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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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/IdleState.cs",
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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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} | 915 |
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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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Controller States/ControllerState.cs",
"repo_id": "jynew",
"token_count": 17398
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| jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/AssemblyInfo.cs.meta/0 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/AssemblyInfo.cs.meta",
"repo_id": "jynew",
"token_count": 94
} | 921 |
// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/BaseAnimancerComponentEditor.cs",
"repo_id": "jynew",
"token_count": 2272
} | 922 |
// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/ScriptableObjectEditor.cs",
"repo_id": "jynew",
"token_count": 641
} | 923 |
// 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 | {
"file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.Settings.cs",
"repo_id": "jynew",
"token_count": 6754
} | 924 |
// 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
/************************************************************************************************************************/
}
}
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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() { }
/************************************************************************************************************************/
}
}
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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> { }
}
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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
}
}
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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_)
{
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}
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
}
} | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/Grass/GrassUtil.cs/0 | {
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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"
} | jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/Vertex-colored/Bumped.shader/0 | {
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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;
}
}
}
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fileFormatVersion: 2
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licenseType: Pro
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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 ? primary : secondary;
// tan
colors[v+0] = col;
colors[v+1] = col;
col = (i + highlightOffsetBitan) % majorLineIncrement == 0 ? primary : secondary;
// bitan
colors[v+2] = col;
colors[v+3] = col;
v += 4;
}
Vector3 nrm = Vector3.Cross(tan, bitan);
Vector3[] nrms = new Vector3[lines.Length];
for(int i = 0; i < lines.Length; i++)
nrms[i] = nrm;
gridMesh.Clear();
gridMesh.vertices = lines;
gridMesh.normals = nrms;
gridMesh.subMeshCount = 1;
gridMesh.uv = new Vector2[lines.Length];
gridMesh.colors = colors;
gridMesh.SetIndices(indices, MeshTopology.Lines, 0);
}
/**
* \brief Returns the distance from pivot to frustum plane in the order of
* float[] { tan, bitan, -tan, -bitan }
*/
private static float[] GetDistanceToFrustumPlanes(Camera cam, Vector3 pivot, Vector3 tan, Vector3 bitan, float minDist)
{
Ray[] rays = new Ray[4]
{
new Ray(pivot, tan),
new Ray(pivot, bitan),
new Ray(pivot, -tan),
new Ray(pivot, -bitan)
};
float[] intersects = new float[4] { minDist, minDist, minDist, minDist };
bool[] intersection_found = new bool[4] { false, false, false, false };
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam);
foreach(Plane p in planes)
{
float dist;
float t = 0;
for(int i = 0; i < 4; i++)
{
if(p.Raycast(rays[i], out dist))
{
t = Vector3.Distance(pivot, rays[i].GetPoint(dist));
if(t < intersects[i] || !intersection_found[i])
{
intersection_found[i] = true;
intersects[i] = Mathf.Max(minDist, t);
}
}
}
}
return intersects;
}
}
}
| jynew/jyx2/Assets/3rd/ProCore/ProGrids/Editor/pg_GridRenderer.cs/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;
}
} | jynew/jyx2/Assets/3rd/UHUDText/Content/Script/Core/Constructors/HUDTextInfo.cs/0 | {
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| jynew/jyx2/Assets/3rd/_MK/MKToonFree/Demo/Textures.meta/0 | {
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"repo_id": "jynew",
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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 | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Editor/MKToonFreeEditor.cs/0 | {
"file_path": "jynew/jyx2/Assets/3rd/_MK/MKToonFree/Editor/MKToonFreeEditor.cs",
"repo_id": "jynew",
"token_count": 5457
} | 984 |
// 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 | jynew/jyx2/Assets/3rd/_MK/MKToonFree/Shader/Inc/Forward/MKToonForward.cginc/0 | {
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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)
}
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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";
}
}
} | jynew/jyx2/Assets/3rd/i18n/TranslateAttacher/DropdownAttacher.cs/0 | {
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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;
}
}
}
}
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