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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 System; using UnityEngine; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary> /// A <see cref="CreatureState"/> which keeps the creature standing still and occasionally plays alternate /// animations if it remains active for long enough. /// </summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/idle">3D Game Kit/Idle</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/IdleState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Idle State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(IdleState))] public sealed class IdleState : CreatureState { /************************************************************************************************************************/ [SerializeField] private ClipState.Transition _MainAnimation; [SerializeField] private float _FirstRandomizeDelay = 5; [SerializeField] private float _MinRandomizeInterval = 0; [SerializeField] private float _MaxRandomizeInterval = 20; [SerializeField] private ClipState.Transition[] _RandomAnimations; private float _RandomizeTime; // _RandomizeDelay was originally handled by the PlayerController (Idle Timeout). // The min and max interval were handled by the RandomStateSMB on the Idle state in IdleSM. /************************************************************************************************************************/ private void Awake() { Action onEnd = PlayMainAnimation; for (int i = 0; i < _RandomAnimations.Length; i++) { _RandomAnimations[i].Events.OnEnd = onEnd; // We could just do `...OnEnd = PlayMainAnimation` instead of declaring the delegate first, but that // assignment is actually shorthand for `new Action(PlayMainAnimation)` which would create a new // delegate object for each animation. This way all animations just share the same object. } } /************************************************************************************************************************/ public override bool CanEnterState => Creature.IsGrounded; /************************************************************************************************************************/ private void OnEnable() { PlayMainAnimation(); _RandomizeTime += _FirstRandomizeDelay; } private void PlayMainAnimation() { _RandomizeTime = UnityEngine.Random.Range(_MinRandomizeInterval, _MaxRandomizeInterval); Creature.Animancer.Play(_MainAnimation); } /************************************************************************************************************************/ private void FixedUpdate() { if (Creature.CheckMotionState()) return; Creature.UpdateSpeedControl(); // We use time where Mecanim used normalized time because choosing a number of seconds is much simpler than // finding out how long the animation is and working with multiples of that value. var state = Creature.Animancer.States.Current; if (state == _MainAnimation.State && state.Time >= _RandomizeTime) { PlayRandomAnimation(); } } /************************************************************************************************************************/ private void PlayRandomAnimation() { var index = UnityEngine.Random.Range(0, _RandomAnimations.Length); var animation = _RandomAnimations[index]; Creature.Animancer.Play(animation); CustomFade.Apply(Creature.Animancer, Easing.Function.SineInOut); } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // // Compare to the original script: https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Samples/Scripts/TwoBoneIK/TwoBoneIK.cs #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.Jobs { /// <summary> /// An example of how to use Animation Jobs in Animancer to apply simple two bone Inverse Kinematics, even to /// Generic Rigs which are not supported by Unity's inbuilt IK system. /// </summary> /// /// <remarks> /// This example is based on Unity's /// <see href="https://github.com/Unity-Technologies/animation-jobs-samples">Animation Jobs Samples</see>. /// <para></para> /// This script sets up the job in place of /// <see href="https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Samples/Scripts/TwoBoneIK/TwoBoneIK.cs"> /// TwoBoneIK.cs</see>. /// <para></para> /// The <see cref="TwoBoneIKJob"/> script is almost identical to the original /// <see href="https://github.com/Unity-Technologies/animation-jobs-samples/blob/master/Assets/animation-jobs-samples/Runtime/AnimationJobs/TwoBoneIKJob.cs"> /// TwoBoneIKJob.cs</see>. /// <para></para> /// The <see href="https://learn.unity.com/tutorial/working-with-animation-rigging">Animation Rigging</see> package /// has an IK system which is much better than this example. /// </remarks> /// /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/jobs/two-bone-ik">Two Bone IK</see></example> /// /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/TwoBoneIK /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Jobs - Two Bone IK")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Jobs) + "/" + nameof(TwoBoneIK))] public class TwoBoneIK : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private AnimancerComponent _Animancer; [SerializeField] private Transform _EndBone; [SerializeField] private Transform _Target; /************************************************************************************************************************/ private void Awake() { // Get the bones we want to affect. var midBone = _EndBone.parent; var topBone = midBone.parent; // Create the job and setup its details. var twoBoneIKJob = new TwoBoneIKJob(); twoBoneIKJob.Setup(_Animancer.Animator, topBone, midBone, _EndBone, _Target); // Add it to Animancer's output. _Animancer.Playable.InsertOutputJob(twoBoneIKJob); } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/10 Animation Jobs/01 Two Bone IK/TwoBoneIK.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; #if UNITY_EDITOR using UnityEditor; using UnityEditor.Animations; #endif namespace Animancer { /// <summary>[Pro-Only] An <see cref="AnimancerState"/> which plays a <see cref="RuntimeAnimatorController"/>.</summary> /// <remarks> /// You can control this state very similarly to an <see cref="Animator"/> via its <see cref="Playable"/> property. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers">Animator Controllers</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/ControllerState /// public class ControllerState : AnimancerState { /************************************************************************************************************************/ #region Fields and Properties /************************************************************************************************************************/ private RuntimeAnimatorController _Controller; /// <summary>The <see cref="RuntimeAnimatorController"/> which this state plays.</summary> public RuntimeAnimatorController Controller { get => _Controller; set => ChangeMainObject(ref _Controller, value); } /// <summary>The <see cref="RuntimeAnimatorController"/> which this state plays.</summary> public override Object MainObject { get => Controller; set => Controller = (RuntimeAnimatorController)value; } /// <summary>The internal system which plays the <see cref="RuntimeAnimatorController"/>.</summary> public AnimatorControllerPlayable Playable { get { Validate.AssertPlayable(this); return _Playable; } } private new AnimatorControllerPlayable _Playable; /************************************************************************************************************************/ private bool _KeepStateOnStop; /// <summary> /// If false, <see cref="Stop"/> will reset all layers to their default state. Default False. /// <para></para> /// The <see cref="DefaultStateHashes"/> will only be gathered the first time this property is set to false or /// <see cref="GatherDefaultStates"/> is called manually. /// </summary> public bool KeepStateOnStop { get => _KeepStateOnStop; set { _KeepStateOnStop = value; if (!value && DefaultStateHashes == null && _Playable.IsValid()) GatherDefaultStates(); } } /// <summary> /// The <see cref="AnimatorStateInfo.shortNameHash"/> of the default state on each layer, used to reset to /// those states when <see cref="Stop"/> is called if <see cref="KeepStateOnStop"/> is true. /// </summary> public int[] DefaultStateHashes { get; set; } /************************************************************************************************************************/ #if UNITY_ASSERTIONS /// <summary>[Assert-Only] Animancer Events doesn't work properly on <see cref="ControllerState"/>s.</summary> protected override string UnsupportedEventsMessage => "Animancer Events on " + nameof(ControllerState) + "s will probably not work as expected." + " The events will be associated with the entire Animator Controller and be triggered by any of the" + " states inside it. If you want to use events in an Animator Controller you will likely need to use" + " Unity's regular Animation Event system."; /// <summary>[Assert-Only] /// <see cref="PlayableExtensions.SetSpeed"/> does nothing on <see cref="ControllerState"/>s. /// </summary> protected override string UnsupportedSpeedMessage => nameof(PlayableExtensions) + "." + nameof(PlayableExtensions.SetSpeed) + " does nothing on " + nameof(ControllerState) + "s so there is no way to directly control their speed." + " The Animator Controller Speed page explains a possible workaround for this issue:" + " https://kybernetik.com.au/animancer/docs/bugs/animator-controller-speed"; #endif /************************************************************************************************************************/ /// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary> public override void CopyIKFlags(AnimancerNode node) { } /************************************************************************************************************************/ /// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary> public override bool ApplyAnimatorIK { get => false; set { #if UNITY_ASSERTIONS if (value) OptionalWarning.UnsupportedIK.Log($"IK cannot be dynamically enabled on a {nameof(ControllerState)}." + " You must instead enable it on the desired layer inside the Animator Controller.", _Controller); #endif } } /************************************************************************************************************************/ /// <summary>IK cannot be dynamically enabled on a <see cref="ControllerState"/>.</summary> public override bool ApplyFootIK { get => false; set { #if UNITY_ASSERTIONS if (value) OptionalWarning.UnsupportedIK.Log($"IK cannot be dynamically enabled on a {nameof(ControllerState)}." + " You must instead enable it on the desired state inside the Animator Controller.", _Controller); #endif } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Public API /************************************************************************************************************************/ /// <summary>Creates a new <see cref="ControllerState"/> to play the `controller`.</summary> public ControllerState(RuntimeAnimatorController controller, bool keepStateOnStop = false) { if (controller == null) throw new ArgumentNullException(nameof(controller)); _Controller = controller; _KeepStateOnStop = keepStateOnStop; } /************************************************************************************************************************/ /// <summary>Creates and assigns the <see cref="AnimatorControllerPlayable"/> managed by this state.</summary> protected override void CreatePlayable(out Playable playable) { playable = _Playable = AnimatorControllerPlayable.Create(Root._Graph, _Controller); if (!_KeepStateOnStop) GatherDefaultStates(); } /************************************************************************************************************************/ /// <summary> /// Stores the values of all parameters, calls <see cref="AnimancerNode.DestroyPlayable"/>, then restores the /// parameter values. /// </summary> public override void RecreatePlayable() { if (!_Playable.IsValid()) { CreatePlayable(); return; } var parameterCount = _Playable.GetParameterCount(); var values = new object[parameterCount]; for (int i = 0; i < parameterCount; i++) { values[i] = AnimancerUtilities.GetParameterValue(_Playable, _Playable.GetParameter(i)); } base.RecreatePlayable(); for (int i = 0; i < parameterCount; i++) { AnimancerUtilities.SetParameterValue(_Playable, _Playable.GetParameter(i), values[i]); } } /************************************************************************************************************************/ /// <summary> /// The current state on layer 0, or the next state if it is currently in a transition. /// </summary> public AnimatorStateInfo StateInfo { get { Validate.AssertPlayable(this); return _Playable.IsInTransition(0) ? _Playable.GetNextAnimatorStateInfo(0) : _Playable.GetCurrentAnimatorStateInfo(0); } } /************************************************************************************************************************/ /// <summary> /// The <see cref="AnimatorStateInfo.normalizedTime"/> * <see cref="AnimatorStateInfo.length"/> of the /// <see cref="StateInfo"/>. /// </summary> protected override float RawTime { get { var info = StateInfo; return info.normalizedTime * info.length; } set { Validate.AssertPlayable(this); _Playable.PlayInFixedTime(0, 0, value); } } /************************************************************************************************************************/ /// <summary>The current <see cref="AnimatorStateInfo.length"/> (on layer 0).</summary> public override float Length => StateInfo.length; /************************************************************************************************************************/ /// <summary>Indicates whether the current state on layer 0 will loop back to the start when it reaches the end.</summary> public override bool IsLooping => StateInfo.loop; /************************************************************************************************************************/ /// <summary>Gathers the <see cref="DefaultStateHashes"/> from the current states.</summary> public void GatherDefaultStates() { Validate.AssertPlayable(this); var layerCount = _Playable.GetLayerCount(); if (DefaultStateHashes == null || DefaultStateHashes.Length != layerCount) DefaultStateHashes = new int[layerCount]; while (--layerCount >= 0) DefaultStateHashes[layerCount] = _Playable.GetCurrentAnimatorStateInfo(layerCount).shortNameHash; } /// <summary> /// Calls the base <see cref="AnimancerState.Stop"/> and if <see cref="KeepStateOnStop"/> is false it also /// calls <see cref="ResetToDefaultStates"/>. /// </summary> public override void Stop() { if (_KeepStateOnStop) { base.Stop(); } else { ResetToDefaultStates(); // Don't call base.Stop(); because it sets Time = 0; which uses PlayInFixedTime and interferes with // resetting to the default states. Weight = 0; IsPlaying = false; Events = null; } } /// <summary> /// Resets all layers to their default state. /// </summary> /// <exception cref="NullReferenceException"><see cref="DefaultStateHashes"/> is null.</exception> /// <exception cref="IndexOutOfRangeException"> /// The size of <see cref="DefaultStateHashes"/> is larger than the number of layers in the /// <see cref="Controller"/>. /// </exception> public void ResetToDefaultStates() { Validate.AssertPlayable(this); for (int i = DefaultStateHashes.Length - 1; i >= 0; i--) _Playable.Play(DefaultStateHashes[i], i, 0); // Allowing the RawTime to be applied prevents the default state from being played because Animator // Controllers do not properly respond to multiple Play calls in the same frame. CancelSetTime(); } /************************************************************************************************************************/ /// <inheritdoc/> public override void GatherAnimationClips(ICollection<AnimationClip> clips) { if (_Controller != null) clips.Gather(_Controller.animationClips); } /************************************************************************************************************************/ /// <inheritdoc/> public override void Destroy() { _Controller = null; base.Destroy(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Parameter IDs /************************************************************************************************************************/ /// <summary>A wrapper for the name and hash of an <see cref="AnimatorControllerParameter"/>.