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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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimancer.cs",
"repo_id": "jynew",
"token_count": 376
} | 878 |
[InternetShortcut]
URL=https://kybernetik.com.au/animancer/docs/examples/fsm/game-manager/
IDList=
HotKey=0
IconIndex=0
[{000214A0-0000-0000-C000-000000000046}]
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"repo_id": "jynew",
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} | 879 |
// 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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"repo_id": "jynew",
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} | 881 |
// 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;
/************************************************************************************************************************/
}
}
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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
} | 900 |
// 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
/************************************************************************************************************************/
}
}
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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
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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
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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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IPlayableWrapper.cs",
"repo_id": "jynew",
"token_count": 1989
} | 906 |
// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/DelegateState.cs",
"repo_id": "jynew",
"token_count": 650
} | 907 |
// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Texture.cs",
"repo_id": "jynew",
"token_count": 4645
} | 915 |
//#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
| jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Shore.cginc/0 | {
"file_path": "jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Shore.cginc",
"repo_id": "jynew",
"token_count": 4344
} | 917 |
Shader "Hidden/EM-X/RefractionRender" {
SubShader {
Pass {
Lighting Off Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v2f {
float4 pos : POSITION;
float3 Z : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION) {
v2f o;
float4 oPos = UnityObjectToClipPos(vertex);
o.pos = oPos;
o.Z = oPos.zzz;
return o;
}
float4 frag( v2f i ) : COLOR {
return i.Z.xxxx;
}
ENDCG
}
}
} | jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20 RefractionRender.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20 RefractionRender.shader",
"repo_id": "jynew",
"token_count": 436
} | 918 |
fileFormatVersion: 2
guid: a8c8100645ce3444a84b9f5e0164ad76
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executionOrder: 0
icon: {fileID: 2800000, guid: 61719e5cd5d2e754280e0dd736d759ec, type: 3}
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| jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/EasyTouchTrigger.cs.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/EasyTouchTrigger.cs.meta",
"repo_id": "jynew",
"token_count": 116
} | 919 |
fileFormatVersion: 2
guid: 5145c5785e18ed6459cb766ecf988d1a
timeCreated: 1450164574
licenseType: Store
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serializedVersion: 2
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executionOrder: 0
icon: {fileID: 2800000, guid: 61719e5cd5d2e754280e0dd736d759ec, type: 3}
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| jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickTouch.cs.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickTouch.cs.meta",
"repo_id": "jynew",
"token_count": 129
} | 920 |
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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"repo_id": "jynew",
"token_count": 579
} | 921 |
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guid: 5e68e1b715a165d43b061566c29acbb2
folderAsset: yes
timeCreated: 1451142772
licenseType: Store
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| jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/Resources.meta/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
}
}
}
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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.");
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace MTE
{
internal class GrassDetailList : ScriptableObject
{
public List<GrassDetail> grassDetailList;
}
}
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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
} | 942 |
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
} | 943 |
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 | {
"file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/SplatPainter/SplatPainter.cs",
"repo_id": "jynew",
"token_count": 31951
} | 944 |
# 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
| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Resources/Grass/Prototype_GrassStar.obj/0 | {
"file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Resources/Grass/Prototype_GrassStar.obj",
"repo_id": "jynew",
"token_count": 544
} | 945 |
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
};
}
} | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/TextureArray/TextureArrayShaderPropertyNames.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/TextureArray/TextureArrayShaderPropertyNames.cs",
"repo_id": "jynew",
"token_count": 331
} | 946 |
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folderAsset: yes
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userData:
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| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Specialized.meta/0 | {
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"repo_id": "jynew",
"token_count": 67
} | 947 |
fileFormatVersion: 2
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timeCreated: 1496075905
licenseType: Store
ShaderImporter:
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userData:
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"repo_id": "jynew",
"token_count": 76
} | 948 |
fileFormatVersion: 2
guid: 9e0dd067f290a88498f288793af6f1c6
timeCreated: 1496075914
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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assetBundleVariant:
| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Standard/5Textures/Diffuse-Fog.shader.meta/0 | {
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"repo_id": "jynew",
"token_count": 78
} | 949 |
fileFormatVersion: 2
guid: 5b5b09abb39f9b64d85e03b637520081
folderAsset: yes
DefaultImporter:
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userData:
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"repo_id": "jynew",
"token_count": 70
} | 950 |
fileFormatVersion: 2
guid: a583655e15cf6884a910c6df7d67109f
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
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| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Standard/Packed/4Textures.shader.meta/0 | {
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"repo_id": "jynew",
"token_count": 86
} | 951 |
fileFormatVersion: 2
guid: 77b9855cdc13acc42a8b57d78c0bc32f
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/3Textures/Bumped_for_target_2.0.shader.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/3Textures/Bumped_for_target_2.0.shader.meta",
"repo_id": "jynew",
"token_count": 80
} | 952 |
fileFormatVersion: 2
guid: 525330ecc8c11ff4c89e773b83d4760e
timeCreated: 1474337516
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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"repo_id": "jynew",
"token_count": 78
} | 953 |
fileFormatVersion: 2
guid: b8c20e1d9a8f5bc45abff96165728a54
folderAsset: yes
timeCreated: 1474340066
licenseType: Store
DefaultImporter:
userData:
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| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Vertex-colored.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Vertex-colored.meta",
"repo_id": "jynew",
"token_count": 79
} | 954 |
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"
}
| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Unlit/3 Textures_baked_lightmap.shader/0 | {
"file_path": "jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Unlit/3 Textures_baked_lightmap.shader",
"repo_id": "jynew",
"token_count": 1532
} | 955 |
fileFormatVersion: 2
guid: 51a7ad4ee99d1e24a952c2a336fdd7bb
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
| jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/URP/5Textures_DisplayNormal.shader.meta/0 | {
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"repo_id": "jynew",
"token_count": 88
} | 956 |
fileFormatVersion: 2
guid: 86c9d8e67265f41469be06142c397d17
AssemblyDefinitionImporter:
externalObjects: {}
userData:
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| jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshComponentsEditor.asmdef.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshComponentsEditor.asmdef.meta",
"repo_id": "jynew",
"token_count": 64
} | 957 |
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;
}
}
}
| jynew/jyx2/Assets/3rd/NavMeshComponents/Scripts/NavMeshModifier.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/NavMeshComponents/Scripts/NavMeshModifier.cs",
"repo_id": "jynew",
"token_count": 785
} | 958 |
fileFormatVersion: 2
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timeCreated: 18446744011573954816
TextScriptImporter:
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userData:
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| jynew/jyx2/Assets/3rd/ProCore/ProGrids/About/pc_AboutEntry_ProGrids.txt.meta/0 | {
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"repo_id": "jynew",
"token_count": 79
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fileFormatVersion: 2
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timeCreated: 18446744011573954816
ShaderImporter:
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defaultTextures: []
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| jynew/jyx2/Assets/3rd/ProCore/ProGrids/Shader/pg_GridShader.shader.meta/0 | {
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"repo_id": "jynew",
"token_count": 86
} | 960 |
fileFormatVersion: 2
guid: 2b0040b0ed7fbd64693e9195d13d25f9
folderAsset: yes
timeCreated: 1522615600
licenseType: Store
DefaultImporter:
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| jynew/jyx2/Assets/3rd/QuickOutline/Samples/Materials.meta/0 | {
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"repo_id": "jynew",
"token_count": 84
} | 961 |
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