Browse Source

Removed post + added static batching

master
Joshua Reason 5 years ago
parent
commit
4f8e528e6f
193 changed files with 63141 additions and 843 deletions
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m_Father: {fileID: 0} m_Father: {fileID: 0}
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m_RootOrder: 12
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m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0}
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m_Children: m_Children:
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m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 15
m_RootOrder: 16
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0}
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m_Children: m_Children:
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m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 16
m_RootOrder: 17
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0}
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m_DefaultSpriteDPI: 96 m_DefaultSpriteDPI: 96
m_DynamicPixelsPerUnit: 1 m_DynamicPixelsPerUnit: 1
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GameObject: GameObject:
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m_Children: m_Children:
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m_Father: {fileID: 0} m_Father: {fileID: 0}
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m_RootOrder: 14
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+ 13
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Assets/Scipts/Map.cs View File

@ -55,6 +55,7 @@ public class Map : MonoBehaviour
float HalfSize = TileSize / 2; float HalfSize = TileSize / 2;
Vector3 startPoint = new Vector3(-(MapDimensions.x * HalfSize), 0.0f, -(MapDimensions.y * HalfSize)); Vector3 startPoint = new Vector3(-(MapDimensions.x * HalfSize), 0.0f, -(MapDimensions.y * HalfSize));
GameObject Map = new GameObject("Map Tiles");
for (int x = 0; x < MapDimensions.x; x++) for (int x = 0; x < MapDimensions.x; x++)
{ {
@ -64,7 +65,7 @@ public class Map : MonoBehaviour
float RandomRotation = Random.Range(0, 4) * 90; float RandomRotation = Random.Range(0, 4) * 90;
Vector3 position = startPoint + new Vector3(TileSize * x + HalfSize, 0.0f, TileSize * z + HalfSize); Vector3 position = startPoint + new Vector3(TileSize * x + HalfSize, 0.0f, TileSize * z + HalfSize);
Debug.Log(position); Debug.Log(position);
GameObject Tile = Instantiate(Tiles[randIndex]);
GameObject Tile = Instantiate(Tiles[randIndex],Map.transform);
Tile.transform.position = position; Tile.transform.position = position;
Tile.transform.Rotate(Vector3.up, RandomRotation); Tile.transform.Rotate(Vector3.up, RandomRotation);
Tile.name = "Tile [" + x + "," + z + "]"; Tile.name = "Tile [" + x + "," + z + "]";
@ -78,7 +79,7 @@ public class Map : MonoBehaviour
Vector3 newPos = position; Vector3 newPos = position;
newPos.x += TileSize * MapDimensions.x; newPos.x += TileSize * MapDimensions.x;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -89,7 +90,7 @@ public class Map : MonoBehaviour
Vector3 newPos = position; Vector3 newPos = position;
newPos.z += TileSize * MapDimensions.y; newPos.z += TileSize * MapDimensions.y;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -101,7 +102,7 @@ public class Map : MonoBehaviour
newPos.x += TileSize * MapDimensions.x; newPos.x += TileSize * MapDimensions.x;
newPos.z += TileSize * MapDimensions.y; newPos.z += TileSize * MapDimensions.y;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -112,7 +113,7 @@ public class Map : MonoBehaviour
Vector3 newPos = position; Vector3 newPos = position;
newPos.x -= TileSize * MapDimensions.x; newPos.x -= TileSize * MapDimensions.x;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -123,7 +124,7 @@ public class Map : MonoBehaviour
Vector3 newPos = position; Vector3 newPos = position;
newPos.z -= TileSize * MapDimensions.y; newPos.z -= TileSize * MapDimensions.y;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -135,7 +136,7 @@ public class Map : MonoBehaviour
newPos.x -= TileSize * MapDimensions.x; newPos.x -= TileSize * MapDimensions.x;
newPos.z -= TileSize * MapDimensions.y; newPos.z -= TileSize * MapDimensions.y;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -147,7 +148,7 @@ public class Map : MonoBehaviour
newPos.x += TileSize * MapDimensions.x; newPos.x += TileSize * MapDimensions.x;
newPos.z -= TileSize * MapDimensions.y; newPos.z -= TileSize * MapDimensions.y;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
@ -159,13 +160,16 @@ public class Map : MonoBehaviour
newPos.x -= TileSize * MapDimensions.x; newPos.x -= TileSize * MapDimensions.x;
newPos.z += TileSize * MapDimensions.y; newPos.z += TileSize * MapDimensions.y;
GameObject MirrorTile = Instantiate(Tile);
GameObject MirrorTile = Instantiate(Tile, Map.transform);
MirrorTile.transform.position = newPos; MirrorTile.transform.position = newPos;
MirrorTile.transform.rotation = Tile.transform.rotation; MirrorTile.transform.rotation = Tile.transform.rotation;
MirrorTile.name = Tile.name + "(Mirror)"; MirrorTile.name = Tile.name + "(Mirror)";
} }
} }
} }
StaticBatchingUtility.Combine(Map);
} }
//Populate the tile with landmarks //Populate the tile with landmarks