</summary> public readonly struct ParameterID { /************************************************************************************************************************/ /// <summary>The name of this parameter.</summary> public readonly string Name; /// <summary>The name hash of this parameter.</summary> public readonly int Hash; /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="ParameterID"/> with the specified <see cref="Name"/> and uses /// <see cref="Animator.StringToHash"/> to calculate the <see cref="Hash"/>. /// </summary> public ParameterID(string name) { Name = name; Hash = Animator.StringToHash(name); } /// <summary> /// Creates a new <see cref="ParameterID"/> with the specified <see cref="Hash"/> and leaves the /// <see cref="Name"/> null. /// </summary> public ParameterID(int hash) { Name = null; Hash = hash; } /// <summary>Creates a new <see cref="ParameterID"/> with the specified <see cref="Name"/> and <see cref="Hash"/>.</summary> /// <remarks>This constructor does not verify that the `hash` actually corresponds to the `name`.</remarks> public ParameterID(string name, int hash) { Name = name; Hash = hash; } /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="ParameterID"/> with the specified <see cref="Name"/> and uses /// <see cref="Animator.StringToHash"/> to calculate the <see cref="Hash"/>. /// </summary> public static implicit operator ParameterID(string name) => new ParameterID(name); /// <summary> /// Creates a new <see cref="ParameterID"/> with the specified <see cref="Hash"/> and leaves the /// <see cref="Name"/> null. /// </summary> public static implicit operator ParameterID(int hash) => new ParameterID(hash); /************************************************************************************************************************/ /// <summary>Returns the <see cref="Hash"/>.</summary> public static implicit operator int(ParameterID parameter) => parameter.Hash; /************************************************************************************************************************/ #if UNITY_EDITOR private static Dictionary<RuntimeAnimatorController, Dictionary<int, AnimatorControllerParameterType>> _ControllerToParameterHashAndType; #endif /// <summary>[Editor-Conditional] /// Throws if the `controller` doesn't have a parameter with the specified <see cref="Hash"/> /// and `type`. /// </summary> /// <exception cref="ArgumentException"/> [System.Diagnostics.Conditional(Strings.UnityEditor)] public void ValidateHasParameter(RuntimeAnimatorController controller, AnimatorControllerParameterType type) { #if UNITY_EDITOR Editor.AnimancerEditorUtilities.InitialiseCleanDictionary(ref _ControllerToParameterHashAndType); // Get the parameter details. if (!_ControllerToParameterHashAndType.TryGetValue(controller, out var parameterDetails)) { parameterDetails = new Dictionary<int, AnimatorControllerParameterType>(); var parameters = ((AnimatorController)controller).parameters; var count = parameters.Length; for (int i = 0; i < count; i++) { var parameter = parameters[i]; parameterDetails.Add(parameter.nameHash, parameter.type); } _ControllerToParameterHashAndType.Add(controller, parameterDetails); } // Check that there is a parameter with the correct hash and type. if (!parameterDetails.TryGetValue(Hash, out var parameterType)) { throw new ArgumentException($"{controller} has no {type} parameter matching {this}"); } if (type != parameterType) { throw new ArgumentException($"{controller} has a parameter matching {this}, but it is not a {type}"); } #endif } /************************************************************************************************************************/ /// <summary>Returns a string containing the <see cref="Name"/> and <see cref="Hash"/>.</summary> public override string ToString() { return $"{nameof(ControllerState)}.{nameof(ParameterID)}" + $"({nameof(Name)}: '{Name}'" + $", {nameof(Hash)}: {Hash})"; } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Inspector /************************************************************************************************************************/ /// <summary>The number of parameters being wrapped by this state.</summary> public virtual int ParameterCount => 0; /// <summary>Returns the hash of a parameter being wrapped by this state.</summary> /// <exception cref="NotSupportedException">This state doesn't wrap any parameters.</exception> public virtual int GetParameterHash(int index) => throw new NotSupportedException(); /************************************************************************************************************************/ #if UNITY_EDITOR /************************************************************************************************************************/ /// <summary>[Editor-Only] Returns a <see cref="Drawer"/> for this state.</summary> protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this); /************************************************************************************************************************/ /// <summary>[Editor-Only] Draws the Inspector GUI for an <see cref="ControllerState"/>.</summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Drawer</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> public sealed class Drawer : Editor.ParametizedAnimancerStateDrawer<ControllerState> { /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Drawer"/> to manage the Inspector GUI for the `state`.</summary> public Drawer(ControllerState state) : base(state) { } /************************************************************************************************************************/ /// <inheritdoc/> protected override void DoDetailsGUI() { GatherParameters(); base.DoDetailsGUI(); } /************************************************************************************************************************/ private readonly List<AnimatorControllerParameter> Parameters = new List<AnimatorControllerParameter>(); /// <summary>Fills the <see cref="Parameters"/> list with the current parameter details.</summary> private void GatherParameters() { Parameters.Clear(); var count = Target.ParameterCount; if (count == 0) return; for (int i = 0; i < count; i++) { var hash = Target.GetParameterHash(i); Parameters.Add(GetParameter(hash)); } } /************************************************************************************************************************/ private AnimatorControllerParameter GetParameter(int hash) { Validate.AssertPlayable(Target); var parameterCount = Target._Playable.GetParameterCount(); for (int i = 0; i < parameterCount; i++) { var parameter = Target._Playable.GetParameter(i); if (parameter.nameHash == hash) return parameter; } return null; } /************************************************************************************************************************/ /// <inheritdoc/> public override int ParameterCount => Parameters.Count; /// <inheritdoc/> public override string GetParameterName(int index) => Parameters[index].name; /// <inheritdoc/> public override AnimatorControllerParameterType GetParameterType(int index) => Parameters[index].type; /// <inheritdoc/> public override object GetParameterValue(int index) { Validate.AssertPlayable(Target); return AnimancerUtilities.GetParameterValue(Target._Playable, Parameters[index]); } /// <inheritdoc/> public override void SetParameterValue(int index, object value) { Validate.AssertPlayable(Target); AnimancerUtilities.SetParameterValue(Target._Playable, Parameters[index], value); } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Transition /************************************************************************************************************************/ /// <summary> /// Base class for serializable <see cref="ITransition"/>s which can create a particular type of /// <see cref="ControllerState"/> 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 new class Transition<TState> : AnimancerState.Transition<TState>, IAnimationClipCollection where TState : ControllerState { /************************************************************************************************************************/ [SerializeField] private RuntimeAnimatorController _Controller; /// <summary>[<see cref="SerializeField"/>] /// The <see cref="ControllerState.Controller"/> that will be used for the created state. /// </summary> public ref RuntimeAnimatorController Controller => ref _Controller; /// <inheritdoc/> public override Object MainObject => _Controller; /************************************************************************************************************************/ [SerializeField, Tooltip(Strings.ProOnlyTag + "If enabled, the animation's time will start at this value when played")] private float _NormalizedStartTime = float.NaN; /// <summary>[<see cref="SerializeField"/>] /// Determines what <see cref="AnimancerState.NormalizedTime"/> to start the animation at. /// <para></para> /// The default value is <see cref="float.NaN"/> which indicates that this value is not used so the /// animation will continue from its current time. /// </summary> public override float NormalizedStartTime { get => _NormalizedStartTime; set => _NormalizedStartTime = value; } /************************************************************************************************************************/ [SerializeField, Tooltip("If false, stopping this state will reset all its layers to their default state. Default False.")] private bool _KeepStateOnStop; /// <summary>[<see cref="SerializeField"/>] /// If false, <see cref="Stop"/> will reset all layers to their default state. /// <para></para> /// If you set this value to false after the <see cref="Playable"/> is created, you must assign the /// <see cref="DefaultStateHashes"/> or call <see cref="GatherDefaultStates"/> yourself. /// </summary> public ref bool KeepStateOnStop => ref _KeepStateOnStop; /************************************************************************************************************************/ /// <inheritdoc/> public override float MaximumDuration { get { if (_Controller == null) return 0; var duration = 0f; var clips = _Controller.animationClips; for (int i = 0; i < clips.Length; i++) { var length = clips[i].length; if (duration < length) duration = length; } return duration; } } /************************************************************************************************************************/ /// <inheritdoc/> public override bool IsValid => _Controller != null; /************************************************************************************************************************/ /// <summary>Returns the <see cref="Controller"/>.</summary> public static implicit operator RuntimeAnimatorController(Transition<TState> transition) => transition != null ? transition._Controller : null; /************************************************************************************************************************/ /// <inheritdoc/> public override void Apply(AnimancerState state) { base.Apply(state); var controllerState = State; if (controllerState != null) { controllerState.KeepStateOnStop = _KeepStateOnStop; if (!float.IsNaN(_NormalizedStartTime)) { if (!_KeepStateOnStop) { controllerState._Playable.Play(controllerState.DefaultStateHashes[0], 0, _NormalizedStartTime); } else { state.NormalizedTime = _NormalizedStartTime; } } } else { if (!float.IsNaN(_NormalizedStartTime)) state.NormalizedTime = _NormalizedStartTime; } } /************************************************************************************************************************/ /// <summary>Adds all clips in the <see cref="Controller"/> to the collection.</summary> void IAnimationClipCollection.GatherAnimationClips(ICollection<AnimationClip> clips) { if (_Controller != null) clips.Gather(_Controller.animationClips); } /************************************************************************************************************************/ } /************************************************************************************************************************/ /// <summary> /// A serializable <see cref="ITransition"/> which can create a <see cref="ControllerState"/> when /// passed into <see cref="AnimancerPlayable.Play(ITransition)"/>. /// </summary> /// <remarks> /// This class can be implicitly cast to and from <see cref="RuntimeAnimatorController"/>. /// <para></para> /// 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> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Transition /// [Serializable] public class Transition : Transition<ControllerState> { /************************************************************************************************************************/ /// <summary>Creates and returns a new <see cref="ControllerState"/>.</summary> /// <remarks> /// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call /// <see cref="ITransition.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"/>. /// <para></para> /// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>. /// </remarks> public override ControllerState CreateState() => State = new ControllerState(Controller, KeepStateOnStop); /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Transition"/>.</summary> public Transition() { } /// <summary>Creates a new <see cref="Transition"/> with the specified Animator Controller.</summary> public Transition(RuntimeAnimatorController controller) => Controller = controller; /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Transition"/> with the specified Animator Controller.</summary> public static implicit operator Transition(RuntimeAnimatorController controller) => new Transition(controller); /************************************************************************************************************************/ #region Drawer #if UNITY_EDITOR /************************************************************************************************************************/ /// <summary> /// [Editor-Only] Draws the Inspector GUI for a <see cref="Transition{TState}"/> or /// <see cref="Transition"/>. /// </summary> /// /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Drawer</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> [CustomPropertyDrawer(typeof(Transition<>), true)] [CustomPropertyDrawer(typeof(Transition), true)] public class Drawer : Editor.TransitionDrawer { /************************************************************************************************************************/ private readonly string[] Parameters; private readonly string[] ParameterPrefixes; /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Drawer"/> without any parameters.</summary> public Drawer() : this(null) { } /// <summary>Creates a new <see cref="Drawer"/> and sets the <see cref="Parameters"/>.