOpacity", DefaultBrushOpacity); brushDirection = EditorPrefs.GetFloat("MTE_GrassPainter.brushDirection", DefaultBrushDirection); useRandomDirection = EditorPrefs.GetBool("MTE_GrassPainter.useRandomDirection", DefaultUseRandomDirection); reduction = EditorPrefs.GetInt("MTE_GrassPainter.reduction", DefaultReduction); } public string Header { get { return StringTable.Get(C.PaintGrass_Header); } } public string Description { get { return StringTable.Get(C.PaintGrass_Description); } } public void DoArgsGUI() { if (!MTEContext.TheGrassLoader) { EditorGUILayout.HelpBox(StringTable.Get(C.Warning_NoGrassLoader), MessageType.Warning); EditorGUILayout.BeginHorizontal(); { if (GUILayout.Button(StringTable.Get(C.CreateGrassLoader), GUILayout.Width(100), GUILayout.Height(40))) { CreateGrassContainer(); } GUILayout.Space(20); EditorGUILayout.LabelField( StringTable.Get(C.Info_ToolDescription_CreateGrassLoader), MTEStyles.labelFieldWordwrap); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); { GUI.enabled = CanAttachGrassLoader; if (GUILayout.Button(StringTable.Get(C.AttachGrassLoader), GUILayout.Width(100), GUILayout.Height(40))) { AttachGrassLoader(); } GUILayout.Space(20); EditorGUILayout.LabelField(StringTable.Get(C.Info_ToolDescription_AttachGrassLoader), MTEStyles.labelFieldWordwrap); GUI.enabled = true; if (!CanAttachGrassLoader) { EditorGUILayout.BeginHorizontal(); { var content = EditorGUIUtility.IconContent("console.warnicon"); content.tooltip = CannotAttachGrassReason; GUILayout.Label(content, "button"); } EditorGUILayout.EndHorizontal(); } } EditorGUILayout.EndHorizontal(); return; } // Grasses if (!Settings.CompactGUI) { GUILayout.Label(StringTable.Get(C.Grasses), MTEStyles.SubHeader); } // grass detail list SelectedGrassIndex = detailListBox.DoGUI(SelectedGrassIndex); //Settings if (!Settings.CompactGUI) { EditorGUILayout.Space(); GUILayout.Label(StringTable.Get(C.Settings), MTEStyles.SubHeader); } BrushSize = EditorGUILayoutEx.Slider(StringTable.Get(C.Size), "-", "+", BrushSize, MinBrushSize, MaxBrushSize); BrushOpacity = EditorGUILayoutEx.Slider(StringTable.Get(C.Density), "[", "]", BrushOpacity, MinBrushOpacity, MaxBrushOpacity); Reduction = EditorGUILayoutEx.IntSlider(StringTable.Get(C.Reduction), Reduction, MinReduction, MaxReduction); EditorGUILayout.BeginHorizontal(); { var label = new GUIContent(StringTable.Get(C.Direction)); var size = GUIStyle.none.CalcSize(label); EditorGUILayout.LabelField(label, GUILayout.Width(size.x + 10), GUILayout.MinWidth(60)); EditorGUILayout.BeginVertical(); UseRandomDirection = GUILayout.Toggle(UseRandomDirection, StringTable.Get(C.Random)); if (!UseRandomDirection) { EditorGUILayout.LabelField(string.Format("{0}°", Mathf.Rad2Deg * BrushDirection)); EditorGUILayout.HelpBox(StringTable.Get(C.Info_HowToRotate), MessageType.Info); } EditorGUILayout.EndVertical(); } EditorGUILayout.EndHorizontal(); // Tools if (!Settings.CompactGUI) { EditorGUILayout.Space(); GUILayout.Label(StringTable.Get(C.Tools), MTEStyles.SubHeader); } EditorGUILayout.BeginVertical(); { EditorGUILayout.BeginHorizontal(); { if (GUILayout.Button(StringTable.Get(C.BakePointCloudToMesh), GUILayout.Width(100), GUILayout.Height(40))) { BakePointCloudToMesh(); } GUILayout.Space(20); EditorGUILayout.LabelField( StringTable.Get(C.Info_ToolDescription_BakePointCloudToMesh), MTEStyles.labelFieldWordwrap); } EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndVertical(); GUILayout.FlexibleSpace(); EditorGUILayout.HelpBox(StringTable.Get(C.Info_WillBeSavedInstantly), MessageType.Info, true); } private HashSet<MeshRenderer> highlightedRenderers = new HashSet<MeshRenderer>(); List<GrassItem> editingItems = new List<GrassItem>(); public void OnSceneGUI() { var e = Event.current; if (e.commandName == "UndoRedoPerformed") { SceneView.RepaintAll(); return; } if (!(EditorWindow.mouseOverWindow is SceneView)) { MTEDebug.Log("Mouse not in SceneView."); ClearHighlight(); return; } if(!UseRandomDirection && e.control) { RaycastHit hit; Ray ray1 = HandleUtility.GUIPointToWorldRay(e.mousePosition); if (Physics.Raycast(ray1, out hit, Mathf.Infinity, 1 << MTEContext.TargetLayer//only hit target layer )) { //check tag if (!hit.transform.CompareTag(MTEContext.TargetTag)) { return; } Handles.ArrowHandleCap(0, hit.point, Quaternion.Euler(0, BrushDirection * Mathf.Rad2Deg, 0), 10 * Settings.PointSize, EventType.Repaint); } } // do nothing when mouse middle/right button, control/alt key is pressed if (e.button != 0 || e.alt) return; // no grass if (grassDetailList == null || grassDetailList.Count == 0) { MTEDebug.Log("Return: No grass detail."); return; } // grass loader not specified if (MTEContext.TheGrassLoader == null) { MTEDebug.Log("Return: No grass loader."); return; } HandleUtility.AddDefaultControl(0); RaycastHit raycastHit; Ray ray = HandleUtility.GUIPointToWorldRay(e.mousePosition); if (Physics.Raycast(ray, out raycastHit, Mathf.Infinity, 1 << MTEContext.TargetLayer//only hit target layer )) { //check tag if (!raycastHit.transform.CompareTag(MTEContext.TargetTag)) { return; } if (Settings.ShowBrushRect) { Utility.ShowBrushRect(raycastHit.point, BrushSizeInU3D); } var hitPoint = raycastHit.point; Handles.color = Color.green; Handles.DrawWireDisc(hitPoint, raycastHit.normal, BrushSizeInU3D); if (!UseRandomDirection) { ClearHighlight(); if (e.control) { GrassMap.GetGrassItemsInCircle(hitPoint, BrushSizeInU3D, editingItems); foreach (var grassItem in editingItems) { var renderer = grassItem.gameObject.GetComponent<MeshRenderer>(); Utility.SetHighlight(renderer, true); highlightedRenderers.Add(renderer); } } } // not using random direction // hold control key and scroll wheel to change // 1. grasses' rotationY // 2. brush direction if (!UseRandomDirection && e.control && !e.isKey && e.type == EventType.ScrollWheel) { float oldDirection = BrushDirection; float direction = oldDirection; ChangeDirection(e.delta.y, ref direction); if (Mathf.Abs(direction - oldDirection) > Mathf.Epsilon) { UpdateGrasses(editingItems, Mathf.Rad2Deg * direction); MTEEditorWindow.Instance.Repaint(); BrushDirection = direction; } e.Use(); } else if (e.type == EventType.MouseDown || e.type == EventType.MouseDrag) { if (e.type == EventType.MouseDown) { grassPaintTransation = new Undo.UndoTransaction( e.shift ? "Grass Painter: Delete Grass Instances" : "Grass Painter: Create Grass Instances" ); Undo.UndoRedoManager.Instance().StartTransaction(grassPaintTransation); } if (!e.shift) {//adding grasses MTEDebug.Log("1: generate grass positions"); var grassDetail = grassDetailList[this.SelectedGrassIndex]; grassPositions.Clear(); if (grassDetail.MaxWidth > this.BrushSizeInU3D) {//TODO single mode: click and create a single grass; dragging is not allowed. grassPositions.Add(new Vector2(hitPoint.x, hitPoint.z)); } else { var positionNumber = Mathf.CeilToInt( Mathf.PI * this.BrushSizeInU3D * this.BrushSizeInU3D / this.BrushOpacity); positionNumber = Mathf.Min(MaxPositionNumber, positionNumber); MathEx.UniformPointsInCircle( new Vector2(hitPoint.x, hitPoint.z), this.BrushSizeInU3D, positionNumber, ref grassPositions); } MTEDebug.Log("2: added grass positions number = " + grassPositions.Count); CreateGrassInstances(); } else {//removing grasses removeList.Clear(); GrassMap.GetGrassItemsInCircle(hitPoint, BrushSizeInU3D, removeList); int