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-----------------------------
v1.4.3
- Renamed all the classes with the "G_" prefix to avoid namespace issues with external code (thanks @Rockylars).
- Refactored some code and added explanations and regions in the G_ShaderGraph class.
- Assigned all the variables in their declaration to avoid a new NET framework warning.
-----------------------------
v1.4.2
- Added the option to disable hotkeys.
- Disabled hotkey check when Editor is not focused (thanks @Rockylars).
- Refatored and cleaned up code (thanks @Rockylars).
- Fixed a bug where if the app was defocused and focused back, it would reset Graphy's module active values (thanks @Rockylars).
-----------------------------
v1.4.1
- Introduced plenty of safety checks to avoid some null reference errors.
- Possibly fixed the graphs bug when the Editor is defocused and focused back.
- Code cleanup and refactoring.
-----------------------------
v1.4
- Updated the header comments in all scripts.
- Added option to toggle active on start up (thanks @DarkMio).
- Removed a leftover raycast script in the Graphy UI.Canvas (thanks @DarkMio).
- Updated the shaders to use UnityObjectToClipPos() (thanks @DarkMio).
- Bug-Fix: NullRef for EditorStyles.boldlabel (thanks @Flavelius)
-----------------------------
v1.3
- Added a second graph to the Audio module that shows the highest spectrum value.
- Added option to Toggle Active and Mode, as well as setting a specific Preset from the API.
- Fixed a bug that occured when Time.timeScale = 0 (thanks @xDavidLeon!).
-----------------------------
v1.2.2
- Improved the dB calculations, now the values are much more precise.
-----------------------------
v1.2.1
- Modified the default UI text values to more generic placeholders to increase clarity.
- Small fixes in the audio module.
-----------------------------
v1.2
- MASSIVE reduction in garbage generation. From 8-10 KB every 2-3 seconds to just 200-300 bytes. Garbage generation right now is negligible.
- Some code optimizations.
-----------------------------
v1.1
- New Feature: Added a modifiable MODE. If set to LIGHT it will reduce some features or maximum values (like graph resolution) but it will improve compatibility with older hardware.
- Small performance optimizations.
- Code refactoring.
- Improved the vetical alpha fade-off effect in the graph to make it more visible for lower values.
- Updated the "Customize Graphy" scene to account for these new changes.
-----------------------------
v1.0
- First major update!
- Removed some leftover raycast targets from the Graphy UI to avoid interfering with users UI.
- Added a Customization Scene that allows changing all the parameters in runtime to improve the user experience when testing new values.
- Added a feature to rescale the background overlay of the Advanced Data module to the text with the highest width.
- Made ALL parameters modifiable from code using the API.
- Fixed a bug where sometimes the Graphy Manager would fail trying to retrieve the Audio Module.
- Improved stabilty.
-----------------------------
v0.6
- Added a feature to choose if you want to apply a background overlay to Graphy, improving readability in cluttered scenes.
- Optimized the access to Shader parameters when updating them, improving performance.
-----------------------------
v0.5.1
- Added a feature to choose if you want to keep Graphy alive through scene changes. Careful, if you activate it but Graphy is the child of another object, the root GameObject will also survive scene changes.
- Fixed a bug where setting Graphy as a child of another object would break the graphs.
-----------------------------
v0.5
- Initial release!