</summary> public Drawer(params string[] parameters) : base(nameof(_Controller)) { Parameters = parameters; if (parameters == null) return; ParameterPrefixes = new string[parameters.Length]; for (int i = 0; i < ParameterPrefixes.Length; i++) { ParameterPrefixes[i] = "." + parameters[i]; } } /************************************************************************************************************************/ /// <inheritdoc/> protected override void DoPropertyGUI(ref Rect area, SerializedProperty rootProperty, SerializedProperty property, GUIContent label) { if (ParameterPrefixes != null) { var controllerProperty = rootProperty.FindPropertyRelative(MainPropertyName); var controller = controllerProperty.objectReferenceValue as AnimatorController; if (controller != null) { var path = property.propertyPath; for (int i = 0; i < ParameterPrefixes.Length; i++) { if (path.EndsWith(ParameterPrefixes[i])) { area.height = Editor.AnimancerGUI.LineHeight; DoParameterGUI(area, controller, property); return; } } } } EditorGUI.BeginChangeCheck(); base.DoPropertyGUI(ref area, rootProperty, property, label); // When the controller changes, validate all parameters. if (EditorGUI.EndChangeCheck() && Parameters != null && property.propertyPath.EndsWith(MainPropertyPathSuffix)) { var controller = property.objectReferenceValue as AnimatorController; if (controller != null) { for (int i = 0; i < Parameters.Length; i++) { property = rootProperty.FindPropertyRelative(Parameters[i]); var parameterName = property.stringValue; if (!HasFloatParameter(controller, parameterName)) { parameterName = GetFirstFloatParameterName(controller); if (!string.IsNullOrEmpty(parameterName)) property.stringValue = parameterName; } } } } } /************************************************************************************************************************/ /// <summary> /// Draws a dropdown menu to select the name of a parameter in the `controller`. /// </summary> protected void DoParameterGUI(Rect area, AnimatorController controller, SerializedProperty property) { var parameterName = property.stringValue; var parameters = controller.parameters; var label = Editor.AnimancerGUI.TempContent(property); label = EditorGUI.BeginProperty(area, label, property); var xMax = area.xMax; area.width = EditorGUIUtility.labelWidth; EditorGUI.PrefixLabel(area, label); area.x += area.width; area.xMax = xMax; var color = GUI.color; if (!HasFloatParameter(controller, parameterName)) GUI.color = Editor.AnimancerGUI.ErrorFieldColor; var content = Editor.AnimancerGUI.TempContent(parameterName); if (EditorGUI.DropdownButton(area, content, FocusType.Passive)) { property = property.Copy(); var menu = new GenericMenu(); for (int i = 0; i < parameters.Length; i++) { var parameter = parameters[i]; Editor.Serialization.AddPropertyModifierFunction(menu, property, parameter.name, parameter.type == AnimatorControllerParameterType.Float, (targetProperty) => { targetProperty.stringValue = parameter.name; }); } if (menu.GetItemCount() == 0) menu.AddDisabledItem(new GUIContent("No Parameters")); menu.ShowAsContext(); } GUI.color = color; EditorGUI.EndProperty(); } /************************************************************************************************************************/ private static bool HasFloatParameter(AnimatorController controller, string name) { if (string.IsNullOrEmpty(name)) return false; var parameters = controller.parameters; for (int i = 0; i < parameters.Length; i++) { var parameter = parameters[i]; if (parameter.type == AnimatorControllerParameterType.Float && name == parameters[i].name) { return true; } } return false; } /************************************************************************************************************************/ private static string GetFirstFloatParameterName(AnimatorController controller) { var parameters = controller.parameters; for (int i = 0; i < parameters.Length; i++) { var parameter = parameters[i]; if (parameter.type == AnimatorControllerParameterType.Float) { return parameter.name; } } return ""; } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif #endregion /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Controller States/ControllerState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] A custom Inspector for <see cref="IAnimancerComponent"/>s.</summary> /// https://kybernetik.com.au/animancer/api/Animancer.Editor/BaseAnimancerComponentEditor /// public abstract class BaseAnimancerComponentEditor : UnityEditor.Editor { /************************************************************************************************************************/ [NonSerialized] private IAnimancerComponent[] _Targets; /// <summary><see cref="UnityEditor.Editor.targets"/> casted to <see cref="IAnimancerComponent"/>.</summary> public IAnimancerComponent[] Targets => _Targets; /// <summary>The drawer for the <see cref="IAnimancerComponent.Playable"/>.</summary> private readonly AnimancerPlayableDrawer PlayableDrawer = new AnimancerPlayableDrawer(); /************************************************************************************************************************/ /// <summary>Initialises this <see cref="UnityEditor.Editor"/>.</summary> protected virtual void OnEnable() { var targets = this.targets; _Targets = new IAnimancerComponent[targets.Length]; GatherTargets(); } /************************************************************************************************************************/ /// <summary> /// Copies the <see cref="UnityEditor.Editor.targets"/> into the <see cref="_Targets"/> array. /// </summary> private void GatherTargets() { for (int i = 0; i < _Targets.Length; i++) _Targets[i] = (IAnimancerComponent)targets[i]; } /************************************************************************************************************************/ /// <summary>Called by the Unity editor to draw the custom Inspector GUI elements.</summary> public override void OnInspectorGUI() { _LastRepaintTime = EditorApplication.timeSinceStartup; // Normally the targets wouldn't change after OnEnable, but the trick AnimancerComponent.Reset uses to // swap the type of an existing component when a new one is added causes the old target to be destroyed. GatherTargets(); serializedObject.Update(); var area = GUILayoutUtility.GetRect(0, 0); DoOtherFieldsGUI(); PlayableDrawer.DoGUI(_Targets); area.yMax = GUILayoutUtility.GetLastRect().yMax; AnimancerLayerDrawer.HandleDragAndDropAnimations(area, _Targets[0], 0); serializedObject.ApplyModifiedProperties(); } /************************************************************************************************************************/ [NonSerialized] private double _LastRepaintTime = double.NegativeInfinity; /// <summary> /// If we have only one object selected and are in Play Mode, we need to constantly repaint to keep the /// Inspector up to date with the latest details. /// </summary> public override bool RequiresConstantRepaint() { if (_Targets.Length != 1) return false; var target = _Targets[0]; if (!target.IsPlayableInitialised) { if (!EditorApplication.isPlaying || target.Animator == null || target.Animator.runtimeAnimatorController == null) return false; } if (AnimancerPlayableDrawer.RepaintConstantly) return true; return EditorApplication.timeSinceStartup > _LastRepaintTime + AnimancerSettings.InspectorRepaintInterval; } /************************************************************************************************************************/ /// <summary>Draws the rest of the Inspector fields after the Animator field.</summary> protected void DoOtherFieldsGUI() { var property = serializedObject.GetIterator(); if (!property.NextVisible(true)) return; do { using (ObjectPool.Disposable.Acquire<GUIContent>(out var label)) { var path = property.propertyPath; if (path == "m_Script") continue; label.text = AnimancerGUI.GetNarrowText(property.displayName); label.tooltip = property.tooltip; // Let the target try to override. if (DoOverridePropertyGUI(property.propertyPath, property, label)) continue; // Otherwise draw the property normally. EditorGUILayout.PropertyField(property, label, true); } } while (property.NextVisible(false)); } /************************************************************************************************************************/ /// <summary>[Editor-Only] /// Draws any custom GUI for the `property`. /// The return value indicates whether the GUI should replace the regular call to /// <see cref="EditorGUILayout.PropertyField(SerializedProperty, GUIContent, bool, GUILayoutOption[])"/> or /// not. True = GUI was drawn, so don't draw the regular GUI. False = Draw the regular GUI. /// </summary> protected virtual bool DoOverridePropertyGUI(string path, SerializedProperty property, GUIContent label) => false; /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/BaseAnimancerComponentEditor.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // // Uncomment this #define to apply this custom editor to all ScriptableObjects. // If you have another plugin with a custom ScriptableObject editor, you will probably want that one instead. //#define ANIMANCER_SCRIPTABLE_OBJECT_EDITOR #if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] /// A custom Inspector for <see cref="ScriptableObject"/>s which adds a message explaining that changes in play /// mode will persist. /// </summary> /// https://kybernetik.com.au/animancer/api/Animancer.Editor/ScriptableObjectEditor /// #if ANIMANCER_SCRIPTABLE_OBJECT_EDITOR [CustomEditor(typeof(ScriptableObject), true, isFallback = true), CanEditMultipleObjects] #endif public class ScriptableObjectEditor : UnityEditor.Editor { /************************************************************************************************************************/ /// <summary>Draws the regular Inspector then adds a message explaining that changes in Play Mode will persist.</summary> /// <remarks>Called by the Unity editor to draw the custom Inspector GUI elements.</remarks> public override void OnInspectorGUI() { base.OnInspectorGUI(); if (target != null && EditorApplication.isPlayingOrWillChangePlaymode && EditorUtility.IsPersistent(target)) { EditorGUILayout.HelpBox("This is an asset, not a scene object," + " which means that any changes you make to it are permanent" + " and will NOT be undone when you exit Play Mode.", MessageType.Warning); } } /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/ScriptableObjectEditor.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { internal partial class TransitionPreviewWindow { /// <summary>Persistent settings for the <see cref="TransitionPreviewWindow"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions#previews">Previews</see> /// </remarks> [Serializable] internal sealed class Settings : AnimancerSettings.Group { /************************************************************************************************************************/ private static Settings Instance => AnimancerSettings.TransitionPreviewWindow; /************************************************************************************************************************/ public static void DoInspectorGUI() { AnimancerSettings.SerializedObject.Update(); EditorGUI.indentLevel++; DoMiscGUI(); DoModelsGUI(); DoFloorGUI(); DoGatheringExceptionsGUI(); _Instance._Scene.DoHierarchyGUI(); EditorGUI.indentLevel--; AnimancerSettings.SerializedObject.ApplyModifiedProperties(); } /************************************************************************************************************************/ #region Misc /************************************************************************************************************************/ private static void DoMiscGUI() { Instance.DoPropertyField(nameof(_AutoClose)); Instance.DoPropertyField(nameof(_ShowTransition)); var property = Instance.DoPropertyField(nameof(_MovementSensitivity)); property.floatValue = Mathf.Clamp(property.floatValue, 0.01f, 100f); property = Instance.DoPropertyField(nameof(_RotationSensitivity)); property.floatValue = Mathf.Clamp(property.floatValue, 0.01f, 100f); } /************************************************************************************************************************/ [SerializeField] private float _InspectorWidth = 300; public static float InspectorWidth { get => Instance._InspectorWidth; set { Instance._InspectorWidth = value; AnimancerSettings.SetDirty(); } } /************************************************************************************************************************/ [SerializeField] [Tooltip("Should this window automatically close if the target object is destroyed?")] private bool _AutoClose = true; public static bool AutoClose => Instance._AutoClose; /************************************************************************************************************************/ [SerializeField] [Tooltip("Should the transition be displayed in this window?" + " Otherwise you can still edit it using the regular Inspector.")] private bool _ShowTransition = true; public static bool ShowTransition => Instance._ShowTransition; /************************************************************************************************************************/ [SerializeField] [Tooltip("Determines how fast the camera moves when you Left Click and Drag")] private float _MovementSensitivity = 1; public static float MovementSensitivity => Instance._MovementSensitivity; [SerializeField] [Tooltip("Determines how fast the camera rotates when you Right Click and Drag")] private float _RotationSensitivity = 1; public static float RotationSensitivity => Instance._RotationSensitivity; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Models /************************************************************************************************************************/ private static void DoModelsGUI() { var property = Instance.DoPropertyField(nameof(_MaxRecentModels)); property.intValue = Math.Max(property.intValue, 0); property = ModelsProperty; var count = property.arraySize = EditorGUILayout.DelayedIntField(nameof(Models), property.arraySize); // Drag and Drop to add model. var area = GUILayoutUtility.GetLastRect(); AnimancerGUI.HandleDragAndDrop<GameObject>(area, (gameObject) => { return EditorUtility.IsPersistent(gameObject) && !Models.Contains(gameObject) && gameObject.GetComponentInChildren<Animator>() != null; }, (gameObject) => { var modelsProperty = ModelsProperty;// Avoid Closure. modelsProperty.serializedObject.Update(); var i = modelsProperty.arraySize; modelsProperty.arraySize = i + 1; modelsProperty.GetArrayElementAtIndex(i).objectReferenceValue = gameObject; modelsProperty.serializedObject.ApplyModifiedProperties(); }); if (count == 0) return; property.isExpanded = EditorGUI.Foldout(area, property.isExpanded, GUIContent.none, true); if (!property.isExpanded) return; EditorGUI.indentLevel++; var model = property.GetArrayElementAtIndex(0); for (int i = 0; i < count; i++) { GUILayout.BeginHorizontal(); EditorGUILayout.ObjectField(model); if (GUILayout.Button("x", AnimancerGUI.MiniButton)) { Serialization.RemoveArrayElement(property, i); property.serializedObject.ApplyModifiedProperties(); AnimancerGUI.Deselect(); GUIUtility.ExitGUI(); return; } GUILayout.Space(EditorStyles.objectField.margin.right); GUILayout.EndHorizontal(); model.Next(false); } EditorGUI.indentLevel--; } /************************************************************************************************************************/ [SerializeField] private List<GameObject> _Models; public static List<GameObject> Models { get { if (AnimancerUtilities.NewIfNull(ref Instance._Models)) return Instance._Models; var previousModels = ObjectPool.AcquireSet<Object>(); var modified = false; for (int i = Instance._Models.Count - 1; i >= 0; i--) { var model = Instance._Models[i]; if (model == null || previousModels.Contains(model)) { Instance._Models.RemoveAt(i); modified = true; } else { previousModels.Add(model); } } ObjectPool.Release(previousModels); if (modified) ModelsProperty.OnPropertyChanged(); return Instance._Models; } } private static SerializedProperty ModelsProperty => Instance.GetSerializedProperty(nameof(_Models)); /************************************************************************************************************************/ [SerializeField] private int _MaxRecentModels = 10; public static int MaxRecentModels => Instance._MaxRecentModels; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Floor /************************************************************************************************************************/ private static void DoFloorGUI() { AnimancerGUI.BeginVerticalBox(GUI.skin.box); var enabled = GUI.enabled; var property = Instance.DoPropertyField(nameof(_FloorEnabled)); if (!property.boolValue) GUI.enabled = false; EditorGUI.BeginChangeCheck(); property = Instance.DoPropertyField(nameof(_FloorMaterial)); if (property.objectReferenceValue == null) GUI.enabled = false; Instance.DoPropertyField(nameof(_FloorTexturePropertyName)); if (EditorGUI.EndChangeCheck()) Scene.Floor.DiscardCustomMaterial(); if (GUILayout.Button(AnimancerGUI.TempContent("Apply Changes", $"Changes to the {nameof(Material)} itself will not be automatically applied"))) Scene.Floor.DiscardCustomMaterial(); GUI.enabled = enabled; AnimancerGUI.EndVerticalBox(GUI.skin.box); } /************************************************************************************************************************/ [SerializeField] private bool _FloorEnabled = true; public static bool FloorEnabled => Instance._FloorEnabled; /************************************************************************************************************************/ [SerializeField] [Tooltip("Scriptable Render Pipelines regularly break the default shader, so this field allows custom material to be" + " assigned if necessary. A transparent shader like 'Mobile/Particles/Alpha Blended' is recommended.")] private Material _FloorMaterial; public static Material FloorMaterial => Instance._FloorMaterial; /************************************************************************************************************************/ [SerializeField] [Tooltip("The name of the property to assign the grid texture for the Floor Material (default '_MainTex')")] private string _FloorTexturePropertyName = "_MainTex"; public static string FloorTexturePropertyName => Instance._FloorTexturePropertyName; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Exceptions /************************************************************************************************************************/ private struct ExceptionDetails { public Exception Exception { get; private set; } public bool isExpanded; public ExceptionDetails(Exception exception) { Exception = exception; isExpanded = false; _ToString = null; } private string _ToString; public override string ToString() => _ToString ?? (_ToString = Exception.ToString()); } private static List<ExceptionDetails> _ExceptionDetails; /************************************************************************************************************************/ private static void DoGatheringExceptionsGUI() { var exceptions = AnimationGatherer.Exceptions; if (exceptions == null || exceptions.Count == 0) return; AnimancerUtilities.NewIfNull(ref _ExceptionDetails); if (Event.current.type == EventType.Layout) { while (_ExceptionDetails.Count < exceptions.Count) _ExceptionDetails.Add(new ExceptionDetails(exceptions[_ExceptionDetails.Count])); } EditorGUILayout.LabelField("Gathering Exceptions", _ExceptionDetails.Count.ToString()); EditorGUI.indentLevel++; if (GUILayout.Button("Log All")) { for (int i = 0; i < _ExceptionDetails.Count; i++) Debug.LogException(_ExceptionDetails[i].Exception); } if (GUILayout.Button("Clear")) { _ExceptionDetails = null; return; } for (int i = 0; i < _ExceptionDetails.Count; i++) { var exception = _ExceptionDetails[i]; Rect area; if (exception.isExpanded) { var size = GUI.skin.label.CalcSize(AnimancerGUI.TempContent(exception.ToString())); area = GUILayoutUtility.GetRect(size.x + AnimancerGUI.IndentSize, size.y); area.xMin += AnimancerGUI.IndentSize; GUI.Label(area, exception.ToString()); } else { area = AnimancerGUI.LayoutSingleLineRect(AnimancerGUI.SpacingMode.After); area.xMin += AnimancerGUI.IndentSize; GUI.Label(area, exception.ToString()); } area.x = 0; exception.isExpanded = EditorGUI.Foldout(area, exception.isExpanded, GUIContent.none, true); _ExceptionDetails[i] = exception; } EditorGUI.indentLevel--; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; namespace Animancer { /// <summary>[Pro-Only] /// Base class for mixers which blend an array of child states together based on a <see cref="Parameter"/>. /// </summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/mixers">Mixers</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/MixerState_1 /// public abstract class MixerState<TParameter> : ManualMixerState { /************************************************************************************************************************/ #region Properties /************************************************************************************************************************/ /// <summary>An empty array of parameter values.</summary> public static readonly TParameter[] NoParameters = new TParameter[0]; /// <summary>The parameter values at which each of the child states are used and blended.</summary> private TParameter[] _Thresholds = NoParameters; /************************************************************************************************************************/ private TParameter _Parameter; /// <summary>The value used to calculate the weights of the child states.</summary> public TParameter Parameter { get => _Parameter; set { _Parameter = value; WeightsAreDirty = true; RequireUpdate(); } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Thresholds /************************************************************************************************************************/ /// <summary> /// Indicates whether the array of thresholds has been initialised with a size at least equal to the /// <see cref="AnimancerNode.ChildCount"/>. /// </summary> public bool HasThresholds => _Thresholds.Length >= ChildCount; /************************************************************************************************************************/ /// <summary> /// Returns the value of the threshold associated with the specified index. /// </summary> public TParameter GetThreshold(int index) => _Thresholds[index]; /************************************************************************************************************************/ /// <summary> /// Sets the value of the threshold associated with the specified index. /// </summary> public void SetThreshold(int index, TParameter threshold) { _Thresholds[index] = threshold; OnThresholdsChanged(); } /************************************************************************************************************************/ /// <summary> /// Assigns the specified array as the thresholds to use for blending. /// <para></para> /// WARNING: if you keep a reference to the `thresholds` array you must call <see cref="OnThresholdsChanged"/> /// whenever any changes are made to it, otherwise this mixer may not blend correctly. /// </summary> public void SetThresholds(params TParameter[] thresholds) { #if UNITY_ASSERTIONS if (thresholds == null) throw new ArgumentNullException(nameof(thresholds)); #endif if (thresholds.Length != ChildCount) throw new ArgumentOutOfRangeException(nameof(thresholds), "Incorrect threshold count. There are " + ChildCount + " states, but the specified thresholds array contains " + thresholds.Length + " elements."); _Thresholds = thresholds; OnThresholdsChanged(); } /************************************************************************************************************************/ /// <summary> /// If the <see cref="Array.Length"/> of the <see cref="_Thresholds"/> is not equal to the /// <see cref="AnimancerNode.ChildCount"/>, this method assigns a new array of that size and returns true. /// </summary> public bool ValidateThresholdCount() { var count = ChildCount; if (_Thresholds.Length != count) { _Thresholds = new TParameter[count]; return true; } else return false; } /************************************************************************************************************************/ /// <summary> /// Called whenever the thresholds are changed. By default this method simply indicates that the blend weights /// need recalculating but it can be overridden by child classes to perform validation checks or optimisations. /// </summary> public virtual void OnThresholdsChanged() { WeightsAreDirty = true; RequireUpdate(); } /************************************************************************************************************************/ /// <summary> /// Calls `calculate` for each of the <see cref="ManualMixerState._States"/> and stores the returned value as /// the threshold for that state. /// </summary> public void CalculateThresholds(Func<AnimancerState, TParameter> calculate) { ValidateThresholdCount(); for (int i = ChildCount - 1; i >= 0; i--) { var state = GetChild(i); if (state == null) continue; _Thresholds[i] = calculate(state); } OnThresholdsChanged(); } /************************************************************************************************************************/ /// <summary> /// Stores the values of all parameters, calls <see cref="AnimancerNode.DestroyPlayable"/>, then restores the /// parameter values. /// </summary> public override void RecreatePlayable() { base.RecreatePlayable(); WeightsAreDirty = true; RequireUpdate(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Initialisation /************************************************************************************************************************/ /// <inheritdoc/> public override void Initialise(int portCount) { base.Initialise(portCount); _Thresholds = new TParameter[portCount]; OnThresholdsChanged(); } /************************************************************************************************************************/ /// <summary> /// Initialises the <see cref="AnimationMixerPlayable"/> and <see cref="ManualMixerState._States"/> with one /// state per clip and assigns the `thresholds`. /// <para></para> /// WARNING: if you keep a reference to the `thresholds` array, you must call /// <see cref="OnThresholdsChanged"/> whenever any changes are made to it, otherwise this mixer may not blend /// correctly. /// </summary> public void Initialise(AnimationClip[] clips, TParameter[] thresholds) { Initialise(clips); _Thresholds = thresholds; OnThresholdsChanged(); } /// <summary> /// Initialises the <see cref="AnimationMixerPlayable"/> and <see cref="ManualMixerState._States"/> with one /// state per clip and assigns the thresholds by calling `calculateThreshold` for each state. /// </summary> public void Initialise(AnimationClip[] clips, Func<AnimancerState, TParameter> calculateThreshold) { Initialise(clips); CalculateThresholds(calculateThreshold); } /************************************************************************************************************************/ /// <summary> /// Creates and returns a new <see cref="ClipState"/> to play the `clip` with this /// <see cref="MixerState"/> as its parent, connects it to the specified `index`, and assigns the /// `threshold` for it. /// </summary> public ClipState CreateChild(int index, AnimationClip clip, TParameter threshold) { SetThreshold(index, threshold); return CreateChild(index, clip); } /// <summary> /// Calls <see cref="AnimancerUtilities.CreateStateAndApply"/>, sets this mixer as the state's parent, and /// assigns the `threshold` for it. /// </summary> public AnimancerState CreateChild(int index, ITransition transition, TParameter threshold) { SetThreshold(index, threshold); return CreateChild(index, transition); } /************************************************************************************************************************/ /// <summary>Assigns the `state` as a child of this mixer and assigns the `threshold` for it.</summary> public void SetChild(int index, AnimancerState state, TParameter threshold) { SetChild(index, state); SetThreshold(index, threshold); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Descriptions /************************************************************************************************************************/ /// <inheritdoc/> public override string GetDisplayKey(AnimancerState state) => $"[{state.Index}] {_Thresholds[state.Index]}"; /************************************************************************************************************************/ /// <inheritdoc/> protected override void AppendDetails(StringBuilder text, string separator) { text.Append(separator); text.Append($"{nameof(Parameter)}: "); AppendParameter(text, Parameter); text.Append(separator).Append("Thresholds: "); for (int i = 0; i < _Thresholds.Length; i++) { if (i > 0) text.Append(", "); AppendParameter(text, _Thresholds[i]); } base.AppendDetails(text, separator); } /************************************************************************************************************************/ /// <summary>Appends the `parameter` in a viewer-friendly format.</summary> public virtual void AppendParameter(StringBuilder description, TParameter parameter) { description.Append(parameter); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Mixer States/MixerStateT.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System.Collections.Generic; using UnityEngine; namespace Animancer { /// <summary>[Pro-Only] /// A system which fades animation weights animations using a custom calculation rather than linear interpolation. /// </summary> /// /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/fading#custom-fade">Custom Fade</see> /// </remarks> /// /// <example><code> /// [SerializeField] private AnimancerComponent _Animancer; /// [SerializeField] private AnimationClip _Clip; /// /// private void Awake() /// { /// // Start fading the animation normally. /// var state = _Animancer.Play(_Clip, 0.25f); /// /// // Then apply the custom fade to modify it. /// CustomFade.Apply(state, Easing.Sine.InOut);// Use a delegate. /// CustomFade.Apply(state, Easing.Function.SineInOut);// Or use the Function enum. /// /// // Or apply it to whatever the current state happens to be. /// CustomFade.Apply(_Animancer, Easing.Sine.InOut); /// /// // Anything else you play after that will automatically cancel the custom fade. /// } /// </code></example> /// https://kybernetik.com.au/animancer/api/Animancer/CustomFade /// public abstract partial class CustomFade : Key, IUpdatable { /************************************************************************************************************************/ private float _Time; private float _FadeSpeed; private StateWeight _TargetState; private AnimancerLayer _TargetLayer; private int _CommandCount; private readonly List<StateWeight> OtherStates = new List<StateWeight>(); /************************************************************************************************************************/ private struct StateWeight { public AnimancerState state; public float startingWeight; public StateWeight(AnimancerState state) { this.state = state; startingWeight = state.Weight; } } /************************************************************************************************************************/ /// <summary> /// Gather the current details of the <see cref="AnimancerPlayable"/> and register this /// <see cref="CustomFade"/> to be updated by it so that it can replace the regular fade behaviour. /// </summary> protected void Apply(AnimancerPlayable animancer) => Apply(animancer.States.Current); /// <summary> /// Gather the current details of the <see cref="AnimancerNode.Root"/> and register this /// <see cref="CustomFade"/> to be updated by it so that it can replace the regular fade behaviour. /// </summary> protected void Apply(AnimancerState state) { #if UNITY_ASSERTIONS Debug.Assert(state != null, "State is null."); Debug.Assert(state.IsValid, "State is not valid."); Debug.Assert(state.IsPlaying, "State is not playing."); Debug.Assert(state.LayerIndex >= 0, "State is not connected to a layer."); Debug.Assert(state.TargetWeight > 0, "State is not fading in."); var animancer = state.Root; Debug.Assert(animancer != null, $"{nameof(state)}.