removeCount = Mathf.CeilToInt(this.reduction / 100.0f * this.removeList.Count); if (removeCount != 0) { var grassItemsRemoved = this.removeList.TakeRandom(removeCount); RemoveGrassInstances(grassItemsRemoved); } } } // auto save when mouse up if (e.type == EventType.MouseUp && e.button == 0) { SaveGrass(); MTEDebug.Log("5: saved grass asset file"); if (grassPaintTransation != null) { Undo.UndoRedoManager.Instance().EndTransaction(grassPaintTransation); Utility.RefreshHistoryViewer(); grassPaintTransation = null; } } } SceneView.RepaintAll(); } Undo.UndoTransaction grassPaintTransation; private void CreateGrassInstances() { List<GrassItem> createdInstances = new List<GrassItem>(grassPositions.Count); var grassDetail = SelectedGrassDetail; int createdGrassObjectNumber = 0; for (int j = 0; j < grassPositions.Count; j++) { var width = Random.Range(grassDetail.MinWidth, grassDetail.MaxWidth); var height = Random.Range(grassDetail.MinHeight, grassDetail.MaxHeight); var rotationY = UseRandomDirection ? Random.Range(0f, 180f) : Mathf.Rad2Deg * this.BrushDirection; var grassPosition = grassPositions[j]; RaycastHit hit; if (Physics.Raycast( new Ray(new Vector3(grassPosition.x, 10000, grassPosition.y), new Vector3(0, -1f, 0)), out hit, Mathf.Infinity, 1 << MTEContext.TargetLayer //only hit target layer )) { //only consider target tag if (!hit.transform.CompareTag(MTEContext.TargetTag)) { return; } GrassItem grassItem = null; if (grassDetail.GrassType == GrassType.OneQuad) { grassItem = CreateGrassQuad( grassDetail.Material, hit.point, rotationY, width, height); } else if(grassDetail.GrassType == GrassType.ThreeQuad) { grassItem = CreateGrassStar( grassDetail.Material, hit.point, rotationY, width, height); } else { throw new System.ArgumentOutOfRangeException( $"Unknown grass type {grassDetail.GrassType}"); } createdGrassObjectNumber++; createdInstances.Add(grassItem); } } MTEDebug.Log("4: created grass object number = " + createdGrassObjectNumber); if (createdInstances.Count > 0) { Undo.UndoRedoManager.Instance().Push(a => { UndoCreate(a); }, createdInstances); } } private void RemoveGrassInstances(IEnumerable<GrassItem> grassItemsRemoved) { List<GrassItem> removedItems = new List<GrassItem>(); foreach (var grassItem in grassItemsRemoved) { if (grassItem.Star != null) { MTEContext.TheGrassLoader.grassInstanceList.grasses.Remove(grassItem.Star); } else if (grassItem.Quad != null) { MTEContext.TheGrassLoader.grassInstanceList.quads.Remove(grassItem.Quad); } Object.DestroyImmediate(grassItem.gameObject); grassItem.gameObject = null; GrassMap.Remove(grassItem); removedItems.Add(grassItem); } Undo.UndoRedoManager.Instance().Push(a => { RedoCreate(removedItems); }, removedItems); } private GrassItem CreateGrassQuad( Material material, Vector3 position, float rotationY, float width, float height) { GameObject grassObject; MeshRenderer grassMeshRenderer; //not used Mesh grassMesh; //not used var rotation = Quaternion.Euler(0, rotationY, 0); GrassUtil.GenerateGrassQuadObject(position, rotation, width, height, material, out grassObject, out grassMeshRenderer, out grassMesh); MTEDebug.Log("3: created quad grass object " + grassObject.GetInstanceID()); grassObject.transform.SetParent(MTEContext.TheGrassLoader.transform, true); GrassQuad quad = new GrassQuad(); quad.Init(material, position, rotationY, width, height); MTEContext.TheGrassLoader.grassInstanceList.quads.Add(quad); var grassItem = new GrassItem(quad, grassObject); GrassMap.Insert(grassItem); return grassItem; } private GrassItem CreateGrassStar( Material material, Vector3 position, float rotationY, float width, float height) { GameObject grassObject; MeshRenderer grassMeshRenderer; //not used Mesh grassMesh; //not used var rotation = Quaternion.Euler(0, rotationY, 0); GrassUtil.GenerateGrassStarObject(position, rotation, width, height, material, out grassObject, out grassMeshRenderer, out grassMesh); MTEDebug.Log("3: created star grass object " + grassObject.GetInstanceID()); grassObject.transform.SetParent(MTEContext.TheGrassLoader.transform, true); GrassStar grassInstance = new GrassStar(); grassInstance.Init(material, position, rotationY, width, height); MTEContext.TheGrassLoader.grassInstanceList.grasses.Add(grassInstance); var grassItem = new GrassItem(grassInstance, grassObject); GrassMap.Insert(grassItem); return grassItem; } private void UndoCreate(List<GrassItem> createdInstances) { List<GrassItem> removedItems = new List<GrassItem>(createdInstances.Count); //remove created grass instances foreach (var grassItem in createdInstances) { if (grassItem == null) { continue; } if (grassItem.gameObject) { Object.DestroyImmediate(grassItem.gameObject); grassItem.gameObject = null; } GrassMap.Remove(grassItem); if (grassItem.Star == null && grassItem.Quad == null) { continue; } if (grassItem.Star != null) { MTEContext.TheGrassLoader.grassInstanceList.grasses.Remove(grassItem.Star); } else { MTEContext.TheGrassLoader.grassInstanceList.quads.Remove(grassItem.Quad); } removedItems.Add(grassItem); } Undo.UndoRedoManager.Instance().Push(a => { RedoCreate(removedItems); }, createdInstances); } private void RedoCreate(List<GrassItem> removedObjects) { List<GrassItem> createdItems = new List<GrassItem>(removeList.Count); foreach (var undoData in removedObjects) { if (undoData.Quad == null && undoData.Star == null) {//ignore invalid grass item continue; } GrassItem grassItem = null; if (undoData.Quad != null) { var quad = undoData.Quad; grassItem = CreateGrassQuad( quad.Material, quad.Position, quad.RotationY, quad.Width, quad.Height); } else if(undoData.Star != null) { var star = undoData.Star; grassItem = CreateGrassStar( star.Material, star.Position, star.RotationY, star.Width, star.Height); } else { MTEDebug.LogWarning("Ignored a null grass item when undo/redo."); continue; } createdItems.Add(grassItem); } Undo.UndoRedoManager.Instance().Push(a => { UndoCreate(a); }, createdItems); } private void ClearHighlight() { foreach (var renderer in highlightedRenderers) { if (renderer) { Utility.SetHighlight(renderer, false); } } highlightedRenderers.Clear(); } private void ChangeDirection(float delta, ref float direction) { if(delta > 0) { direction -= Mathf.PI / 12; } else if(delta < 0) { direction += Mathf.PI / 12; } if(direction < 0) { direction += 2*Mathf.PI; } if (direction > 2*Mathf.PI) { direction -= 2*Mathf.PI; } } private void SaveGrass() { EditorUtility.SetDirty(MTEContext.TheGrassLoader.grassInstanceList); } /// <summary> /// Update height of grass items /// </summary> private static void UpdateGrasses(IEnumerable<GrassItem> items) { bool updated = false; foreach (var item in items) { var pos2D = new Vector2(item.Position2D.x, item.Position2D.y); var rayOrigin = new Vector3(pos2D.x, 99999f, pos2D.y); var ray = new Ray(rayOrigin, Vector3.down); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, 1 << MTEContext.TargetLayer//only hit target layer )) { if (!hit.transform.CompareTag(MTEContext.TargetTag)) { return; } item.Height = hit.point.y; updated = true; } } if (updated) { GrassPainter.Instance.SaveGrass(); } } /// <summary> /// Update rotation (Y) of grass items /// </summary> private static void UpdateGrasses(IEnumerable<GrassItem> items, float rotationY) { foreach (var item in items) { var pos2D = new Vector2(item.Position2D.x, item.Position2D.y); var rayOrigin = new Vector3(pos2D.x, 99999f, pos2D.y); var ray = new Ray(rayOrigin, Vector3.down); if (Physics.Raycast(ray, Mathf.Infinity, ~MTEContext.TargetLayer)) { item.RotationY = rotationY; } } GrassPainter.Instance.SaveGrass(); } /// <summary> /// Update height of grass items inside a circular region /// </summary> /// <param name="center">center of the circular region</param> /// <param name="radius">radius of the circular region</param> public void UpdateGrass(Vector3 center, float radius) { var items = new List<GrassItem>(); GrassMap.GetGrassItemsInCircle(center, radius, items); UpdateGrasses(items); } /// <summary> /// Update height of all grass items /// </summary> public void UpdateAllGrasses() { var items = GrassMap.GetAllGrassItems(); UpdateGrasses(items); } private void BakePointCloudToMesh() { bool confirmed = EditorUtility.DisplayDialog( StringTable.Get(C.Warning), StringTable.Get(C.Warning_Confirm_UnrecoverableOperation), StringTable.Get(C.Yes), StringTable.Get(C.No)); if (!confirmed) { return; } if (!MTEContext.TheGrassLoader) { EditorUtility.DisplayDialog( StringTable.Get(C.Warning), StringTable.Get(C.Warning_NoGrassLoader_CannotBakePointCloudToMesh), StringTable.Get(C.OK)); return; } MTEContext.TheGrassLoader.RemoveOldGrasses(); MTEContext.TheGrassLoader.GenerateGrasses(new GrassGenerationSettings { UseStaticBatch = false, HideGrassObjectInEditor = false }); bool removeGrassLoader = EditorUtility.DisplayDialog( StringTable.Get(C.Info), StringTable.Get(C.Info_RemoveGrassLoader), StringTable.Get(C.Yes), StringTable.Get(C.No)); if (removeGrassLoader) { UnityEngine.Object.DestroyImmediate(MTEContext.TheGrassLoader); } EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); } } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassPainter.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassPainter.cs", "repo_id": "jynew", "token_count": 19196 }
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace MTE { internal class ObjectDetailListBox : DetailListBox<ObjectDetail> { public override void NoDetailGUI() { EditorGUILayout.LabelField(StringTable.Get(C.Warning_NoPrefabAdded)); if (GUILayout.Button(StringTable.Get(C.LoadFromFile))) { string path; if(Utility.OpenFileDialog(StringTable.Get(C.Open), s_assetFileFilter, out path)) { LoadDetailListFromAFile(path); } } } public override void DrawButtonBackground(int detailIndex, Rect buttonRect) { var detail = this.detailList[detailIndex] as ObjectDetail; if (detail == null) { Debug.LogWarning($"Ignored invalid Object detail at {detailIndex}"); return; } var rect = buttonRect; rect.min += new Vector2(5, 5); rect.max -= new Vector2(5, 5); //draw preview texture var previewTexture = AssetPreview.GetAssetPreview(detail.Object); if (previewTexture) { GUI.DrawTexture(rect, previewTexture); } var textRect = buttonRect; var rectMin = textRect.min; rectMin.y = rect.max.y - EditorStyles.miniBoldLabel.lineHeight; textRect.min = rectMin; GUI.Label(textRect, detail.Object.name, EditorStyles.miniBoldLabel); } protected override void SaveDetailList() { var path = Res.DetailDir + "SavedObjectDetailList.asset"; var relativePath = Utility.GetUnityPath(path); ObjectDetailList obj = ScriptableObject.CreateInstance<ObjectDetailList>(); obj.list = this.detailList as List<ObjectDetail>; AssetDatabase.CreateAsset(obj, relativePath); MTEDebug.LogFormat("ObjectDetailList saved to {0}", path); } protected override C DetailType { get; } = C.Object; protected override void AddCallback() { ObjectDetailEditorWindow window = ScriptableObject.CreateInstance<ObjectDetailEditorWindow>(); window.titleContent = new GUIContent($"{StringTable.Get(C.Add)} {StringTable.Get(DetailType)}"); window.detailList = this.detailList as List<ObjectDetail>; window.IsAdding = true; window.OnSave = this.SaveDetailList; window.ShowUtility(); } protected override void EditCallback() { ObjectDetailEditorWindow window = ScriptableObject.CreateInstance<ObjectDetailEditorWindow>(); window.titleContent = new GUIContent($"{StringTable.Get(C.Edit)} {StringTable.Get(DetailType)}"); window.detailList = this.detailList as List<ObjectDetail>; window.editingIndex = selectedIndex; window.IsAdding = false; window.OnSave = this.SaveDetailList; window.ShowUtility(); } public void LoadDetailListFromAFile(string path) { MTEDebug.LogFormat("Loading Object detail list from <{0}>", path); var relativePath = Utility.GetUnityPath(path); var obj = AssetDatabase.LoadAssetAtPath<ObjectDetailList>(relativePath); if (obj != null) { this.detailList = obj.list; MTEDebug.LogFormat("Detail list loaded from {0}", path); if (this.detailList.Count == 0) { MTEDebug.Log("No detail found in the detail list."); } } else { MTEDebug.LogFormat("No detail list found in {0}.", path); } } private static readonly string[] s_assetFileFilter = {"detail list", "asset"}; } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/ObjectPainter/ObjectDetailListBox.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/ObjectPainter/ObjectDetailListBox.cs", "repo_id": "jynew", "token_count": 1873 }
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using System; using System.Collections.Generic; using System.IO; using MTE.Undo; using UnityEditor; using UnityEngine; namespace MTE { /// <summary> /// Splat texture painter /// </summary> /// <remarks> /// naming convention: /// control textures, "_Control" and "_ControlExtra" /// splat textures, "_Splat0/1/2/3/4/5/6/7" /// Only the last few splat textures can be null. /// Painting textures will normalize all control textures' color rects. /// </remarks> internal class SplatPainter : IEditor { private static readonly GUIContent[] EditorFilterModeContents = { new GUIContent(StringTable.Get(C.SplatPainter_Mode_Filtered), StringTable.Get(C.SplatPainter_Mode_FilteredDescription)), new GUIContent(StringTable.Get(C.SplatPainter_Mode_Selected), StringTable.Get(C.SplatPainter_Mode_SelectedDescription)), }; public int Id { get; } = 4; public bool Enabled { get; set; } = true; public string Name { get; } = "SplatPainter"; public Texture Icon { get; } = EditorGUIUtility.IconContent("TerrainInspector.TerrainToolSplat").image; public bool WantMouseMove { get; } = true; public bool WillEditMesh { get; } = false; #region Parameters #region Constant // default const EditorFilterMode DefaultPainterMode = EditorFilterMode.FilteredGameObjects; const float DefaultBrushSize = 1; const float DefaultBrushFlow = 0.5f; const float DefaultBrushAlpha = 0.5f; // min/max const float MinBrushSize = 0.1f; const float MaxBrushSize = 10f; const float MinBrushFlow = 0.01f; const float MaxBrushFlow = 1f; const float MinBrushAlpha = 0.5f; const float MaxBrushAlpha = 0.5f; const int MaxHotkeyNumberForTexture = 8; #endregion public int brushIndex; public float brushSize; public float brushFlow; private int selectedTextureIndex; private EditorFilterMode painterMode; private EditorFilterMode PainterMode { get { return this.painterMode; } set { if (value != this.painterMode) { EditorPrefs.SetInt("MTE_SplatPainter.painterMode", (int)value); this.painterMode = value; } } } /// <summary> /// Index of selected texture in the texture list; not the layer index. /// </summary> public int SelectedTextureIndex { get { return this.selectedTextureIndex; } set { var textureListCount = TextureList.Count; if (value < textureListCount) { this.selectedTextureIndex = value; } } } /// <summary> /// Index of selected brush /// </summary> public int BrushIndex { get { return brushIndex; } set { if (brushIndex != value) { preview.SetPreviewMaskTexture(value); brushIndex = value; } } } /// <summary> /// Brush size (unit: 1 BrushUnit) /// </summary> public float BrushSize { get { return brushSize; } set { value = Mathf.Clamp(value, MinBrushSize, MaxBrushSize); if (!MathEx.AmostEqual(brushSize, value)) { brushSize = value; EditorPrefs.SetFloat("MTE_SplatPainter.brushSize", value); if (PainterMode == EditorFilterMode.FilteredGameObjects) { preview.SetPreviewSize(BrushSizeInU3D/2); } else { //preview size for SelectedGameObject mode are set in OnSceneGUI } } } } //real brush size private float BrushSizeInU3D { get { return BrushSize * Settings.BrushUnit; } } /// <summary> /// Brush flow /// </summary> public float BrushFlow { get { return brushFlow; } set { value = Mathf.Clamp(value, MinBrushFlow, MaxBrushFlow); if (Mathf.Abs(brushFlow - value) > 0.0001f) { brushFlow = value; EditorPrefs.SetFloat("MTE_SplatPainter.brushFlow", value); } } } #endregion public SplatPainter() { MTEContext.EnableEvent += (sender, args) => { if (MTEContext.editor == this) { LoadSavedParamter(); LoadTextureList(); if (PainterMode == EditorFilterMode.SelectedGameObject) { BuildEditingInfoForLegacyMode(Selection.activeGameObject); } if (TextureList.Count != 0) { if (SelectedTextureIndex < 0) { SelectedTextureIndex = 0; } LoadPreview(); } } }; MTEContext.EditTypeChangedEvent += (sender, args) => { if (MTEContext.editor == this) { LoadSavedParamter(); LoadTextureList(); if (PainterMode == EditorFilterMode.SelectedGameObject) { BuildEditingInfoForLegacyMode(Selection.activeGameObject); } if (TextureList.Count != 0) { if (SelectedTextureIndex < 0 || SelectedTextureIndex > TextureList.Count - 1) { SelectedTextureIndex = 0; } LoadPreview(); } } else { if (preview != null) { preview.UnLoadPreview(); } } }; MTEContext.SelectionChangedEvent += (sender, args) => { if (MTEContext.editor == this) { if (args.SelectedGameObject) { if (PainterMode == EditorFilterMode.SelectedGameObject) { BuildEditingInfoForLegacyMode(args.SelectedGameObject); } } } }; MTEContext.TextureChangedEvent += (sender, args) => { if (MTEContext.editor == this) { LoadTextureList(); if (PainterMode == EditorFilterMode.SelectedGameObject) { BuildEditingInfoForLegacyMode(Selection.activeGameObject); } } }; MTEContext.DisableEvent += (sender, args) => { if (preview != null) { preview.UnLoadPreview(); } }; MTEContext.EditTargetsLoadedEvent += (sender, args) => { if (MTEContext.editor == this) { LoadTextureList(); } }; // Load default parameters painterMode = DefaultPainterMode; brushSize = DefaultBrushSize; brushFlow = DefaultBrushFlow; } private void LoadPreview() { var texture = TextureList[SelectedTextureIndex]; preview.LoadPreview(texture, BrushSizeInU3D, BrushIndex); } private void LoadSavedParamter() { // Load parameters from the EditorPrefs painterMode = (EditorFilterMode)EditorPrefs.GetInt( "MTE_SplatPainter.painterMode", (int)DefaultPainterMode); brushSize = EditorPrefs.GetFloat("MTE_SplatPainter.brushSize", DefaultBrushSize); brushFlow = EditorPrefs.GetFloat("MTE_SplatPainter.brushFlow", DefaultBrushFlow); } private GameObject targetGameObject { get; set; } private Mesh targetMesh { get; set; } private Material targetMaterial { get; set; } private Texture2D[] controlTextures { get; } = new Texture2D[2] {null, null}; private void BuildEditingInfoForLegacyMode(GameObject gameObject) { //reset this.TextureList.Clear(); this.controlTextures[0] = null; this.controlTextures[1] = null; this.targetGameObject = null; this.targetMaterial = null; this.targetMesh = null; //check gameObject if (!gameObject) { return; } if (PainterMode != EditorFilterMode.SelectedGameObject) { return; } var meshFilter = gameObject.GetComponent<MeshFilter>(); if (!meshFilter) { return; } var meshRenderer = gameObject.GetComponent<MeshRenderer>(); if (!meshRenderer) { return; } var material = meshRenderer.sharedMaterial; if (!meshRenderer) { return; } if (MTEShaders.IsMTETextureArrayShader(material.shader)) { return; } //collect targets info this.targetGameObject = gameObject; this.targetMaterial = material; this.targetMesh = meshFilter.sharedMesh; // splat textures LoadTextureList(); LoadControlTextures(); if (controlTextures[0] == null) { return; } // Preview if (TextureList.Count != 0) { if (SelectedTextureIndex < 0 || SelectedTextureIndex > TextureList.Count - 1) { SelectedTextureIndex = 0; } LoadPreview(); } } public string Header { get { return StringTable.Get(C.SplatPainter_Header); } } public string Description { get { return StringTable.Get(C.SplatPainter_Description); } } private static class Styles { public static string NoGameObjectSelectedHintText; private static bool unloaded= true; public static void Init() { if (!unloaded) return; NoGameObjectSelectedHintText = StringTable.Get(C.Info_PleaseSelectAGameObjectWithVaildMesh); unloaded = false; } } public void DoArgsGUI() { Styles.Init(); EditorGUI.BeginChangeCheck(); this.PainterMode = (EditorFilterMode)GUILayout.Toolbar( (int)this.PainterMode, EditorFilterModeContents); if (EditorGUI.EndChangeCheck() && PainterMode == EditorFilterMode.SelectedGameObject) { BuildEditingInfoForLegacyMode(Selection.activeGameObject); } if (PainterMode == EditorFilterMode.SelectedGameObject && Selection.activeGameObject == null) { EditorGUILayout.HelpBox(Styles.NoGameObjectSelectedHintText, MessageType.Warning); return; } BrushIndex = Utility.ShowBrushes(BrushIndex); // Splat-textures if (!Settings.CompactGUI) { GUILayout.Label(StringTable.Get(C.Textures), MTEStyles.SubHeader); } EditorGUILayout.BeginVertical("box"); { var textureListCount = TextureList.Count; if (textureListCount == 0) { if (PainterMode == EditorFilterMode.FilteredGameObjects) { EditorGUILayout.LabelField( StringTable.Get(C.Info_SplatPainter_NoSplatTextureFound), GUILayout.Height(64)); } else { EditorGUILayout.LabelField( StringTable.Get(C.Info_SplatPainter_NoSplatTextureFoundOnSelectedObject), GUILayout.Height(64)); } } else { for (int i = 0; i < textureListCount; i += 4) { EditorGUILayout.BeginHorizontal(); { var oldBgColor = GUI.backgroundColor; for (int j = 0; j < 4; j++) { if (i + j >= textureListCount) break; EditorGUILayout.BeginVertical(); var texture = TextureList[i + j]; bool toggleOn = SelectedTextureIndex == i + j; if (toggleOn) { GUI.backgroundColor = new Color(62 / 255.0f, 125 / 255.0f, 231 / 255.0f); } GUIContent toggleContent; if (i + j + 1 <= MaxHotkeyNumberForTexture) { toggleContent = new GUIContent(texture, StringTable.Get(C.Hotkey) + ':' + StringTable.Get(C.NumPad) + (i + j + 1)); } else { toggleContent = new GUIContent(texture); } var new_toggleOn = GUILayout.Toggle(toggleOn, toggleContent, GUI.skin.button, GUILayout.Width(64), GUILayout.Height(64)); GUI.backgroundColor = oldBgColor; if (new_toggleOn && !toggleOn) { SelectedTextureIndex = i + j; // reload the preview if (PainterMode == EditorFilterMode.SelectedGameObject) { preview.LoadPreviewFromObject(texture, BrushSizeInU3D, BrushIndex, targetGameObject); } else { preview.LoadPreview(texture, BrushSizeInU3D, BrushIndex); } } EditorGUILayout.EndVertical(); } } EditorGUILayout.EndHorizontal(); } } } EditorGUILayout.EndVertical(); //Settings if (!Settings.CompactGUI) { EditorGUILayout.Space(); GUILayout.Label(StringTable.Get(C.Settings), MTEStyles.SubHeader); } BrushSize = EditorGUILayoutEx.Slider(StringTable.Get(C.Size), "-", "+", BrushSize, MinBrushSize, MaxBrushSize); BrushFlow = EditorGUILayoutEx.SliderLog10(StringTable.Get(C.Flow), "[", "]", BrushFlow, MinBrushFlow, MaxBrushFlow); GUILayout.FlexibleSpace(); EditorGUILayout.HelpBox(StringTable.Get(C.Info_WillBeSavedInstantly), MessageType.Info, true); } public HashSet<Hotkey> DefineHotkeys() { var hashSet = new HashSet<Hotkey> { new Hotkey(this, KeyCode.Minus, () => { BrushFlow -= 0.01f; MTEEditorWindow.Instance.Repaint(); }), new Hotkey(this, KeyCode.Equals, () => { BrushFlow += 0.01f; MTEEditorWindow.Instance.Repaint(); }), new Hotkey(this, KeyCode.LeftBracket, () => { BrushSize -= 1; MTEEditorWindow.Instance.Repaint(); }), new Hotkey(this, KeyCode.RightBracket, () => { BrushSize += 1; MTEEditorWindow.Instance.Repaint(); }), }; for (int i = 0; i < MaxHotkeyNumberForTexture; i++) { int index = i; var hotkey = new Hotkey(this, KeyCode.Keypad0+index+1, () => { SelectedTextureIndex = index; // reload the preview if (PainterMode == EditorFilterMode.SelectedGameObject) { preview.LoadPreviewFromObject(TextureList[SelectedTextureIndex], BrushSizeInU3D, BrushIndex, targetGameObject); } else { preview.LoadPreview(TextureList[SelectedTextureIndex], BrushSizeInU3D, BrushIndex); } MTEEditorWindow.Instance.Repaint(); }); hashSet.Add(hotkey); } return hashSet; } // buffers of editing helpers private readonly List<TextureModifyGroup> modifyGroups = new List<TextureModifyGroup>(4); private float[] BrushStrength = new float[1024 * 1024];//buffer for brush blending to forbid re-allocate big array every frame when painting. private readonly List<Color[]> modifyingSections = new List<Color[]>(2); private UndoTransaction currentUndoTransaction; public void OnSceneGUI() { var e = Event.current; if (preview == null || !preview.IsReady || TextureList.Count == 0) { return; } if (e.commandName == "UndoRedoPerformed") { SceneView.RepaintAll(); return; } if (!(EditorWindow.mouseOverWindow is SceneView)) { return; } // do nothing when mouse middle/right button, control/alt key is pressed if (e.button != 0 || e.control || e.alt) return; HandleUtility.AddDefaultControl(0); var ray = HandleUtility.GUIPointToWorldRay(e.mousePosition); RaycastHit raycastHit; if (PainterMode == EditorFilterMode.SelectedGameObject) { if (!targetGameObject || !targetMaterial || !targetMesh) { return; } if (!Physics.Raycast(ray, out raycastHit, Mathf.Infinity, ~targetGameObject.layer)) { return; } var currentBrushSize = BrushSizeInU3D/2; if (Settings.ShowBrushRect) { Utility.ShowBrushRect(raycastHit.point, currentBrushSize); } var controlIndex = SelectedTextureIndex / 4; var controlTexture = controlTextures[controlIndex]; var controlWidth = controlTexture.width; var controlHeight = controlTexture.height; var meshSize = targetGameObject.GetComponent<MeshRenderer>().bounds.size.x; var brushSizeInTexel = (int) Mathf.Round(BrushSizeInU3D/meshSize*controlWidth); preview.SetNormalizedBrushSize(BrushSizeInU3D/meshSize); preview.SetNormalizedBrushCenter(raycastHit.textureCoord); preview.SetPreviewSize(BrushSizeInU3D/2); preview.MoveTo(raycastHit.point); SceneView.RepaintAll(); if ((e.type == EventType.MouseDrag && e.alt == false && e.shift == false && e.button == 0) || (e.type == EventType.MouseDown && e.shift == false && e.alt == false && e.button == 0)) { // 1. Collect all sections to be modified var sections = new List<Color[]>(); var texelUV = raycastHit.textureCoord; var pX = Mathf.FloorToInt(texelUV.x * controlWidth); var pY = Mathf.FloorToInt(texelUV.y * controlHeight); var x = Mathf.Clamp(pX - brushSizeInTexel / 2, 0, controlWidth - 1); var y = Mathf.Clamp(pY - brushSizeInTexel / 2, 0, controlHeight - 1); var width = Mathf.Clamp((pX + brushSizeInTexel / 2), 0, controlWidth) - x; var height = Mathf.Clamp((pY + brushSizeInTexel / 2), 0, controlHeight) - y; for (var i = 0; i < controlTextures.Length; i++) { var texture = controlTextures[i]; if (texture == null) continue; sections.Add(texture.GetPixels(x, y, width, height, 0)); } // 2. Modify target var replaced = sections[controlIndex]; var maskTexture = (Texture2D) MTEStyles.brushTextures[BrushIndex]; BrushStrength = new float[brushSizeInTexel * brushSizeInTexel]; for (var i = 0; i < brushSizeInTexel; i++) { for (var j = 0; j < brushSizeInTexel; j++) { BrushStrength[j * brushSizeInTexel + i] = maskTexture.GetPixelBilinear(((float) i) / brushSizeInTexel, ((float) j) / brushSizeInTexel).a; } } var controlColor = new Color(); controlColor[SelectedTextureIndex % 4] = 1.0f; for (var i = 0; i < height; i++) { for (var j = 0; j < width; j++) { var index = (i * width) + j; var Stronger = BrushStrength[ Mathf.Clamp((y + i) - (pY - brushSizeInTexel / 2), 0, brushSizeInTexel - 1) * brushSizeInTexel + Mathf.Clamp((x + j) - (pX - brushSizeInTexel / 2), 0, brushSizeInTexel - 1)] * BrushFlow; replaced[index] = Color.Lerp(replaced[index], controlColor, Stronger); } } if (e.type == EventType.MouseDown) { using (new UndoTransaction()) { var material = targetMaterial; if (material.HasProperty("_Control")) { Texture2D texture = (Texture2D) material.GetTexture("_Control"); if (texture != null) { var originalColors = texture.GetPixels(); UndoRedoManager.Instance().Push(a => { texture.ModifyPixels(a); texture.Apply(); Save(texture); }, originalColors, "Paint control texture"); } } if (material.HasProperty("_ControlExtra")) { Texture2D texture = (Texture2D) material.GetTexture("_ControlExtra"); if (texture != null) { var originalColors = texture.GetPixels(); UndoRedoManager.Instance().Push(a => { texture.ModifyPixels(a); texture.Apply(); Save(texture); }, originalColors, "Paint control texture"); } } } } controlTexture.SetPixels(x, y, width, height, replaced); controlTexture.Apply(); // 3. Normalize other control textures NormalizeWeightsLegacy(sections); for (var i = 0; i < controlTextures.Length; i++) { var texture = controlTextures[i]; if (texture == null) { continue; } if (texture == controlTexture) { continue; } texture.SetPixels(x, y, width, height, sections[i]); texture.Apply(); } } else if (e.type == EventType.MouseUp && e.alt == false && e.button == 0) { foreach (var texture in controlTextures) { if (texture) { Save(texture); } } } } else { if(Physics.Raycast(ray, out raycastHit, Mathf.Infinity, 1 << MTEContext.TargetLayer//only hit target layer )) { //check tag if (!raycastHit.transform.CompareTag(MTEContext.TargetTag)) { return; } var currentBrushSize = BrushSizeInU3D; if (Settings.ShowBrushRect) { Utility.ShowBrushRect(raycastHit.point, currentBrushSize/2); } var hitPoint = raycastHit.point; preview.MoveTo(hitPoint); float meshSize = 1.0f; // collect modify group modifyGroups.Clear(); foreach (var target in MTEContext.Targets) { //MTEDebug.Log("Check if we can paint on target."); var meshRenderer = target.GetComponent<MeshRenderer>(); if (meshRenderer == null) continue; var meshFilter = target.GetComponent<MeshFilter>(); if (meshFilter == null) continue; var mesh = meshFilter.sharedMesh; if (mesh == null) continue; Vector2 textureUVMin;//min texture uv that is to be modified Vector2 textureUVMax;//max texture uv that is to be modified Vector2 brushUVMin;//min brush mask uv that will be used Vector2 brushUVMax;//max brush mask uv that will be used { //MTEDebug.Log("Start: Check if they intersect with each other."); // check if the brush rect intersects with the `Mesh.bounds` of this target var hitPointLocal = target.transform.InverseTransformPoint(hitPoint);//convert hit point from world space to target mesh space Bounds brushBounds = new Bounds(center: new Vector3(hitPointLocal.x, 0, hitPointLocal.z), size: new Vector3(currentBrushSize, 99999, currentBrushSize)); Bounds meshBounds = mesh.bounds;//TODO rename this Bounds paintingBounds; var intersected = meshBounds.Intersect(brushBounds, out paintingBounds); if(!intersected) continue; Vector2 paintingBounds2D_min = new Vector2(paintingBounds.min.x, paintingBounds.min.z); Vector2 paintingBounds2D_max = new Vector2(paintingBounds.max.x, paintingBounds.max.z); //calculate which part of control texture should be modified Vector2 meshRendererBounds2D_min = new Vector2(meshBounds.min.x, meshBounds.min.z); Vector2 meshRendererBounds2D_max = new Vector2(meshBounds.max.x, meshBounds.max.z); textureUVMin = MathEx.NormalizeTo01(rangeMin: meshRendererBounds2D_min, rangeMax: meshRendererBounds2D_max, value: paintingBounds2D_min); textureUVMax = MathEx.NormalizeTo01(rangeMin: meshRendererBounds2D_min, rangeMax: meshRendererBounds2D_max, value: paintingBounds2D_max); if (target.transform == raycastHit.transform) { meshSize = meshBounds.size.x; } //calculate which part of brush mask texture should be used Vector2 brushBounds2D_min = new Vector2(brushBounds.min.x, brushBounds.min.z); Vector2 brushBounds2D_max = new Vector2(brushBounds.max.x, brushBounds.max.z); brushUVMin = MathEx.NormalizeTo01(rangeMin: brushBounds2D_min, rangeMax: brushBounds2D_max, value: paintingBounds2D_min); brushUVMax = MathEx.NormalizeTo01(rangeMin: brushBounds2D_min, rangeMax: brushBounds2D_max, value: paintingBounds2D_max); if (Settings.DebugMode) { Handles.color = Color.blue; HandlesEx.DrawRectangle(paintingBounds2D_min, paintingBounds2D_max); Handles.color = new Color(255, 128, 166); HandlesEx.DrawRectangle(meshRendererBounds2D_min, meshRendererBounds2D_max); Handles.color = Color.green; HandlesEx.DrawRectangle(brushBounds2D_min, brushBounds2D_max); } //MTEDebug.Log("End: Check if they intersect with each other."); } if (e.button == 0 && (e.type == EventType.MouseDown || e.type == EventType.MouseDrag)) { //MTEDebug.Log("Start handling mouse down."); // find the splat-texture in the material, get the X (splatIndex) from `_SplatX` var selectedTexture = TextureList[SelectedTextureIndex]; var material = meshRenderer.sharedMaterial; if (material == null) { MTEDebug.LogError("Failed to find material on target GameObject's MeshRenderer. " + "The first material on the MeshRenderer should be editable by MTE."); return; } //MTEDebug.Log("Finding the selected texture in the material."); var splatIndex = material.FindSplatTexture(selectedTexture); if (splatIndex < 0) { continue; } //MTEDebug.Log("get number of splat-textures in the material."); int splatTotal = GetSplatTextureCount(material); //MTEDebug.Log("check control textures."); // check control textures var controlTexture0_ = material.GetTexture("_Control"); Texture2D controlTexture0 = null, controlTexture1 = null; if (controlTexture0_ != null) { controlTexture0 = (Texture2D)controlTexture0_; } else { throw new InvalidOperationException(string.Format("[MTE] \"_Control\" is not assigned or existing in material<{0}>.", material.name)); } if (material.HasProperty("_ControlExtra")) { var controlTexture1_ = material.GetTexture("_ControlExtra"); if (controlTexture1_ == null) { throw new InvalidOperationException(string.Format("[MTE] \"_ControlExtra\" is not assigned or existing in material<{0}>.", material.name)); } controlTexture1 = (Texture2D)controlTexture1_; } // check which control texture is to be modified Texture2D controlTexture = controlTexture0; if (splatIndex >= 4) { controlTexture = controlTexture1; } System.Diagnostics.Debug.Assert(controlTexture != null, "controlTexture != null"); //get modifying texel rect of the control texture int x = (int)Mathf.Clamp(textureUVMin.x * (controlTexture.width - 1), 0, controlTexture.width - 1); int y = (int)Mathf.Clamp(textureUVMin.y * (controlTexture.height - 1), 0, controlTexture.height - 1); int width = Mathf.Clamp(Mathf.FloorToInt(textureUVMax.x * controlTexture.width) - x, 0, controlTexture.width - x); int height = Mathf.Clamp(Mathf.FloorToInt(textureUVMax.y * controlTexture.height) - y, 0, controlTexture.height - y); var texelRect = new Rect(x, y, width, height); modifyGroups.Add(new TextureModifyGroup(target, splatIndex, splatTotal, controlTexture0, controlTexture1, texelRect, brushUVMin, brushUVMax)); //MTEDebug.Log("End handling mouse down."); } } preview.SetNormalizedBrushSize(BrushSizeInU3D/meshSize); preview.SetNormalizedBrushCenter(raycastHit.textureCoord); //record undo operation for targets that to be modified if (e.button == 0 && e.type == EventType.MouseDown) { currentUndoTransaction = new UndoTransaction("Paint Texture"); } if (currentUndoTransaction != null && e.button == 0 && e.type==EventType.MouseDown) { foreach (var modifyGroup in modifyGroups) { var gameObject = modifyGroup.gameObject; var material = gameObject.GetComponent<MeshRenderer>().sharedMaterial; if (material.HasProperty("_Control")) { Texture2D texture = (Texture2D)material.GetTexture("_Control"); if (texture != null) { var originalColors = texture.GetPixels(); UndoRedoManager.Instance().Push(a => { texture.ModifyPixels(a); texture.Apply(); Save(texture); }, originalColors, "Paint control texture"); } } if (material.HasProperty("_ControlExtra")) { Texture2D texture = (Texture2D) material.GetTexture("_ControlExtra"); if (texture != null) { var originalColors = texture.GetPixels(); UndoRedoManager.Instance().Push(a => { texture.ModifyPixels(a); texture.Apply(); Save(texture); }, originalColors, "Paint control texture"); } } } } if (e.button == 0 && e.type == EventType.MouseUp) { Debug.Assert(currentUndoTransaction != null); currentUndoTransaction.Dispose(); } // execute the modification if (modifyGroups.Count != 0) { for (int i = 0; i < modifyGroups.Count; i++) { var modifyGroup = modifyGroups[i]; var gameObject = modifyGroup.gameObject; var material = gameObject.GetComponent<MeshRenderer>().sharedMaterial; Utility.SetTextureReadable(material.GetTexture("_Control")); if (material.HasProperty("_ControlExtra")) { Utility.SetTextureReadable(material.GetTexture("_ControlExtra")); } PaintTexture(modifyGroup.controlTexture0, modifyGroup.controlTexture1, modifyGroup.splatIndex, modifyGroup.splatTotal, modifyGroup.texelRect, modifyGroup.minUV, modifyGroup.maxUV); } } // auto save when mouse up if (e.type == EventType.MouseUp && e.button == 0) { foreach (var texture2D in DirtyTextureSet) { Save(texture2D); } DirtyTextureSet.Clear(); } } } SceneView.RepaintAll(); } private static int GetSplatTextureCount(Material material) { var hasPackedSplat012 = material.HasProperty("_PackedSplat0") && material.HasProperty("_PackedSplat1") && material.HasProperty("_PackedSplat2"); var