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Eric Tirado - NORTHWEST - BOLD, ROUGH - BETA
Version 0.6 2016
________________________________________________________________________________________
This font demo is free for personal and commercial use.
DonÕt resell, donÕt rename, share it with this txt file. Easy.
Sign up at tira.do/nw to get a good deal on our final release (coming soon) and be in the loop for more awesomeness!
________________________________________________________________________________________
fonts@erictirado.com
Eric Tirado © 2016 - All Rights Reserved
_______________________________________________________________________________________
_______________________________________________________________________________________

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/*
https://github.com/SnapshotGames/cui_color_picker
MIT License
Copyright (c) 2016 Snapshot Games Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
using System;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.CustomizationScene
{
public class G_CUIColorPicker : MonoBehaviour
{
public Color Color { get { return _color; } set { Setup( value ); } }
public void SetOnValueChangeCallback( Action<Color> onValueChange )
{
_onValueChange = onValueChange;
}
[SerializeField] private Slider alphaSlider;
[SerializeField] private Image alphaSliderBGImage;
private Color _color = new Color32(255, 0, 0, 128);
private Action<Color> _onValueChange;
private Action _update;
private static void RGBToHSV( Color color, out float h, out float s, out float v )
{
var cmin = Mathf.Min( color.r, color.g, color.b );
var cmax = Mathf.Max( color.r, color.g, color.b );
var d = cmax - cmin;
if ( d == 0 ) {
h = 0;
} else if ( cmax == color.r ) {
h = Mathf.Repeat( ( color.g - color.b ) / d, 6 );
} else if ( cmax == color.g ) {
h = ( color.b - color.r ) / d + 2;
} else {
h = ( color.r - color.g ) / d + 4;
}
s = cmax == 0 ? 0 : d / cmax;
v = cmax;
}
private static bool GetLocalMouse( GameObject go, out Vector2 result )
{
var rt = ( RectTransform )go.transform;
var mp = rt.InverseTransformPoint( Input.mousePosition );
result.x = Mathf.Clamp( mp.x, rt.rect.min.x, rt.rect.max.x );
result.y = Mathf.Clamp( mp.y, rt.rect.min.y, rt.rect.max.y );
return rt.rect.Contains( mp );
}
private static Vector2 GetWidgetSize( GameObject go )
{
var rt = ( RectTransform )go.transform;
return rt.rect.size;
}
private GameObject GO( string name )
{
return transform.Find( name ).gameObject;
}
private void Setup( Color inputColor )
{
alphaSlider.value = inputColor.a;
alphaSliderBGImage.color = inputColor;
var satvalGO = GO( "SaturationValue" );
var satvalKnob = GO( "SaturationValue/Knob" );
var hueGO = GO( "Hue" );
var hueKnob = GO( "Hue/Knob" );
var result = GO( "Result" );
var hueColors = new Color []
{
Color.red,
Color.yellow,
Color.green,
Color.cyan,
Color.blue,
Color.magenta,
};
var satvalColors = new Color []
{
new Color( 0, 0, 0 ),
new Color( 0, 0, 0 ),
new Color( 1, 1, 1 ),
hueColors[0],
};
var hueTex = new Texture2D( 1, 7 );
for ( int i = 0; i < 7; i++ ) {
hueTex.SetPixel( 0, i, hueColors[i % 6] );
}