{nameof(state.Root)} is null."); if (OptionalWarning.CustomFadeBounds.IsEnabled()) { if (CalculateWeight(0) != 0) OptionalWarning.CustomFadeBounds.Log("CalculateWeight(0) != 0.", animancer.Component); if (CalculateWeight(1) != 1) OptionalWarning.CustomFadeBounds.Log("CalculateWeight(1) != 1.", animancer.Component); } #endif _FadeSpeed = state.FadeSpeed; if (_FadeSpeed == 0) return; _Time = 0; _TargetState = new StateWeight(state); _TargetLayer = state.Layer; _CommandCount = _TargetLayer.CommandCount; OtherStates.Clear(); for (int i = _TargetLayer.ChildCount - 1; i >= 0; i--) { var other = _TargetLayer.GetChild(i); other.FadeSpeed = 0; if (other != state && other.Weight != 0) OtherStates.Add(new StateWeight(other)); } state.Root.RequireUpdate(this); } /************************************************************************************************************************/ /// <summary> /// Returns the desired weight for the target state at the specified `progress` (ranging from 0 to 1). /// </summary> /// <remarks> /// This method should return 0 when the `progress` is 0 and 1 when the `progress` is 1. It can do anything you /// want with other values, but violating that guideline will trigger /// <see cref="OptionalWarning.CustomFadeBounds"/>. /// </remarks> protected abstract float CalculateWeight(float progress); /// <summary>Called when this fade is cancelled (or ends).</summary> /// <remarks>Can be used to return it to an <see cref="ObjectPool"/>.</remarks> protected abstract void Release(); /************************************************************************************************************************/ void IUpdatable.EarlyUpdate() { // Stop fading if the state was destroyed or something else was played. if (!_TargetState.state.IsValid() || _TargetLayer != _TargetState.state.Layer || _CommandCount != _TargetLayer.CommandCount) { OtherStates.Clear(); AnimancerPlayable.Current.CancelUpdate(this); Release(); return; } _Time += AnimancerPlayable.DeltaTime * _TargetLayer.Speed * _FadeSpeed; if (_Time < 1)// Fade. { var weight = CalculateWeight(_Time); _TargetState.state.Weight = _TargetState.startingWeight + (1 - _TargetState.startingWeight) * weight; weight = 1 - weight; for (int i = OtherStates.Count - 1; i >= 0; i--) { var other = OtherStates[i]; other.state.Weight = other.startingWeight * weight; } } else// End. { _Time = 1; _TargetState.state.Weight = 1; for (int i = OtherStates.Count - 1; i >= 0; i--) OtherStates[i].state.Stop(); OtherStates.Clear(); AnimancerPlayable.Current.CancelUpdate(this); Release(); } } /************************************************************************************************************************/ void IUpdatable.LateUpdate() { } void IUpdatable.OnDestroy() { } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/CustomFade.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary>A <see cref="ScriptableObject"/> which holds a <see cref="ControllerState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/types#transition-assets">Transition Assets</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/ControllerTransition /// [CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Base", order = Strings.AssetMenuOrder + 4)] [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(ControllerTransition))] public class ControllerTransition : AnimancerTransition<ControllerState.Transition> { } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/Transitions/ControllerTransition.cs/0
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using System.Collections; namespace HedgehogTeam.EasyTouch{ public class QuickBase : MonoBehaviour { #region enumeration protected enum GameObjectType { Auto,Obj_3D,Obj_2D,UI}; public enum DirectAction {None,Rotate, RotateLocal,Translate, TranslateLocal, Scale}; public enum AffectedAxesAction {X,Y,Z,XY,XZ,YZ,XYZ}; #endregion #region Members public string quickActionName; // Touch management public bool isMultiTouch = false; public bool is2Finger = false; public bool isOnTouch=false; public bool enablePickOverUI = false; public bool resetPhysic = false; // simple Action public DirectAction directAction; public AffectedAxesAction axesAction; public float sensibility = 1; public CharacterController directCharacterController; public bool inverseAxisValue = false; protected Rigidbody cachedRigidBody; protected bool isKinematic; protected Rigidbody2D cachedRigidBody2D; protected bool isKinematic2D; // internal management protected GameObjectType realType; protected int fingerIndex =-1; #endregion #region Monobehavior Callback void Awake(){ cachedRigidBody = GetComponent<Rigidbody>(); if (cachedRigidBody){ isKinematic = cachedRigidBody.isKinematic; } cachedRigidBody2D = GetComponent<Rigidbody2D>(); if (cachedRigidBody2D){ isKinematic2D = cachedRigidBody2D.isKinematic; } } public virtual void Start(){ EasyTouch.SetEnableAutoSelect( true); realType = GameObjectType.Obj_3D; if (GetComponent<Collider>()){ realType = GameObjectType.Obj_3D; } else if (GetComponent<Collider2D>()){ realType = GameObjectType.Obj_2D; } else if (GetComponent<CanvasRenderer>()){ realType = GameObjectType.UI; } switch (realType){ case GameObjectType.Obj_3D: LayerMask mask = EasyTouch.Get3DPickableLayer(); mask = mask | 1<<gameObject.layer; EasyTouch.Set3DPickableLayer( mask); break; //2D case GameObjectType.Obj_2D: EasyTouch.SetEnable2DCollider( true); mask = EasyTouch.Get2DPickableLayer(); mask = mask | 1<<gameObject.layer; EasyTouch.Set2DPickableLayer( mask); break; // UI case GameObjectType.UI: EasyTouch.instance.enableUIMode = true; EasyTouch.SetUICompatibily( false); break; } if (enablePickOverUI){ EasyTouch.instance.enableUIMode = true; EasyTouch.SetUICompatibily( false); } } public virtual void OnEnable(){ //QuickTouchManager.instance.RegisterQuickAction( this); } public virtual void OnDisable(){ //if (QuickTouchManager._instance){ // QuickTouchManager.instance.UnregisterQuickAction( this); //} } #endregion #region Protected Methods protected Vector3 GetInfluencedAxis(){ Vector3 axis = Vector3.zero; switch(axesAction){ case AffectedAxesAction.X: axis = new Vector3(1,0,0); break; case AffectedAxesAction.Y: axis = new Vector3(0,1,0); break; case AffectedAxesAction.Z: axis = new Vector3(0,0,1); break; case AffectedAxesAction.XY: axis = new Vector3(1,1,0); break; case AffectedAxesAction.XYZ: axis = new Vector3(1,1,1); break; case AffectedAxesAction.XZ: axis = new Vector3(1,0,1); break; case AffectedAxesAction.YZ: axis = new Vector3(0,1,1); break; } return axis; } protected void DoDirectAction(float value){ Vector3 localAxis = GetInfluencedAxis(); switch ( directAction){ // Rotate case DirectAction.Rotate: transform.Rotate( localAxis * value, Space.World); break; // Rotate Local case DirectAction.RotateLocal: transform.Rotate( localAxis * value,Space.Self); break; // Translate case DirectAction.Translate: if ( directCharacterController==null){ transform.Translate(localAxis * value,Space.World); } else{ Vector3 direction = localAxis * value; directCharacterController.Move( direction ); } break; // Translate local case DirectAction.TranslateLocal: if ( directCharacterController==null){ transform.Translate(localAxis * value,Space.Self); } else{ Vector3 direction = directCharacterController.transform.TransformDirection(localAxis) * value; directCharacterController.Move( direction ); } break; // Scale case DirectAction.Scale: transform.localScale += localAxis * value; break; /* // Force case DirectAction.Force: if (directRigidBody!=null){ directRigidBody.AddForce( localAxis * axisValue * speed); } break; // Relative force case DirectAction.RelativeForce: if (directRigidBody!=null){ directRigidBody.AddRelativeForce( localAxis * axisValue * speed); } break; // Torque case DirectAction.Torque: if (directRigidBody!=null){ directRigidBody.AddTorque(localAxis * axisValue * speed); } break; // Relative torque case DirectAction.RelativeTorque: if (directRigidBody!=null){ directRigidBody.AddRelativeTorque(localAxis * axisValue * speed); } break;*/ } } #endregion #region Public Methods public void EnabledQuickComponent(string quickActionName){ QuickBase[] quickBases = GetComponents<QuickBase>(); foreach( QuickBase qb in quickBases){ if (qb.quickActionName == quickActionName){ qb.enabled = true; } } } public void DisabledQuickComponent(string quickActionName){ QuickBase[] quickBases = GetComponents<QuickBase>(); foreach( QuickBase qb in quickBases){ if (qb.quickActionName == quickActionName){ qb.enabled = false; } } } public void DisabledAllSwipeExcepted(string quickActionName){ QuickSwipe[] swipes = FindObjectsOfType(typeof(QuickSwipe)) as QuickSwipe[]; foreach( QuickSwipe swipe in swipes){ if (swipe.quickActionName != quickActionName || ( swipe.quickActionName == quickActionName && swipe.gameObject != gameObject)){ swipe.enabled = false; } } } #endregion } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickBase.cs/0
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using System.Collections; using UnityEngine.Events; using UnityEngine.EventSystems; namespace HedgehogTeam.EasyTouch{ [AddComponentMenu("EasyTouch/Quick Twist")] public class QuickTwist : QuickBase { #region Events [System.Serializable] public class OnTwistAction : UnityEvent<Gesture>{} [SerializeField] public OnTwistAction onTwistAction; #endregion #region enumeration public enum ActionTiggering {InProgress,End}; public enum ActionRotationDirection {All, Clockwise, Counterclockwise}; #endregion #region Members public bool isGestureOnMe = false; public ActionTiggering actionTriggering; public ActionRotationDirection rotationDirection; private float axisActionValue = 0; public bool enableSimpleAction = false; #endregion #region MonoBehaviour callback public QuickTwist(){ quickActionName = "QuickTwist"+ System.Guid.NewGuid().ToString().Substring(0,7); } public override void OnEnable(){ EasyTouch.On_Twist += On_Twist; EasyTouch.On_TwistEnd += On_TwistEnd; } public override void OnDisable(){ UnsubscribeEvent(); } void OnDestroy(){ UnsubscribeEvent(); } void UnsubscribeEvent(){ EasyTouch.On_Twist -= On_Twist; EasyTouch.On_TwistEnd -= On_TwistEnd; } #endregion #region EasyTouch event void On_Twist (Gesture gesture){ if (actionTriggering == ActionTiggering.InProgress){ if (IsRightRotation(gesture)){ DoAction( gesture); } } } void On_TwistEnd (Gesture gesture){ if (actionTriggering == ActionTiggering.End){ if (IsRightRotation(gesture)){ DoAction( gesture); } } } #endregion #region Private method bool IsRightRotation(Gesture gesture){ axisActionValue =0; float coef = 1; if ( inverseAxisValue){ coef = -1; } switch (rotationDirection){ case ActionRotationDirection.All: axisActionValue = gesture.twistAngle * sensibility * coef; return true; case ActionRotationDirection.Clockwise: if (gesture.twistAngle<0){ axisActionValue = gesture.twistAngle * sensibility* coef; return true; } break; case ActionRotationDirection.Counterclockwise: if (gesture.twistAngle>0){ axisActionValue = gesture.twistAngle * sensibility* coef; return true; } break; } return false; } void DoAction(Gesture gesture){ if (isGestureOnMe){ if ( realType == GameObjectType.UI){ if (gesture.isOverGui ){ if ((gesture.pickedUIElement == gameObject || gesture.pickedUIElement.transform.IsChildOf( transform))){ onTwistAction.Invoke(gesture); if (enableSimpleAction){ DoDirectAction( axisActionValue); } } } } else{ if ((!enablePickOverUI && gesture.pickedUIElement == null) || enablePickOverUI){ if (gesture.GetCurrentPickedObject( true) == gameObject){ onTwistAction.Invoke(gesture); if (enableSimpleAction){ DoDirectAction( axisActionValue); } } } } } else{ if ((!enablePickOverUI && gesture.pickedUIElement == null) || enablePickOverUI){ onTwistAction.Invoke(gesture); if (enableSimpleAction){ DoDirectAction( axisActionValue); } } } } #endregion } }
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using UnityEngine; using System.Collections; [AddComponentMenu("EasyTouch Controls/Set Direct Action Transform ")] public class ETCSetDirectActionTransform : MonoBehaviour { public string axisName1; public string axisName2; void Start(){ if (!string.IsNullOrEmpty(axisName1)){ ETCInput.SetAxisDirecTransform(axisName1, transform); } if (!string.IsNullOrEmpty(axisName2)){ ETCInput.SetAxisDirecTransform(axisName2, transform); } } }
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/*********************************************** EasyTouch Controls Copyright © 2016 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ The.Hedgehog.Team@gmail.com **********************************************/ using UnityEngine; using System.Collections; [System.Serializable] public class ETCAxis { #region Enumeration public enum DirectAction {Rotate, RotateLocal,Translate, TranslateLocal, Scale, Force,RelativeForce, Torque,RelativeTorque, Jump}; public enum AxisInfluenced{X,Y,Z}; public enum AxisValueMethod {Classical, Curve}; public enum AxisState {None,Down,Press,Up, DownUp,DownDown,DownLeft,DownRight, PressUp, PressDown, PressLeft, PressRight}; public enum ActionOn {Down,Press}; #endregion #region Members public string name; public bool autoLinkTagPlayer = false; public string autoTag ="Player"; public GameObject player; public bool enable; public bool invertedAxis; public float speed; // public float deadValue; public AxisValueMethod valueMethod; public AnimationCurve curveValue; public bool isEnertia; public float inertia; public float inertiaThreshold; // Auto stabilization public bool isAutoStab; public float autoStabThreshold; public float autoStabSpeed; private float startAngle; // Clamp rotation public bool isClampRotation; public float maxAngle; public float minAngle; // time push public bool isValueOverTime; public float overTimeStep; public float maxOverTimeValue; // AvisValue public float axisValue; public float axisSpeedValue; public float axisThreshold; public bool isLockinJump=false; private Vector3 lastMove; public AxisState axisState; [SerializeField] private Transform _directTransform; public Transform directTransform { get { return _directTransform; } set { _directTransform = value; if (_directTransform!=null){ directCharacterController = _directTransform.GetComponent<CharacterController>(); directRigidBody = _directTransform.GetComponent<Rigidbody>(); } else{ directCharacterController=null; } } } public DirectAction directAction; public AxisInfluenced axisInfluenced; public ActionOn actionOn; public CharacterController directCharacterController; public Rigidbody directRigidBody; public float gravity; public float currentGravity=0; public bool isJump = false; // Simulation public string unityAxis; public bool showGeneralInspector=false; public bool showDirectInspector=false; public bool showInertiaInspector=false; public bool showSimulatinInspector=false; #endregion #region Constructeur public ETCAxis(string axisName){ name = axisName; enable = true; speed = 15; invertedAxis = false; isEnertia = false; inertia = 0; inertiaThreshold = 0.08f; axisValue = 0; axisSpeedValue = 0; gravity = 0; isAutoStab = false; autoStabThreshold = 0.01f; autoStabSpeed = 10; maxAngle = 90; minAngle = 90; axisState = AxisState.None; maxOverTimeValue = 1; overTimeStep = 1; isValueOverTime = false; axisThreshold = 0.5f; deadValue = 0.1f; actionOn = ActionOn.Press; } #endregion #region Public method public void InitAxis(){ if (autoLinkTagPlayer){ player = GameObject.FindGameObjectWithTag(autoTag); if (player){ directTransform = player.transform; } } startAngle = GetAngle(); } public void UpdateAxis(float realValue, bool isOnDrag, ETCBase.ControlType type,bool deltaTime=true){ // Auto link if (autoLinkTagPlayer && player==null || ( player && !player.activeSelf)){ player = GameObject.FindGameObjectWithTag(autoTag); if (player){ directTransform = player.transform; } } // Auto stabilization if (isAutoStab && axisValue ==0 && _directTransform){ DoAutoStabilisation(); } if (invertedAxis){realValue *= -1;} // Time push if (isValueOverTime && realValue!