hasPackedSplat345 = material.HasProperty("_PackedSplat3") && material.HasProperty("_PackedSplat4") && material.HasProperty("_PackedSplat5"); if(hasPackedSplat012) { if (hasPackedSplat345) { return 8; } return 4; } int splatTotal; if (material.HasProperty("_Splat7")) { splatTotal = 8; } else if (material.HasProperty("_Splat6")) { splatTotal = 7; } else if (material.HasProperty("_Splat5")) { splatTotal = 6; } else if (material.HasProperty("_Splat4")) { splatTotal = 5; } else if (material.HasProperty("_Splat3")) { splatTotal = 4; } else if (material.HasProperty("_Splat2")) { splatTotal = 3; } else if (material.HasProperty("_Splat1")) { splatTotal = 2; } else { throw new InvalidShaderException( "[MTE] Cannot find property _Splat1/2/3/4/5/6/7 or _PackedSplat0/1/2/3/4/5 in shader."); } return splatTotal; } private void PaintTexture(Texture2D controlTexture0, Texture2D controlTexture1, int splatIndex, int splatTotal, Rect texelRect, Vector2 minUV, Vector2 maxUV) { // check parameters if (controlTexture0 == null) { throw new ArgumentNullException("controlTexture0"); } if (splatIndex > 3 && controlTexture1 == null) { throw new ArgumentException("[MTE] splatIndex is 4/5/6/7 but controlTexture1 is null.", "controlTexture1"); } if (splatIndex < 0 || splatIndex > 7) { throw new ArgumentOutOfRangeException("splatIndex", splatIndex, "splatIndex should be 0/1/2/3/4/5/6/7."); } // collect the pixel sections to modify modifyingSections.Clear(); int x = (int)texelRect.x; int y = (int)texelRect.y; int width = (int)texelRect.width; int height = (int)texelRect.height; modifyingSections.Add(controlTexture0.GetPixels(x, y, width, height, 0)); if (controlTexture1 != null) { modifyingSections.Add(controlTexture1.GetPixels(x, y, width, height, 0)); } // sample brush strength from the mask texture var maskTexture = (Texture2D) MTEStyles.brushTextures[BrushIndex]; if (BrushStrength.Length < width*height)//enlarge buffer if it is not big enough { BrushStrength = new float[width * height]; } var unitUV_u = (maxUV.x - minUV.x)/(width-1); if (width == 1) { unitUV_u = maxUV.x - minUV.x; } var unitUV_v = (maxUV.y - minUV.y)/(height-1); if (height == 1) { unitUV_v = maxUV.y - minUV.y; } for (var i = 0; i < height; i++) { float v = minUV.y + i * unitUV_v; for (var j = 0; j < width; j++) { var pixelIndex = i * width + j; float u = minUV.x + j * unitUV_u; BrushStrength[pixelIndex] = maskTexture.GetPixelBilinear(u, v).a; } } // blend the pixel section for (var i = 0; i < height; i++) { for (var j = 0; j < width; j++) { var pixelIndex = i * width + j; var factor = BrushStrength[pixelIndex] * BrushFlow; var oldWeight = GetWeight(modifyingSections, j, i, width, splatIndex); var newWeight = Mathf.Lerp(oldWeight, 1, factor); SetWeight(modifyingSections, j, i, width, splatIndex, newWeight); NormalizeWeights(j, i, width, splatIndex, splatTotal); } } // modify the control texture if(splatTotal >= 5) { controlTexture0.SetPixels(x, y, width, height, modifyingSections[0]); controlTexture0.Apply(); System.Diagnostics.Debug.Assert(controlTexture1 != null, nameof(controlTexture1) + " != null"); controlTexture1.SetPixels(x, y, width, height, modifyingSections[1]); controlTexture1.Apply(); DirtyTextureSet.Add(controlTexture0); DirtyTextureSet.Add(controlTexture1); } else { controlTexture0.SetPixels(x, y, width, height, modifyingSections[0]); controlTexture0.Apply(); DirtyTextureSet.Add(controlTexture0); } } private static float GetWeight(List<Color[]> colorData, int x, int y, int width, int splatIndex) { var colors = colorData[splatIndex / 4]; var weight = colors[y * width + x][splatIndex % 4]; return weight; } private static void SetWeight(List<Color[]> colorData, int x, int y, int width, int splatIndex, float weight) { var colors = colorData[splatIndex / 4]; var color = colors[y * width + x]; color[splatIndex % 4] = weight; colors[y * width + x] = color; } private void NormalizeWeights(int x, int y, int width, int splatIndex, int splatTotal) { float newWeight = GetWeight(modifyingSections, x, y, width, splatIndex); float otherWeights = 0; for (int i = 0; i < splatTotal; i++) { if (i != splatIndex) { otherWeights += GetWeight(modifyingSections, x, y, width, i); } } if (otherWeights >= 1/255.0f) { float k = (1 - newWeight) / otherWeights; for (int i = 0; i < splatTotal; i++) { if (i != splatIndex) { var weight = k * GetWeight(modifyingSections, x, y, width, i); SetWeight(modifyingSections, x, y, width, i, weight); } } } else { for (int i = 0; i < splatTotal; i++) { var weight = (i == splatIndex) ? 1 : 0; SetWeight(modifyingSections, x, y, width, i, weight); } } } private void NormalizeWeightsLegacy(List<Color[]> sections) { var colorCount = sections[0].Length; for (var i = 0; i < colorCount; i++) { var total = 0f; for (var j = 0; j < sections.Count; j++) { var color = sections[j][i]; total += color[0] + color[1] + color[2] + color[3]; if(j == SelectedTextureIndex/4) { total -= color[SelectedTextureIndex%4]; } } if(total > 0.01) { var a = sections[SelectedTextureIndex/4][i][SelectedTextureIndex%4]; var k = (1 - a)/total; for (var j = 0; j < sections.Count; j++) { for (var l = 0; l < 4; l++) { if(!(j == SelectedTextureIndex/4 && l == SelectedTextureIndex%4)) { sections[j][i][l] *= k; } } } } else { for (var j = 0; j < sections.Count; j++) { sections[j][i][SelectedTextureIndex%4] = (j != SelectedTextureIndex/4) ? 0 : 1; } } } } public static readonly HashSet<Texture2D> DirtyTextureSet = new HashSet<Texture2D>(); private static void Save(Texture2D texture) { if(texture == null) { throw new ArgumentNullException("texture"); } var path = AssetDatabase.GetAssetPath(texture); var bytes = texture.EncodeToPNG(); if(bytes == null || bytes.Length == 0) { throw new Exception("[MTE] Failed to save texture to png file."); } File.WriteAllBytes(path, bytes); MTEDebug.LogFormat("Texture<{0}> saved to <{1}>.", texture.name, path); } private Preview preview = new Preview(isArray: false); //Don't modify this field, it's used by MTE editors internally public List<Texture> TextureList = new List<Texture>(16); /// <summary> /// load all splat textures form targets /// </summary> public void LoadTextureList() { TextureList.Clear(); if (painterMode == EditorFilterMode.SelectedGameObject) { MTEDebug.Log("Loading layer textures on selected GameObject..."); LoadTargetTextures(targetGameObject); } else { MTEDebug.Log("Loading layer textures on target GameObject(s)..."); foreach (var target in MTEContext.Targets) { LoadTargetTextures(target); } } // make collected splat textures readable Utility.SetTextureReadable(TextureList, true); MTEDebug.LogFormat("{0} layer textures loaded.", TextureList.Count); } private void LoadTargetTextures(GameObject target) { if (!target) { return; } var meshRenderer = target.GetComponent<MeshRenderer>(); if (meshRenderer == null) { return; } var material = meshRenderer.sharedMaterial; if (!material) { return; } if (!CheckIfMaterialAssetPathAvailable(material)) { return; } Shader shader = material.shader; if (shader == null) { MTEDebug.LogWarning(string.Format("The material<{0}> isn't using a valid shader!", material.name)); return; } //regular shaders: find textures from shader properties var propertyCount = ShaderUtil.GetPropertyCount(shader); for (int j = 0; j < propertyCount; j++) { if (ShaderUtil.GetPropertyType(shader, j) == ShaderUtil.ShaderPropertyType.TexEnv) { var propertyName = ShaderUtil.GetPropertyName(shader, j); //propertyName should be _Splat0/1/2/3/4 if (propertyName.StartsWith("_Splat")) { var texture = material.GetTexture(propertyName); if (texture is Texture2DArray) { continue; } if (texture != null && !TextureList.Contains(texture)) { TextureList.Add(texture); } } } } //packed shaders: find textures from related parameter asset var parameters = material.LoadPackedShaderGUIParameters(); if (parameters != null) { foreach (var texture in parameters.SplatTextures) { if (texture != null && !TextureList.Contains(texture)) { TextureList.Add(texture); } } } } private void LoadControlTextures() { if (!targetMaterial) { return; } var material = targetMaterial; Texture controlTexture0_ = null; if (material.HasProperty("_Control")) { controlTexture0_ = material.GetTexture("_Control"); } if (controlTexture0_ != null) { controlTextures[0] = (Texture2D)controlTexture0_; } else { MTEDebug.LogWarning( $"[MTE] \"_Control\" is not assigned or existing in material<{material.name}>."); } if (material.HasProperty("_ControlExtra")) { var controlTexture1_ = material.GetTexture("_ControlExtra"); if (controlTexture1_ == null) { MTEDebug.LogWarning( $"[MTE] \"_ControlExtra\" is not assigned or existing in material<{material.name}>."); } else { controlTextures[1] = (Texture2D)controlTexture1_; } } } private static bool CheckIfMaterialAssetPathAvailable(Material material) { var relativePathOfMaterial = AssetDatabase.GetAssetPath(material); if (relativePathOfMaterial.StartsWith("Resources")) {//built-in material return false; } return true; } } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/SplatPainter/SplatPainter.cs/0
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# MTE v 0.5 0 -0.1 v -0.5 0 -0.1 v -0.1633975 0 0.4830127 v 0.3366026 0 -0.3830127 v -0.3366025 0 -0.3830128 v 0.1633974 0 0.4830128 v 0.5 1 -0.1 v -0.5 1 -0.1 v -0.1633975 1 0.4830127 v 0.3366026 1 -0.3830127 v -0.3366025 1 -0.3830128 v 0.1633974 1 0.4830128 v 0.5 0 -0.099 v -0.5 0 -0.099 v -0.1642635 0 0.4825127 v 0.3357366 0 -0.3835127 v -0.3357365 0 -0.3835128 v 0.1642634 0 0.4825128 v 0.5 1 -0.099 v -0.5 1 -0.099 v -0.1642635 1 0.4825127 v 0.3357366 1 -0.3835127 v -0.3357365 1 -0.3835128 v 0.1642634 1 0.4825128 vt 0 0 vt 1 0 vt 0 0 vt 1 0 vt 0 0 vt 1 0 vt 0 1 vt 1 1 vt 0 1 vt 1 1 vt 0 1 vt 1 1 vt 0 0 vt 1 0 vt 0 0 vt 1 0 vt 0 0 vt 1 0 vt 0 1 vt 1 1 vt 0 1 vt 1 1 vt 0 1 vt 1 1 f 8/8 7/7 1/1 f 1/1 2/2 8/8 f 10/10 9/9 3/3 f 3/3 4/4 10/10 f 12/12 11/11 5/5 f 5/5 6/6 12/12 f 13/13 19/19 20/20 f 20/20 14/14 13/13 f 15/15 21/21 22/22 f 22/22 16/16 15/15 f 17/17 23/23 24/24 f 24/24 18/18 17/17
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namespace MTE { /// <summary> /// Shader property names used in MTE texture array shaders. /// </summary> public class TextureArrayShaderPropertyNames { public const string WeightMap0PropertyName = "_Control0"; public const string WeightMap1PropertyName = "_Control1"; public const string WeightMap2PropertyName = "_Control2"; public const string AlbedoArrayPropertyName = "_TextureArray0"; public const string NormalArrayPropertyName = "_TextureArray1"; public const string RoughnessNormalAOArrayPropertyName = "_TextureArray1"; public const string NormalIntensityPropertyName = "_NormalIntensity"; public const string UVScaleOffsetPropertyName = "_UVScaleOffset"; public static string[] ControlTexturePropertyNames = { WeightMap0PropertyName, WeightMap1PropertyName, WeightMap2PropertyName }; } }
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Shader "MTE/Unlit/3 Textures (no realtime shadow, baked lightmap)" { Properties { _Control("Control (RGBA)", 2D) = "red" {} _Splat0("Layer 1", 2D) = "white" {} _Splat1("Layer 2", 2D) = "white" {} _Splat2("Layer 3", 2D) = "white" {} } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile _ LIGHTMAP_ON #include "UnityCG.cginc" //#define DEBUG_LIGHTMAP sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1,_Splat2; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST; struct v2f { float4 pos : SV_POSITION; float4 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float2 tc_Splat2 : TEXCOORD2; UNITY_FOG_COORDS(3) }; struct appdata_lightmap { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 fogCoord : TEXCOORD2; }; v2f vert(appdata_lightmap v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); o.pos = UnityObjectToClipPos(v.vertex); o.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); #ifdef LIGHTMAP_ON o.tc_Control.zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;//save lightmap uv in tc_Control.zw #endif o.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); o.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); o.tc_Splat2.xy = TRANSFORM_TEX(v.texcoord, _Splat2); UNITY_TRANSFER_FOG(o, o.pos); return o; } fixed4 frag(v2f i) : SV_Target { half4 splat_control = tex2D(_Control, i.tc_Control.xy); fixed4 mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, i.tc_Splat01.xy); mixedDiffuse += splat_control.g * tex2D(_Splat1, i.tc_Splat01.zw); mixedDiffuse += splat_control.b * tex2D(_Splat2, i.tc_Splat2.xy); fixed4 color = mixedDiffuse; #ifdef LIGHTMAP_ON color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.tc_Control.zw)); #endif UNITY_APPLY_FOG(i.fogCoord, color); #ifdef DEBUG_LIGHTMAP color *= #ifdef LIGHTMAP_ON fixed4(0,1.0f,0,1.0f); #else fixed4(1.0f,0,0,1.0f); #endif #endif return color; } ENDCG SubShader { Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" } // Without baked lightmap Pass { Tags{ "LIGHTMODE" = "Vertex" } Lighting Off CGPROGRAM ENDCG } // With baked lightmap Pass { Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" } CGPROGRAM ENDCG } } Fallback "Diffuse" CustomEditor "MTE.MTEShaderGUI" }
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using System.Collections.Generic; namespace UnityEngine.AI { [ExecuteInEditMode] [AddComponentMenu("Navigation/NavMeshModifier", 32)] [HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")] public class NavMeshModifier : MonoBehaviour { [SerializeField] bool m_OverrideArea; public bool overrideArea { get { return m_OverrideArea; } set { m_OverrideArea = value; } } [SerializeField] int m_Area; public int area { get { return m_Area; } set { m_Area = value; } } [SerializeField] bool m_IgnoreFromBuild; public bool ignoreFromBuild { get { return m_IgnoreFromBuild; } set { m_IgnoreFromBuild = value; } } // List of agent types the modifier is applied for. // Special values: empty == None, m_AffectedAgents[0] =-1 == All. [SerializeField] List<int> m_AffectedAgents = new List<int>(new int[] { -1 }); // Default value is All static readonly List<NavMeshModifier> s_NavMeshModifiers = new List<NavMeshModifier>(); public static List<NavMeshModifier> activeModifiers { get { return s_NavMeshModifiers; } } void OnEnable() { if (!s_NavMeshModifiers.Contains(this)) s_NavMeshModifiers.Add(this); } void OnDisable() { s_NavMeshModifiers.Remove(this); } public bool AffectsAgentType(int agentTypeID) { if (m_AffectedAgents.Count == 0) return false; if (m_AffectedAgents[0] == -1) return true; return m_AffectedAgents.IndexOf(agentTypeID) != -1; } } }
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