hueTex.Apply();
hueGO.GetComponent<Image>().sprite = Sprite.Create( hueTex, new Rect( 0, 0.5f, 1, 6 ), new Vector2( 0.5f, 0.5f ) );
var hueSz = GetWidgetSize( hueGO );
var satvalTex = new Texture2D(2,2);
satvalGO.GetComponent<Image>().sprite = Sprite.Create( satvalTex, new Rect( 0.5f, 0.5f, 1, 1 ), new Vector2( 0.5f, 0.5f ) );
Action resetSatValTexture = () => {
for ( int j = 0; j < 2; j++ ) {
for ( int i = 0; i < 2; i++ ) {
satvalTex.SetPixel( i, j, satvalColors[i + j * 2] );
}
}
satvalTex.Apply();
};
var satvalSz = GetWidgetSize( satvalGO );
float Hue, Saturation, Value;
RGBToHSV( inputColor, out Hue, out Saturation, out Value );
Action applyHue = () =>
{
var i0 = Mathf.Clamp( ( int )Hue, 0, 5 );
var i1 = ( i0 + 1 ) % 6;
var resultColor = Color.Lerp( hueColors[i0], hueColors[i1], Hue - i0 );
satvalColors[3] = resultColor;
resetSatValTexture();
};
Action applySaturationValue = () =>
{
var sv = new Vector2( Saturation, Value );
var isv = new Vector2( 1 - sv.x, 1 - sv.y );
var c0 = isv.x * isv.y * satvalColors[0];
var c1 = sv.x * isv.y * satvalColors[1];
var c2 = isv.x * sv.y * satvalColors[2];
var c3 = sv.x * sv.y * satvalColors[3];
var resultColor = c0 + c1 + c2 + c3;
var resImg = result.GetComponent<Image>();
resImg.color = resultColor;
if ( _color != resultColor )
{
resultColor = new Color(resultColor.r, resultColor.g, resultColor.b, alphaSlider.value);
if ( _onValueChange != null )
{
_onValueChange( resultColor );
}
_color = resultColor;
alphaSliderBGImage.color = _color;
}
};
applyHue();
applySaturationValue();
satvalKnob.transform.localPosition = new Vector2( Saturation * satvalSz.x, Value * satvalSz.y );
hueKnob.transform.localPosition = new Vector2( hueKnob.transform.localPosition.x, Hue / 6 * satvalSz.y );
Action dragH = null;
Action dragSV = null;
Action idle = () => {
if ( Input.GetMouseButtonDown( 0 ) ) {
Vector2 mp;
if ( GetLocalMouse( hueGO, out mp ) ) {
_update = dragH;
} else if ( GetLocalMouse( satvalGO, out mp ) ) {
_update = dragSV;
}
}
};
dragH = () => {
Vector2 mp;
GetLocalMouse( hueGO, out mp );
Hue = mp.y / hueSz.y * 6;
applyHue();
applySaturationValue();
hueKnob.transform.localPosition = new Vector2( hueKnob.transform.localPosition.x, mp.y );
if ( Input.GetMouseButtonUp( 0 ) ) {
_update = idle;
}
};
dragSV = () => {
Vector2 mp;
GetLocalMouse( satvalGO, out mp );
Saturation = mp.x / satvalSz.x;
Value = mp.y / satvalSz.y;
applySaturationValue();
satvalKnob.transform.localPosition = mp;
if ( Input.GetMouseButtonUp( 0 ) ) {
_update = idle;
}
};
_update = idle;
}
public void SetRandomColor()
{
var rng = new System.Random();
var r = ( rng.Next() % 1000 ) / 1000.0f;
var g = ( rng.Next() % 1000 ) / 1000.0f;
var b = ( rng.Next() % 1000 ) / 1000.0f;
Color = new Color( r, g, b );
}
void Awake()
{
Color = new Color32(255, 0, 0, 128);
}
private void Start()
{
alphaSlider.onValueChanged.AddListener(value =>
{
_color = new Color(_color.r, _color.g, _color.b, value);
alphaSliderBGImage.color = _color;
if (_onValueChange != null) _onValueChange(_color);
});
}
void Update()
{
if (_update != null) { _update(); }
}
}
}

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