=0){ axisValue += overTimeStep * Mathf.Sign(realValue ) * Time.deltaTime; if (Mathf.Sign(axisValue )>0){ axisValue = Mathf.Clamp( axisValue,0,maxOverTimeValue); } else{ axisValue = Mathf.Clamp( axisValue,-maxOverTimeValue,0); } } // Axis value ComputAxisValue(realValue, type,isOnDrag,deltaTime ); } public void UpdateButton(){ // Auto link if (autoLinkTagPlayer && player==null || ( player && !player.activeSelf)){ player = GameObject.FindGameObjectWithTag(autoTag); if (player){ directTransform = player.transform; } } if (isValueOverTime){ axisValue += overTimeStep * Time.deltaTime; axisValue = Mathf.Clamp( axisValue,0,maxOverTimeValue); } else{ if (axisState == AxisState.Press || axisState == AxisState.Down){ axisValue = 1; } else{ axisValue = 0; } } switch (actionOn){ case ActionOn.Down: axisSpeedValue = axisValue * speed ; if (axisState == AxisState.Down){ DoDirectAction(); } break; case ActionOn.Press: axisSpeedValue = axisValue * speed * Time.deltaTime; if (axisState == AxisState.Press){ DoDirectAction(); } break; } } public void ResetAxis(){ if (!isEnertia || (isEnertia && Mathf.Abs(axisValue)<inertiaThreshold) ){ axisValue =0; axisSpeedValue =0; } } public void DoDirectAction(){ if (directTransform){ Vector3 localAxis = GetInfluencedAxis(); switch ( directAction){ case ETCAxis.DirectAction.Rotate: directTransform.Rotate( localAxis * axisSpeedValue, Space.World); break; case ETCAxis.DirectAction.RotateLocal: directTransform.Rotate( localAxis * axisSpeedValue,Space.Self); break; case ETCAxis.DirectAction.Translate: if ( directCharacterController==null){ directTransform.Translate(localAxis * axisSpeedValue,Space.World); } else{ if (directCharacterController.isGrounded || !isLockinJump){ Vector3 direction = localAxis * axisSpeedValue; directCharacterController.Move( direction ); lastMove = localAxis * (axisSpeedValue/Time.deltaTime); } else{ directCharacterController.Move( lastMove * Time.deltaTime); } } break; case ETCAxis.DirectAction.TranslateLocal: if ( directCharacterController==null){ directTransform.Translate(localAxis * axisSpeedValue,Space.Self); } else{ if (directCharacterController.isGrounded || !isLockinJump){ Vector3 direction = directCharacterController.transform.TransformDirection(localAxis) * axisSpeedValue; directCharacterController.Move( direction ); lastMove =directCharacterController.transform.TransformDirection(localAxis) * (axisSpeedValue/Time.deltaTime); } else{ directCharacterController.Move( lastMove * Time.deltaTime ); } } break; case ETCAxis.DirectAction.Scale: directTransform.localScale += localAxis * axisSpeedValue; break; case ETCAxis.DirectAction.Force: if (directRigidBody!=null){ directRigidBody.AddForce( localAxis * axisValue * speed); } else{ Debug.LogWarning("ETCAxis : "+ name + " No rigidbody on gameobject : "+ _directTransform.name); } break; case ETCAxis.DirectAction.RelativeForce: if (directRigidBody!=null){ directRigidBody.AddRelativeForce( localAxis * axisValue * speed); } else{ Debug.LogWarning("ETCAxis : "+ name + " No rigidbody on gameobject : "+ _directTransform.name); } break; case ETCAxis.DirectAction.Torque: if (directRigidBody!=null){ directRigidBody.AddTorque(localAxis * axisValue * speed); } else{ Debug.LogWarning("ETCAxis : "+ name + " No rigidbody on gameobject : "+ _directTransform.name); } break; case ETCAxis.DirectAction.RelativeTorque: if (directRigidBody!=null){ directRigidBody.AddRelativeTorque(localAxis * axisValue * speed); } else{ Debug.LogWarning("ETCAxis : "+ name + " No rigidbody on gameobject : "+ _directTransform.name); } break; case ETCAxis.DirectAction.Jump: if ( directCharacterController!=null){ if (!isJump){ isJump = true; currentGravity = speed; } } break; } if (isClampRotation && directAction == DirectAction.RotateLocal){ DoAngleLimitation(); } } } public void DoGravity(){ if (directCharacterController != null && gravity!=0){ if (!isJump){ Vector3 move = new Vector3(0,-gravity,0); directCharacterController.Move( move * Time.deltaTime); } else{ currentGravity -= gravity*Time.deltaTime; Vector3 move = new Vector3(0,currentGravity,0); directCharacterController.Move( move * Time.deltaTime); } if (directCharacterController.isGrounded){ isJump = false; currentGravity =0; } } } #endregion #region Private methods private void ComputAxisValue(float realValue, ETCBase.ControlType type, bool isOnDrag, bool deltaTime){ if (enable){ if (type == ETCBase.ControlType.Joystick){ if (valueMethod == AxisValueMethod.Classical){ float dist = Mathf.Max(Mathf.Abs(realValue),0.001f); float dead = Mathf.Max(dist - deadValue, 0)/(1f - deadValue)/dist; realValue *= dead; } else{ //realValue = deadCurve.Evaluate( Mathf.Abs(realValue)) * Mathf.Sign( realValue); realValue = curveValue.Evaluate(Mathf.Abs(realValue)) * Mathf.Sign(realValue); } } if (isEnertia){ realValue = (realValue-axisValue); realValue /= inertia; axisValue += realValue; if (Mathf.Abs(axisValue)< inertiaThreshold && !isOnDrag ) { axisValue = 0; } } else if (!isValueOverTime || (isValueOverTime && realValue ==0)){ axisValue = realValue; } if (deltaTime){ axisSpeedValue = axisValue * speed * Time.deltaTime; } else{ axisSpeedValue = axisValue * speed; } } else{ axisValue = 0; axisSpeedValue =0; } } private Vector3 GetInfluencedAxis(){ Vector3 axis = Vector3.zero; switch(axisInfluenced){ case ETCAxis.AxisInfluenced.X: axis = Vector3.right; break; case ETCAxis.AxisInfluenced.Y: axis = Vector3.up; break; case ETCAxis.AxisInfluenced.Z: axis = Vector3.forward; break; } return axis; } private float GetAngle(){ float angle=0; if (_directTransform!=null){ switch(axisInfluenced){ case AxisInfluenced.X: angle = _directTransform.localRotation.eulerAngles.x; break; case AxisInfluenced.Y: angle = _directTransform.localRotation.eulerAngles.y; break; case AxisInfluenced.Z: angle = _directTransform.localRotation.eulerAngles.z; break; } if (angle<=360 && angle>=180){ angle = angle -360; } } return angle; } private void DoAutoStabilisation(){ float angle= GetAngle(); if (angle<=360 && angle>=180){ angle = angle -360; } if (angle > startAngle - autoStabThreshold || angle < startAngle + autoStabThreshold){ float axis=0; Vector3 stabAngle = Vector3.zero; if (angle > startAngle - autoStabThreshold){ axis = angle + autoStabSpeed/100f*Mathf.Abs (angle-startAngle) * Time.deltaTime*-1; } if (angle < startAngle + autoStabThreshold){ axis = angle + autoStabSpeed/100f*Mathf.Abs (angle-startAngle) * Time.deltaTime; } switch(axisInfluenced){ case AxisInfluenced.X: stabAngle = new Vector3(axis,_directTransform.localRotation.eulerAngles.y,_directTransform.localRotation.eulerAngles.z); break; case AxisInfluenced.Y: stabAngle = new Vector3(_directTransform.localRotation.eulerAngles.x,axis,_directTransform.localRotation.eulerAngles.z); break; case AxisInfluenced.Z: stabAngle = new Vector3(_directTransform.localRotation.eulerAngles.x,_directTransform.localRotation.eulerAngles.y,axis); break; } _directTransform.localRotation = Quaternion.Euler( stabAngle); } } private void DoAngleLimitation(){ Quaternion q = _directTransform.localRotation; q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1.0f; float newAngle = 0; switch(axisInfluenced){ case AxisInfluenced.X: newAngle = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); newAngle = Mathf.Clamp (newAngle, -minAngle, maxAngle); q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * newAngle); break; case AxisInfluenced.Y: newAngle = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.y); newAngle = Mathf.Clamp (newAngle, -minAngle, maxAngle); q.y = Mathf.Tan (0.5f * Mathf.Deg2Rad * newAngle); break; case AxisInfluenced.Z: newAngle = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.z); newAngle = Mathf.Clamp (newAngle, -minAngle, maxAngle); q.z = Mathf.Tan (0.5f * Mathf.Deg2Rad * newAngle); break; } _directTransform.localRotation = q; } #endregion public void InitDeadCurve(){ curveValue = AnimationCurve.EaseInOut(0,0,1,1); curveValue.postWrapMode = WrapMode.PingPong; curveValue.preWrapMode = WrapMode.PingPong; } }
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// Unlit map preview shader. Based on Unity's "Unlit/Texture". Version 1.3 // - no lighting // - no lightmap support // - no per-material color Shader "Hidden/nu Assets/UI/CanvasChannels" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _OffsetX ("Offset X", Float) = 0 _OffsetY ("Offset Y", Float) = 0 _Tile ("Tiling", Float) = 1 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent"} LOD 100 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" #include "CanvasUtil.cginc" int _Channel; fixed4 frag (v2f i) : SV_Target { //half2 offset = half2(-_OffsetX, _OffsetY); //half2 uv = (i.texcoord + offset) * _Tile; //fixed4 col = tex2D(_MainTex, uv); half2 uv = TransformUV(i.texcoord); fixed4 col = tex2D(_MainTex, uv); // Won't compile on OSX //col = _Channel == RGB_ ? fixed4(col.rgb, 1.0h) : // (_Channel == RGBA_ ? col : // (_Channel == R_ ? fixed4(col.r, col.r, col.r, 1) : // (_Channel == G_ ? fixed4(col.g, col.g, col.g, 1) : // (_Channel == B_ ? fixed4(col.b, col.b, col.b, 1) : // (_Channel == A_ ? fixed4(col.a, col.a, col.a, 1) : ((col.r + col.g + col.b)/3.0h) ))))); if(_Channel == RGB_) { col = fixed4(col.rgb, 1.0h); } else if(_Channel == R_) { col = fixed4(col.r, col.r, col.r, 1); } else if(_Channel == G_) { col = fixed4(col.g, col.g, col.g, 1); } else if(_Channel == B_) { col = fixed4(col.b, col.b, col.b, 1); } else if(_Channel == A_) { col = fixed4(col.a, col.a, col.a, 1); } else { col = (col.r + col.g + col.b)/3.0h; } //col = DrawSeam(uv, col); return col; } ENDCG } } }
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using System.Collections.Generic; using UnityEngine; namespace MTE { public class GrassUtil { #region grass: three quads (star) public static void GenerateGrassStarObject(Vector3 position, Quaternion rotation, float width, float height, Material material, out GameObject grassGameObject, out MeshRenderer grassMeshRenderer, out Mesh grassMesh) { GameObject obj = new GameObject("GrassStar"); var meshFilter = obj.AddComponent<MeshFilter>(); var meshRenderer = obj.AddComponent<MeshRenderer>(); var prototypeMesh = Resources.Load<Mesh>("Grass/Prototype_GrassStar"); if (!prototypeMesh) { Debug.LogError("[MTE] Failed to load \"Grass/Prototype_GrassStar\" as Mesh."); } var mesh = Object.Instantiate(prototypeMesh); var vertices = new List<Vector3>(mesh.vertexCount); mesh.GetVertices(vertices); //apply width and height for (int i = 0; i < vertices.Count; i++) { var v = vertices[i]; v.x *= width; v.y *= height; v.z *= width; vertices[i] = v; } mesh.SetVertices(vertices); meshRenderer.sharedMaterial = material; meshFilter.sharedMesh = mesh; meshRenderer.receiveShadows = true; meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; obj.transform.position = position; obj.transform.rotation = rotation; obj.hideFlags = HideFlags.HideInHierarchy; obj.isStatic = true;// set to static for baking lightmap //output grassGameObject = obj; grassMeshRenderer = meshRenderer; grassMesh = mesh; } #endregion #region grass: one quad public static void GenerateGrassQuadObject(Vector3 position, Quaternion rotation, float width, float height, Material material, out GameObject grassGameObject, out MeshRenderer grassMeshRenderer, out Mesh grassMesh) { GameObject obj = new GameObject("GrassQuad"); var meshFilter = obj.AddComponent<MeshFilter>(); var meshRenderer = obj.AddComponent<MeshRenderer>(); var prototypeMesh = Resources.Load<Mesh>("Grass/Prototype_GrassQuad"); if (!prototypeMesh) { Debug.LogError("[MTE] Failed to load \"Grass/Prototype_GrassQuad\" as Mesh."); } var mesh = Object.Instantiate(prototypeMesh); //apply width and height var vertices = new List<Vector3>(); mesh.GetVertices(vertices); for (int i = 0; i < vertices.Count; i++) { var v = vertices[i]; v.x *= width; v.y *= height; v.z *= width; vertices[i] = v; } mesh.SetVertices(vertices); meshRenderer.sharedMaterial = material; meshFilter.sharedMesh = mesh; meshRenderer.receiveShadows = true; meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; obj.transform.position = position; obj.transform.rotation = rotation; obj.hideFlags = HideFlags.HideInHierarchy; obj.isStatic = true;// set to static for baking lightmap //output grassGameObject = obj; grassMeshRenderer = meshRenderer; grassMesh = mesh; } #endregion } }
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Shader "MTE/VertexColored/Bumped Diffuse" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Normal ("Normalmap", 2D) = "bump" {} } CGINCLUDE #pragma surface surf Lambert vertex:vert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float2 uv_MainTex : TEXCOORD0; UNITY_FOG_COORDS(1) float3 color: COLOR; }; sampler2D _MainTex; sampler2D _Normal; #include "../../MTECommon.hlsl" void vert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); float4 pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(data, pos); v.tangent.xyz = cross(v.normal, float3(0,0,1)); v.tangent.w = -1; } void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb; o.Alpha = 1.0; o.Normal = UnpackNormal(tex2D(_Normal, IN.uv_MainTex)); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.5 { CGPROGRAM #pragma target 2.5 ENDCG } SubShader//for target 2.0 { CGPROGRAM #pragma target 2.0 ENDCG } } FallBack "Diffuse" }
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using UnityEngine; using UnityEngine.AI; namespace UnityEditor.AI { public static class NavMeshComponentsGUIUtility { public static void AreaPopup(string labelName, SerializedProperty areaProperty) { var areaIndex = -1; var areaNames = GameObjectUtility.GetNavMeshAreaNames(); for (var i = 0; i < areaNames.Length; i++) { var areaValue = GameObjectUtility.GetNavMeshAreaFromName(areaNames[i]); if (areaValue == areaProperty.intValue) areaIndex = i; } ArrayUtility.Add(ref areaNames, ""); ArrayUtility.Add(ref areaNames, "Open Area Settings..."); var rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight); EditorGUI.BeginProperty(rect, GUIContent.none, areaProperty); EditorGUI.BeginChangeCheck(); areaIndex = EditorGUI.Popup(rect, labelName, areaIndex, areaNames); if (EditorGUI.EndChangeCheck()) { if (areaIndex >= 0 && areaIndex < areaNames.Length - 2) areaProperty.intValue = GameObjectUtility.GetNavMeshAreaFromName(areaNames[areaIndex]); else if (areaIndex == areaNames.Length - 1) NavMeshEditorHelpers.OpenAreaSettings(); } EditorGUI.EndProperty(); } public static void AgentTypePopup(string labelName, SerializedProperty agentTypeID) { var index = -1; var count = NavMesh.GetSettingsCount(); var agentTypeNames = new string[count + 2]; for (var i = 0; i < count; i++) { var id = NavMesh.GetSettingsByIndex(i).agentTypeID; var name = NavMesh.GetSettingsNameFromID(id); agentTypeNames[i] = name; if (id == agentTypeID.intValue) index = i; } agentTypeNames[count] = ""; agentTypeNames[count + 1] = "Open Agent Settings..."; bool validAgentType = index != -1; if (!validAgentType) { EditorGUILayout.HelpBox("Agent Type invalid.", MessageType.Warning); } var rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight); EditorGUI.BeginProperty(rect, GUIContent.none, agentTypeID); EditorGUI.BeginChangeCheck(); index = EditorGUI.Popup(rect, labelName, index, agentTypeNames); if (EditorGUI.EndChangeCheck()) { if (index >= 0 && index < count) { var id = NavMesh.GetSettingsByIndex(index).agentTypeID; agentTypeID.intValue = id; } else if (index == count + 1) { NavMeshEditorHelpers.OpenAgentSettings(-1); } } EditorGUI.EndProperty(); } // Agent mask is a set (internally array/list) of agentTypeIDs. // It is used to describe which agents modifiers apply to. // There is a special case of "None" which is an empty array. // There is a special case of "All" which is an array of length 1, and value of -1. public static void AgentMaskPopup(string labelName, SerializedProperty agentMask) { // Contents of the dropdown box. string popupContent = ""; if (agentMask.hasMultipleDifferentValues) popupContent = "\u2014"; else popupContent = GetAgentMaskLabelName(agentMask); var content = new GUIContent(popupContent); var popupRect = GUILayoutUtility.GetRect(content, EditorStyles.popup); EditorGUI.BeginProperty(popupRect, GUIContent.none, agentMask); popupRect = EditorGUI.PrefixLabel(popupRect, 0, new GUIContent(labelName)); bool pressed = GUI.Button(popupRect, content, EditorStyles.popup); if (pressed) { var show = !agentMask.hasMultipleDifferentValues; var showNone = show && agentMask.arraySize == 0; var showAll = show && IsAll(agentMask); var menu = new GenericMenu(); menu.AddItem(new GUIContent("None"), showNone, SetAgentMaskNone, agentMask); menu.AddItem(new GUIContent("All"), showAll, SetAgentMaskAll, agentMask); menu.AddSeparator(""); var count = NavMesh.GetSettingsCount(); for (var i = 0; i < count; i++) { var id = NavMesh.GetSettingsByIndex(i).agentTypeID; var sname = NavMesh.GetSettingsNameFromID(id); var showSelected = show && AgentMaskHasSelectedAgentTypeID(agentMask, id); var userData = new object[] { agentMask, id, !showSelected }; menu.AddItem(new GUIContent(sname), showSelected, ToggleAgentMaskItem, userData); } menu.DropDown(popupRect); } EditorGUI.EndProperty(); } public static GameObject CreateAndSelectGameObject(string suggestedName, GameObject parent) { var parentTransform = parent != null ? parent.transform : null; var uniqueName = GameObjectUtility.GetUniqueNameForSibling(parentTransform, suggestedName); var child = new GameObject(uniqueName); Undo.RegisterCreatedObjectUndo(child, "Create " + uniqueName); if (parentTransform != null) Undo.SetTransformParent(child.transform, parentTransform, "Parent " + uniqueName); Selection.activeGameObject = child; return child; } static bool IsAll(SerializedProperty agentMask) { return agentMask.arraySize == 1 && agentMask.GetArrayElementAtIndex(0).intValue == -1; } static void ToggleAgentMaskItem(object userData) { var args = (object[])userData; var agentMask = (SerializedProperty)args[0]; var agentTypeID = (int)args[1]; var value = (bool)args[2]; ToggleAgentMaskItem(agentMask, agentTypeID, value); } static void ToggleAgentMaskItem(SerializedProperty agentMask, int agentTypeID, bool value) { if (agentMask.hasMultipleDifferentValues) { agentMask.ClearArray(); agentMask.serializedObject.ApplyModifiedProperties(); } // Find which index this agent type is in the agentMask array. int idx = -1; for (var j = 0; j < agentMask.arraySize; j++) { var elem = agentMask.GetArrayElementAtIndex(j); if (elem.intValue == agentTypeID) idx = j; } // Handle "All" special case. if (IsAll(agentMask)) { agentMask.DeleteArrayElementAtIndex(0); } // Toggle value. if (value) { if (idx == -1) { agentMask.InsertArrayElementAtIndex(agentMask.arraySize); agentMask.GetArrayElementAtIndex(agentMask.arraySize - 1).intValue = agentTypeID; } } else { if (idx != -1) { agentMask.DeleteArrayElementAtIndex(idx); } } agentMask.serializedObject.ApplyModifiedProperties(); } static void SetAgentMaskNone(object data) { var agentMask = (SerializedProperty)data; agentMask.ClearArray(); agentMask.serializedObject.ApplyModifiedProperties(); } static void SetAgentMaskAll(object data) { var agentMask = (SerializedProperty)data; agentMask.ClearArray(); agentMask.InsertArrayElementAtIndex(0); agentMask.GetArrayElementAtIndex(0).intValue = -1; agentMask.serializedObject.ApplyModifiedProperties(); } static string GetAgentMaskLabelName(SerializedProperty agentMask) { if (agentMask.arraySize == 0) return "None"; if (IsAll(agentMask)) return "All"; if (agentMask.arraySize <= 3) { var labelName = ""; for (var j = 0; j < agentMask.arraySize; j++) { var elem = agentMask.GetArrayElementAtIndex(j); var settingsName = NavMesh.GetSettingsNameFromID(elem.intValue); if (string.IsNullOrEmpty(settingsName)) continue; if (labelName.Length > 0) labelName += ", "; labelName += settingsName; } return labelName; } return "Mixed..."; } static bool AgentMaskHasSelectedAgentTypeID(SerializedProperty agentMask, int agentTypeID) { for (var j = 0; j < agentMask.arraySize; j++) { var elem = agentMask.GetArrayElementAtIndex(j); if (elem.intValue == agentTypeID) return true; } return false; } } }
jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshComponentsGUIUtility.cs/0
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using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; using System.Linq; namespace ProGrids { public class pg_GridRenderer { static readonly HideFlags PG_HIDE_FLAGS = HideFlags.HideAndDontSave; const string PREVIEW_OBJECT_NAME = "ProGridsGridObject"; const string MATERIAL_OBJECT_NAME = "ProGridsMaterialObject"; const string MESH_OBJECT_NAME = "ProGridsMeshObject"; const string GRID_SHADER = "Hidden/ProGrids/pg_GridShader"; const int MAX_LINES = 256; static GameObject gridObject; static Mesh gridMesh; static Material gridMaterial; public static int majorLineIncrement = 10; /** * Destroy any existing render objects, then initialize new ones. */ public static void Init() { Destroy(); gridObject = EditorUtility.CreateGameObjectWithHideFlags(PREVIEW_OBJECT_NAME, PG_HIDE_FLAGS, new System.Type[2]{typeof(MeshFilter), typeof(MeshRenderer)}); majorLineIncrement = EditorPrefs.GetInt(pg_Constant.MajorLineIncrement, 10); if(majorLineIncrement < 2) majorLineIncrement = 2; // Force the mesh to only render in SceneView pg_SceneMeshRender renderer = gridObject.AddComponent<pg_SceneMeshRender>(); gridMesh = new Mesh(); gridMesh.name = MESH_OBJECT_NAME; gridMesh.hideFlags = PG_HIDE_FLAGS; gridMaterial = new Material(Shader.Find(GRID_SHADER)); gridMaterial.name = MATERIAL_OBJECT_NAME; gridMaterial.hideFlags = PG_HIDE_FLAGS; renderer.mesh = gridMesh; renderer.material = gridMaterial; } public static void Destroy() { DestoryObjectsWithName(MESH_OBJECT_NAME, typeof(Mesh)); DestoryObjectsWithName(MATERIAL_OBJECT_NAME, typeof(Material)); DestoryObjectsWithName(PREVIEW_OBJECT_NAME, typeof(GameObject)); } static void DestoryObjectsWithName(string Name, System.Type type) { IEnumerable go = Resources.FindObjectsOfTypeAll(type).Where(x => x.name.Contains(Name)); foreach(Object t in go) { GameObject.DestroyImmediate(t); } } private static int tan_iter, bit_iter, max = MAX_LINES, div = 1; /** * Returns the distance this grid is drawing */ public static float DrawPlane(Camera cam, Vector3 pivot, Vector3 tangent, Vector3 bitangent, float snapValue, Color color, float alphaBump) { if(!gridMesh || !gridMaterial || !gridObject) Init(); gridMaterial.SetFloat("_AlphaCutoff", .1f); gridMaterial.SetFloat("_AlphaFade", .6f); pivot = pg_Util.SnapValue(pivot, snapValue); Vector3 p = cam.WorldToViewportPoint(pivot); bool inFrustum = (p.x >= 0f && p.x <= 1f) && (p.y >= 0f && p.y <= 1f) && p.z >= 0f; float[] distances = GetDistanceToFrustumPlanes(cam, pivot, tangent, bitangent, 24f); if(inFrustum) { tan_iter = (int)(Mathf.Ceil( (Mathf.Abs(distances[0]) + Mathf.Abs(distances[2]))/snapValue )); bit_iter = (int)(Mathf.Ceil( (Mathf.Abs(distances[1]) + Mathf.Abs(distances[3]))/snapValue )); max = Mathf.Max( tan_iter, bit_iter ); // if the max is around 3x greater than min, we're probably skewing the camera at near-plane // angle, so use the min instead. if(max > Mathf.Min(tan_iter, bit_iter) * 2) max = (int) Mathf.Min(tan_iter, bit_iter) * 2; div = 1; float dot = Vector3.Dot( cam.transform.position-pivot, Vector3.Cross(tangent, bitangent) ); if(max > MAX_LINES) { if(Vector3.Distance(cam.transform.position, pivot) > 50f * snapValue && Mathf.Abs(dot) > .8f) { while(max/div > MAX_LINES) div += div; } else { max = MAX_LINES; } } } // origin, tan, bitan, increment, iterations, divOffset, color, primary alpha bump DrawFullGrid(cam, pivot, tangent, bitangent, snapValue*div, max/div, div, color, alphaBump); return ((snapValue*div)*(max/div)); } public static void DrawGridPerspective(Camera cam, Vector3 pivot, float snapValue, Color[] colors, float alphaBump) { if(!gridMesh || !gridMaterial || !gridObject) Init(); gridMaterial.SetFloat("_AlphaCutoff", 0f); gridMaterial.SetFloat("_AlphaFade", 0f); Vector3 camDir = (pivot - cam.transform.position).normalized; pivot = pg_Util.SnapValue(pivot, snapValue); // Used to flip the grid to match whatever direction the cam is currently // coming at the pivot from Vector3 right = camDir.x < 0f ? Vector3.right : Vector3.right * -1f; Vector3 up = camDir.y < 0f ? Vector3.up : Vector3.up * -1f; Vector3 forward = camDir.z < 0f ? Vector3.forward : Vector3.forward * -1f; // Get intersecting point for each axis, if it exists Ray ray_x = new Ray(pivot, right); Ray ray_y = new Ray(pivot, up); Ray ray_z = new Ray(pivot, forward); float x_dist = 10f, y_dist = 10f, z_dist = 10f; bool x_intersect = false, y_intersect = false, z_intersect = false; Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam); foreach(Plane p in planes) { float dist; float t = 0; if(p.Raycast(ray_x, out dist)) { t = Vector3.Distance(pivot, ray_x.GetPoint(dist)); if(t < x_dist || !x_intersect) { x_intersect = true; x_dist = t; } } if(p.Raycast(ray_y, out dist)) { t = Vector3.Distance(pivot, ray_y.GetPoint(dist)); if(t < y_dist || !y_intersect) { y_intersect = true; y_dist = t; } } if(p.Raycast(ray_z, out dist)) { t = Vector3.Distance(pivot, ray_z.GetPoint(dist)); if(t < z_dist || !z_intersect) { z_intersect = true; z_dist = t; } } } int x_iter = (int)(Mathf.Ceil(Mathf.Max(x_dist, y_dist))/snapValue); int y_iter = (int)(Mathf.Ceil(Mathf.Max(x_dist, z_dist))/snapValue); int z_iter = (int)(Mathf.Ceil(Mathf.Max(z_dist, y_dist))/snapValue); int max = Mathf.Max( Mathf.Max(x_iter, y_iter), z_iter ); int div = 1; while(max/div> MAX_LINES) { div++; } Vector3[] vertices_t = null; Vector3[] normals_t = null; Color[] colors_t = null; int[] indices_t = null; List<Vector3> vertices_m = new List<Vector3>(); List<Vector3> normals_m = new List<Vector3>(); List<Color> colors_m = new List<Color>(); List<int> indices_m = new List<int>(); // X plane DrawHalfGrid(cam, pivot, up, right, snapValue*div, x_iter/div, colors[0], alphaBump, out vertices_t, out normals_t, out colors_t, out indices_t, 0); vertices_m.AddRange(vertices_t); normals_m.AddRange(normals_t); colors_m.AddRange(colors_t); indices_m.AddRange(indices_t); // Y plane DrawHalfGrid(cam, pivot, right, forward, snapValue*div, y_iter/div, colors[1], alphaBump, out vertices_t, out normals_t, out colors_t, out indices_t, vertices_m.Count); vertices_m.AddRange(vertices_t); normals_m.AddRange(normals_t); colors_m.AddRange(colors_t); indices_m.AddRange(indices_t); // Z plane DrawHalfGrid(cam, pivot, forward, up, snapValue*div, z_iter/div, colors[2], alphaBump, out vertices_t, out normals_t, out colors_t, out indices_t, vertices_m.Count); vertices_m.AddRange(vertices_t); normals_m.AddRange(normals_t); colors_m.AddRange(colors_t); indices_m.AddRange(indices_t); gridMesh.Clear(); gridMesh.vertices = vertices_m.ToArray(); gridMesh.normals = normals_m.ToArray(); gridMesh.subMeshCount = 1; gridMesh.uv = new Vector2[vertices_m.Count]; gridMesh.colors = colors_m.ToArray(); gridMesh.SetIndices(indices_m.ToArray(), MeshTopology.Lines, 0); } private static void DrawHalfGrid(Camera cam, Vector3 pivot, Vector3 tan, Vector3 bitan, float increment, int iterations, Color secondary, float alphaBump, out Vector3[] vertices, out Vector3[] normals, out Color[] colors, out int[] indices, int offset) { Color primary = secondary; primary.a += alphaBump; float len = increment * iterations; int highlightOffsetTan = (int)((pg_Util.ValueFromMask(pivot, tan) % (increment * majorLineIncrement)) / increment); int highlightOffsetBitan = (int)((pg_Util.ValueFromMask(pivot, bitan) % (increment * majorLineIncrement)) / increment); iterations++; // this could only use 3 verts per line float fade = .75f; float fadeDist = len * fade; Vector3 nrm = Vector3.Cross(tan, bitan); vertices = new Vector3[iterations*6-3]; normals = new Vector3[iterations*6-3]; indices = new int[iterations*8-4]; colors = new Color[iterations*6-3]; vertices[0] = pivot; vertices[1] = (pivot + bitan*fadeDist); vertices[2] = (pivot + bitan*len); normals[0] = nrm; normals[1] = nrm; normals[2] = nrm; indices[0] = 0 + offset; indices[1] = 1 + offset; indices[2] = 1 + offset; indices[3] = 2 + offset; colors[0] = primary; colors[1] = primary; colors[2] = primary; colors[2].a = 0f; int n = 4; int v = 3; for(int i = 1; i < iterations; i++) { // MeshTopology doesn't exist prior to Unity 4 vertices[v+0] = pivot + i * tan * increment; vertices[v+1] = (pivot + bitan*fadeDist) + i * tan * increment; vertices[v+2] = (pivot + bitan*len) + i * tan * increment; vertices[v+3] = pivot + i * bitan * increment; vertices[v+4] = (pivot + tan*fadeDist) + i * bitan * increment; vertices[v+5] = (pivot + tan*len) + i * bitan * increment; normals[v+0] = nrm; normals[v+1] = nrm; normals[v+2] = nrm; normals[v+3] = nrm; normals[v+4] = nrm; normals[v+5] = nrm; indices[n+0] = v + 0 + offset; indices[n+1] = v + 1 + offset; indices[n+2] = v + 1 + offset; indices[n+3] = v + 2 + offset; indices[n+4] = v + 3 + offset; indices[n+5] = v + 4 + offset; indices[n+6] = v + 4 + offset; indices[n+7] = v + 5 + offset; float alpha = (i/(float)iterations); alpha = alpha < fade ? 1f : 1f - ( (alpha-fade)/(1-fade) ); Color col = (i+highlightOffsetTan) % majorLineIncrement == 0 ? primary : secondary; col.a *= alpha; colors[v+0] = col; colors[v+1] = col; colors[v+2] = col; colors[v+2].a = 0f; col = (i+highlightOffsetBitan) % majorLineIncrement == 0 ? primary : secondary; col.a *= alpha; colors[v+3] = col; colors[v+4] = col; colors[v+5] = col; colors[v+5].a = 0f; n += 8; v += 6; } } /** * Draws a plane grid using pivot point, the right and forward directions, and how far each direction should extend */ private static void DrawFullGrid(Camera cam, Vector3 pivot, Vector3 tan, Vector3 bitan, float increment, int iterations, int div, Color secondary, float alphaBump) { Color primary = secondary; primary.a += alphaBump; float len = iterations * increment; iterations++; Vector3 start = pivot - tan*(len/2f) - bitan*(len/2f); start = pg_Util.SnapValue(start, bitan+tan, increment); float inc = increment; int highlightOffsetTan = (int)((pg_Util.ValueFromMask(start, tan) % (inc*majorLineIncrement)) / inc); int highlightOffsetBitan = (int)((pg_Util.ValueFromMask(start, bitan) % (inc*majorLineIncrement)) / inc); Vector3[] lines = new Vector3[iterations * 4]; int[] indices = new int[iterations * 4]; Color[] colors = new Color[iterations * 4]; int v = 0, t = 0; for(int i = 0; i < iterations; i++) { Vector3 a = start + tan * i * increment; Vector3 b = start + bitan * i * increment; lines[v+0] = a; lines[v+1] = a + bitan * len; lines[v+2] = b; lines[v+3] = b + tan * len; indices[t++] = v; indices[t++] = v+1; indices[t++] = v+2; indices[t++] = v+3; Color col = (i + highlightOffsetTan) % majorLineIncrement == 0 ? 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using UnityEngine; using System; [Serializable] public class HUDTextInfo { public Transform CacheTransform; public string Text; public bl_Guidance Side = bl_Guidance.LeftUp; public int Size; public Color Color; public float Speed; public float VerticalAceleration; public float VerticalFactorScale; public bl_HUDText.TextAnimationType AnimationType = bl_HUDText.TextAnimationType.None; public float VerticalPositionOffset; public float AnimationSpeed; public float ExtraDelayTime; public float ExtraFloatSpeed; //Overrides public GameObject TextPrefab; public float FadeSpeed; public HUDTextInfo(Transform transform,string text) { this.CacheTransform = transform; this.Text = text; Size = 12; Color = Color.white; Speed = 10; VerticalAceleration = 1; VerticalFactorScale = 10; TextPrefab = null; AnimationType = bl_HUDText.TextAnimationType.None; VerticalPositionOffset = 1f; AnimationSpeed = 1; FadeSpeed = -1; } }
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using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.Linq; using System; using UnityEditor.Utils; using UnityEditorInternal; #if UNITY_EDITOR namespace MK.Toon { #pragma warning disable CS0612, CS0618, CS1692 public static class GuiStyles { public static GUIStyle header = new GUIStyle("ShurikenModuleTitle") { font = (new GUIStyle("Label")).font, border = new RectOffset(15, 7, 4, 4), fixedHeight = 22, contentOffset = new Vector2(20f, -2f), }; public static GUIStyle headerCheckbox = new GUIStyle("ShurikenCheckMark"); public static GUIStyle headerCheckboxMixed = new GUIStyle("ShurikenCheckMarkMixed"); } public class MKToonFreeEditor : ShaderGUI { //hdr config private ColorPickerHDRConfig colorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f); //Editor Properties private MaterialProperty showMainBehavior = null; private MaterialProperty showLightBehavior = null; private MaterialProperty showRenderBehavior = null; private MaterialProperty showSpecularBehavior = null; private MaterialProperty showRimBehavior = null; private MaterialProperty showShadowBehavior = null; private MaterialProperty showOutlineBehavior = null; //Main private MaterialProperty mainColor = null; private MaterialProperty mainTex = null; //Normalmap private MaterialProperty bumpMap = null; //Light private MaterialProperty lTreshold = null; //Render private MaterialProperty lightSmoothness = null; private MaterialProperty rimSmoothness = null; //Custom shadow private MaterialProperty shadowColor = null; private MaterialProperty highlightColor = null; private MaterialProperty shadowIntensity = null; //Outline private MaterialProperty outlineColor = null; private MaterialProperty outlineSize = null; //Rim private MaterialProperty rimColor = null; private MaterialProperty rimSize = null; private MaterialProperty rimIntensity = null; //Specular private MaterialProperty specularIntensity = null; private MaterialProperty shininess = null; private MaterialProperty specularColor = null; //Emission private MaterialProperty emissionColor = null; private bool showGIField = false; public void FindProperties(MaterialProperty[] props, Material mat) { //Editor Properties showMainBehavior = FindProperty("_MKEditorShowMainBehavior", props); showLightBehavior = FindProperty("_MKEditorShowLightBehavior", props); showRenderBehavior = FindProperty("_MKEditorShowRenderBehavior", props); showSpecularBehavior = FindProperty("_MKEditorShowSpecularBehavior", props); showRimBehavior = FindProperty("_MKEditorShowRimBehavior", props); showShadowBehavior = FindProperty("_MKEditorShowShadowBehavior", props); showOutlineBehavior = FindProperty("_MKEditorShowOutlineBehavior", props); //Main mainColor = FindProperty("_Color", props); mainTex = FindProperty("_MainTex", props); //Normalmap bumpMap = FindProperty("_BumpMap", props); //Light lTreshold = FindProperty("_LightThreshold", props); //Render lightSmoothness = FindProperty("_LightSmoothness", props); rimSmoothness = FindProperty("_RimSmoothness", props); //Custom shadow shadowIntensity = FindProperty("_ShadowIntensity", props); shadowColor = FindProperty("_ShadowColor", props); highlightColor = FindProperty("_HighlightColor", props); //Outline outlineColor = FindProperty("_OutlineColor", props); outlineSize = FindProperty("_OutlineSize", props); //Rim rimColor = FindProperty("_RimColor", props); rimSize = FindProperty("_RimSize", props); rimIntensity = FindProperty("_RimIntensity", props); //Specular shininess = FindProperty("_Shininess", props); specularColor = FindProperty("_SpecColor", props); specularIntensity = FindProperty("_SpecularIntensity", props); //Emission emissionColor = FindProperty("_EmissionColor", props); } //Colorfield private void ColorProperty(MaterialProperty prop, bool showAlpha, bool hdrEnabled, GUIContent label) { EditorGUI.showMixedValue = prop.hasMixedValue; EditorGUI.BeginChangeCheck(); Color c = EditorGUILayout.ColorField(label, prop.colorValue, false, showAlpha, hdrEnabled, colorPickerHDRConfig); EditorGUI.showMixedValue = false; if (EditorGUI.EndChangeCheck()) prop.colorValue = c; } //Setup GI emission private void SetGIFlags() { foreach (Material obj in emissionColor.targets) { bool emissive = true; if (obj.GetColor("_EmissionColor") == Color.black) { emissive = false; } MaterialGlobalIlluminationFlags flags = obj.globalIlluminationFlags; if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) { flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; if (!emissive) flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; obj.globalIlluminationFlags = flags; } } } public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader) { if (material.HasProperty("_Emission")) { material.SetColor("_EmissionColor", material.GetColor("_Emission")); } base.AssignNewShaderToMaterial(material, oldShader, newShader); MaterialProperty[] properties = MaterialEditor.GetMaterialProperties(new Material[] { material }); FindProperties(properties, material); SetGIFlags(); } private bool HandleBehavior(string title, ref MaterialProperty behavior, MaterialEditor materialEditor) { EditorGUI.showMixedValue = behavior.hasMixedValue; var rect = GUILayoutUtility.GetRect(16f, 22f, GuiStyles.header); rect.x -= 10; rect.width += 10; var e = Event.current; GUI.Box(rect, title, GuiStyles.header); var foldoutRect = new Rect(EditorGUIUtility.currentViewWidth * 0.5f, rect.y + 2, 13f, 13f); if (behavior.hasMixedValue) { foldoutRect.x -= 13; foldoutRect.y -= 2; } EditorGUI.BeginChangeCheck(); if (e.type == EventType.MouseDown) { if (rect.Contains(e.mousePosition)) { if (behavior.hasMixedValue) behavior.floatValue = 0.0f; else behavior.floatValue = Convert.ToSingle(!Convert.ToBoolean(behavior.floatValue)); e.Use(); } } if (EditorGUI.EndChangeCheck()) { if (Convert.ToBoolean(behavior.floatValue)) materialEditor.RegisterPropertyChangeUndo(behavior.displayName + " Show"); else materialEditor.RegisterPropertyChangeUndo(behavior.displayName + " Hide"); } EditorGUI.showMixedValue = false; if (e.type == EventType.Repaint && behavior.hasMixedValue) EditorStyles.radioButton.Draw(foldoutRect, "", false, false, true, false); else EditorGUI.Foldout(foldoutRect, Convert.ToBoolean(behavior.floatValue), ""); if (behavior.hasMixedValue) return true; else return Convert.ToBoolean(behavior.floatValue); } override public void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) { Material targetMat = materialEditor.target as Material; //get properties FindProperties(properties, targetMat); if (emissionColor.colorValue != Color.black) showGIField = true; else showGIField = false; EditorGUI.BeginChangeCheck(); //main settings if (HandleBehavior("Main", ref showMainBehavior, materialEditor)) { ColorProperty(mainColor, false, false, new GUIContent(mainColor.displayName)); materialEditor.TexturePropertySingleLine(new GUIContent(mainTex.displayName), mainTex); materialEditor.TexturePropertySingleLine(new GUIContent(bumpMap.displayName), bumpMap); EditorGUI.BeginChangeCheck(); ColorProperty(emissionColor, false, true, new GUIContent(emissionColor.displayName)); if (showGIField) materialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); if (EditorGUI.EndChangeCheck()) { SetGIFlags(); } materialEditor.TextureScaleOffsetProperty(mainTex); } //light settings if (HandleBehavior("Light", ref showLightBehavior, materialEditor)) { materialEditor.ShaderProperty(lTreshold, lTreshold.displayName); materialEditor.ShaderProperty(lightSmoothness, lightSmoothness.displayName); } //custom shadow settings if (HandleBehavior("Shadow", ref showShadowBehavior, materialEditor)) { ColorProperty(highlightColor, false, false, new GUIContent(highlightColor.displayName)); ColorProperty(shadowColor, false, false, new GUIContent(shadowColor.displayName)); materialEditor.ShaderProperty(shadowIntensity, shadowIntensity.displayName); } //render settings if (HandleBehavior("Render", ref showRenderBehavior, materialEditor)) { materialEditor.EnableInstancingField(); } //specular settings if (HandleBehavior("Specular", ref showSpecularBehavior, materialEditor)) { ColorProperty(specularColor, false, false, new GUIContent(specularColor.displayName)); materialEditor.ShaderProperty(shininess, shininess.displayName); materialEditor.ShaderProperty(specularIntensity, specularIntensity.displayName); } //rim settings if (HandleBehavior("Rim", ref showRimBehavior, materialEditor)) { ColorProperty(rimColor, false, false, new GUIContent(rimColor.displayName)); materialEditor.ShaderProperty(rimSize, rimSize.displayName); materialEditor.ShaderProperty(rimIntensity, rimIntensity.displayName); materialEditor.ShaderProperty(rimSmoothness, rimSmoothness.displayName); } //set outline if (HandleBehavior("Outline", ref showOutlineBehavior, materialEditor)) { ColorProperty(outlineColor, false, false, new GUIContent(outlineColor.displayName)); materialEditor.ShaderProperty(outlineSize, outlineSize.displayName); } ///Other EditorGUI.EndChangeCheck(); } private void Divider() { GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) }); } } } #endif
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' //vertex and fragment shader #ifndef MK_TOON_FORWARD #define MK_TOON_FORWARD ///////////////////////////////////////////////////////////////////////////////////////////// // VERTEX SHADER ///////////////////////////////////////////////////////////////////////////////////////////// VertexOutputForward vertfwd (VertexInputForward v) { UNITY_SETUP_INSTANCE_ID(v); VertexOutputForward o; UNITY_INITIALIZE_OUTPUT(VertexOutputForward, o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //vertex positions o.posWorld = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex); //texcoords o.uv_Main = TRANSFORM_TEX(v.texcoord0, _MainTex); //normal tangent binormal o.tangentWorld = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz); o.normalWorld = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz); o.binormalWorld = normalize(cross(o.normalWorld, o.tangentWorld) * v.tangent.w); #ifdef MK_TOON_FWD_BASE_PASS //lightmaps and ambient #ifdef DYNAMICLIGHTMAP_ON o.uv_Lm.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; o.uv_Lm.xy = 1; #endif #ifdef LIGHTMAP_ON o.uv_Lm.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.uv_Lm.zw = 1; #endif #ifdef MK_TOON_FWD_BASE_PASS #if UNITY_SHOULD_SAMPLE_SH //unity ambient light o.aLight = ShadeSH9 (half4(o.normalWorld,1.0)); #else o.aLight = 0.0; #endif #ifdef VERTEXLIGHT_ON //vertexlight o.aLight += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, o.posWorld, o.normalWorld); #endif #endif #endif //vertex shadow #if UNITY_VERSION >= 201810 UNITY_TRANSFER_LIGHTING(o, v.texcoord0); #else UNITY_TRANSFER_SHADOW(o, v.texcoord0); #endif #if SHADER_TARGET >= 30 //vertex fog UNITY_TRANSFER_FOG(o,o.pos); #endif return o; } ///////////////////////////////////////////////////////////////////////////////////////////// // FRAGMENT SHADER ///////////////////////////////////////////////////////////////////////////////////////////// fixed4 fragfwd (VertexOutputForward o) : SV_Target { UNITY_SETUP_INSTANCE_ID(o); //init surface struct for rendering MKToonSurface mkts = InitSurface(o); //apply lights, ambient and lightmap MKToonLightLMCombined(mkts, o); //Emission #if _MKTOON_EMISSION //apply rim lighting mkts.Color_Emission += RimDefault(_RimSize, mkts.Pcp.VdotN, _RimColor.rgb, _RimIntensity, _RimSmoothness); mkts.Color_Out.rgb += mkts.Color_Emission; #endif mkts.Color_Out.rgb = BControl(mkts.Color_Out.rgb, _Brightness); #if SHADER_TARGET >= 30 //if enabled add some fog - forward rendering only UNITY_APPLY_FOG(o.fogCoord, mkts.Color_Out); #endif return mkts.Color_Out; } #endif
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//shadow rendering input and output #ifndef MK_TOON_SHADOWCASTER #define MK_TOON_SHADOWCASTER ///////////////////////////////////////////////////////////////////////////////////////////// // VERTEX SHADER ///////////////////////////////////////////////////////////////////////////////////////////// void vertShadowCaster ( VertexInputShadowCaster v, out VertexOutputShadowCaster o #ifdef UNITY_STEREO_INSTANCING_ENABLED ,out VertexOutputStereoShadowCaster os #endif ,out float4 pos : SV_POSITION ) { UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(VertexOutputShadowCaster, o); #ifdef UNITY_STEREO_INSTANCING_ENABLED UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(os); #endif TRANSFER_SHADOW_CASTER_NOPOS(o, pos) } ///////////////////////////////////////////////////////////////////////////////////////////// // FRAGMENT SHADER ///////////////////////////////////////////////////////////////////////////////////////////// half4 fragShadowCaster ( VertexOutputShadowCaster o #if UNITY_VERSION >= 20171 ,UNITY_POSITION(vpos) #else ,UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { SHADOW_CASTER_FRAGMENT(o) } #endif
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// 金庸群侠传3D重制版 // https://github.com/jynew/jynew // // 这是本开源项目文件头,所有代码均使用MIT协议。 // 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 // // 金庸老先生千古! // // 本文件作者:东方怂天(EasternDay) // 文件名: DropdownAttacher.cs // 时间: 2022-01-05-1:31 PM using System.Collections.Generic; using i18n.Ext; using i18n.TranslatorDef; using UnityEngine; using UnityEngine.UI; namespace i18n.TranslateAttacher { [RequireComponent(typeof(Dropdown))] public class DropdownAttacher : BaseAttacher { /// <summary> /// 与脚本共享的Dropdown组件的选项内容 /// </summary> private List<Dropdown.OptionData> OptionDatas => this.gameObject.GetComponent<Dropdown>().options; /// <summary> /// 组件从未激活状态到激活状态则触发 /// </summary> private void OnEnable() { Refresh(); } public override void Refresh() { OptionDatas.ForEach(option => { option.text = option.text.GetContent(GetToken()); }); } public override string GetToken() { //返回注释信息 return $"来自于{transform.GetPath()}的{nameof(DropdownAttacher)}组件"; } } }
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//----------------------------------------------------- // Deferred screen space decal diffuse shader. Version 0.9 [Beta] // Copyright (c) 2017 by Sycoforge //----------------------------------------------------- Shader "Easy Decal/SSD/Deferred SSD" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _BumpMap ("Normal Map", 2D) = "bump" {} _SpecGlossMap("Specular Map", 2D) = "white" {} _SpecularColor("Specular Tint", Color) = (1,1,1,1) _EmissionMap("Emission", 2D) = "black" {} [HDR]_EmissionColor("Emission Color", Color) = (0,0,0) _NormalMultiplier ("Normal Strength", Range(-4.0, 4.0)) = 1.0 _SpecularMultiplier ("Specular Strength", Range(0.0, 1.0)) = 1.0 _SmoothnessMultiplier ("Smoothness Strength", Range(0.0, 1.0)) = 0.5 } SubShader { Tags { "Queue" = "Transparent+1" "DisableBatching" = "True" "IgnoreProjector" = "True" } ZWrite Off ZTest Always Cull Front Fog { Mode Off } // Use custom blend function Blend Off //------------------------------------------ // Pass 0 ** Diffuse/SpecSmooth/Normal //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define DIFFUSE_ON #define SPECSMOOTH_ON #define NORMAL_ON #include "SycoDSSD.cginc" ENDCG } //------------------------------------------ // Pass 1 ** Diffuse/SpecSmooth //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define DIFFUSE_ON #define SPECSMOOTH_ON #include "SycoDSSD.cginc" ENDCG } //------------------------------------------ // Pass 2 ** Diffuse/Normal //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define DIFFUSE_ON #define NORMAL_ON #include "SycoDSSD.cginc" ENDCG } //------------------------------------------ // Pass 3 ** SpecSmooth/Normal //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define SPECSMOOTH_ON #define NORMAL_ON #include "SycoDSSD.cginc" ENDCG } //------------------------------------------ // Pass 4 ** Diffuse //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define DIFFUSE_ON #include "SycoDSSD.cginc" ENDCG } //------------------------------------------ // Pass 5 ** SpecSmooth //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define SPECSMOOTH_ON #include "SycoDSSD.cginc" ENDCG } //------------------------------------------ // Pass 6 ** Normal //------------------------------------------ Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma exclude_renderers nomrt d3d9 #pragma multi_compile ___ UNITY_HDR_ON #define NORMAL_ON #include "SycoDSSD.cginc" ENDCG } } FallBack Off //CustomEditor "ch.sycoforge.Decal.Editor.DSSDShaderGUI" }
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#if UNITY_EDITOR && ODIN_INSPECTOR using System; using System.Collections.Generic; using System.Reflection; using Sirenix.OdinInspector.Editor; using UnityEngine; using XNode; namespace XNodeEditor { internal class OdinNodeInGraphAttributeProcessor<T> : OdinAttributeProcessor<T> where T : Node { public override bool CanProcessSelfAttributes(InspectorProperty property) { return false; } public override bool CanProcessChildMemberAttributes(InspectorProperty parentProperty, MemberInfo member) { if (!NodeEditor.inNodeEditor) return false; if (member.MemberType == MemberTypes.Field) { switch (member.Name) { case "graph": case "position": case "ports": return true; default: break; } } return false; } public override void ProcessChildMemberAttributes(InspectorProperty parentProperty, MemberInfo member, List<Attribute> attributes) { switch (member.Name) { case "graph": case "position": case "ports": attributes.Add(new HideInInspector()); break; default: break; } } } } #endif
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