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3 Commits

Author SHA1 Message Date
  Joshua Reason e3b575323f Not sure what changes i'm working on 3 years ago
  DESKTOP-B4ME9GF\Joshua Reason f261c57aa5 Updated TimeScale Edifor 6 years ago
  DESKTOP-B4ME9GF\Joshua Reason 8180868a6a Started work on Time Scale Editor 6 years ago
23 changed files with 1335 additions and 3 deletions
Split View
  1. +8
    -0
      Assets/Editor/Editor AddOn/Physics Simulator.meta
  2. +138
    -0
      Assets/Editor/Editor AddOn/Physics Simulator/SelectionEditor.cs
  3. +11
    -0
      Assets/Editor/Editor AddOn/Physics Simulator/SelectionEditor.cs.meta
  4. +8
    -0
      Assets/Editor/Editor AddOn/TimeScaleEditor.meta
  5. +120
    -0
      Assets/Editor/Editor AddOn/TimeScaleEditor/TimeScaleWindow.cs
  6. +11
    -0
      Assets/Editor/Editor AddOn/TimeScaleEditor/TimeScaleWindow.cs.meta
  7. +8
    -0
      Assets/Editor/Editor AddOn/Utility.meta
  8. +21
    -0
      Assets/Editor/Editor AddOn/Utility/TransformUtility.cs
  9. +11
    -0
      Assets/Editor/Editor AddOn/Utility/TransformUtility.cs.meta
  10. +128
    -0
      Assets/Prefab Test.prefab
  11. +7
    -0
      Assets/Prefab Test.prefab.meta
  12. +8
    -0
      Assets/Scenes.meta
  13. +300
    -0
      Assets/Scenes/New Scene.unity
  14. +7
    -0
      Assets/Scenes/New Scene.unity.meta
  15. +51
    -0
      Logs/Packages-Update.log
  16. +47
    -2
      Packages/manifest.json
  17. +377
    -0
      Packages/packages-lock.json
  18. +43
    -0
      ProjectSettings/PackageManagerSettings.asset
  19. +2
    -1
      ProjectSettings/ProjectVersion.txt
  20. BIN
      ProjectSettings/VFXManager.asset
  21. BIN
      ProjectSettings/VersionControlSettings.asset
  22. +10
    -0
      ProjectSettings/XRSettings.asset
  23. +19
    -0
      UserSettings/EditorUserSettings.asset

+ 8
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Assets/Editor/Editor AddOn/Physics Simulator.meta View File

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+ 138
- 0
Assets/Editor/Editor AddOn/Physics Simulator/SelectionEditor.cs View File

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
using UnityEngine.SceneManagement;
public class SelectionEditor : EditorWindow
{
public class Data
{
public bool isKinematic = false;
}
Vector2 m_selectionScroll;
GameObject[] selectedGameObjects => m_selecteData.Keys.ToArray();
Scene[] activeScenes;
string[] activeSceneNames;
#region Settings
bool m_SettingsFoldout = true;
float simulationTime = 5;
bool showSimulation;
bool m_CollisionBetweenScenes = true;
bool m_CollideWithNonSelected;
#endregion Settings
Dictionary<GameObject, Data> m_selecteData = new Dictionary<GameObject, Data>();
[MenuItem("Tools/Selection Test")]
public static void OpenEditor()
{
SelectionEditor window = (SelectionEditor)EditorWindow.GetWindow(typeof(SelectionEditor));
}
private void OnEnable()
{
OnSelectionChange();
}
void OnGUI()
{
SettingsGUI();
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
SelectionGUI();
ButtonGUI();
}
public void SettingsGUI()
{
m_SettingsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(m_SettingsFoldout,"Base Settings", EditorStyles.foldoutHeader);
if (m_SettingsFoldout)
{
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
simulationTime = EditorGUILayout.FloatField("Simulation Time", simulationTime);
showSimulation = EditorGUILayout.Toggle("Show Simulation", showSimulation);
EditorGUILayout.EndHorizontal();
m_CollisionBetweenScenes = EditorGUILayout.Toggle(new GUIContent("Multi-Scene Collision", "Allow objects from different scenes to collide"), m_CollisionBetweenScenes);
m_CollideWithNonSelected = EditorGUILayout.Toggle(new GUIContent("Non-selected Collision", "Allow selected objects to collide with existing colliders"), m_CollideWithNonSelected);
}
EditorGUI.EndFoldoutHeaderGroup();
EditorGUI.indentLevel--;
}
public void SelectionGUI()
{
GUILayout.BeginHorizontal();
GUILayout.Label("Selection -", EditorStyles.boldLabel);
if (activeSceneNames.Length > 0)
GUILayout.Label($"({string.Join(", ", activeSceneNames)})");
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
//Rect _scrollRect = GUILayoutUtility.GetRect(position.width - 20, 50);
//GUI.Box(_scrollRect,"");
m_selectionScroll = EditorGUILayout.BeginScrollView(m_selectionScroll);
EditorGUI.indentLevel++;
foreach (GameObject selected in selectedGameObjects)
{
if (m_selecteData[selected].isKinematic)
GUI.color = Color.red;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent(selected.name, PrefabUtility.GetIconForGameObject(selected)));
GUILayout.FlexibleSpace();
if (GUILayout.Button(m_selecteData[selected].isKinematic ? "Simulate" : "Kinematic"))
{
m_selecteData[selected].isKinematic = !m_selecteData[selected].isKinematic;
}
GUI.color = Color.white;
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel--;
EditorGUILayout.EndScrollView();
}
public void ButtonGUI()
{
GUILayout.FlexibleSpace();
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Button("Start", GUILayout.Width(position.width / 2));
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
private void OnSelectionChange()
{
GameObject[] _objectsToRemove = selectedGameObjects.Except(Selection.gameObjects).ToArray();
GameObject[] _objectsToAdd = Selection.gameObjects.Except(selectedGameObjects).ToArray();
foreach (GameObject gameObject in _objectsToRemove)
m_selecteData.Remove(gameObject);
foreach (GameObject gameObject in _objectsToAdd)
m_selecteData.Add(gameObject, new Data());
m_selecteData.OrderBy(p => p.Key.transform.GetGlobalIndex());
activeScenes = selectedGameObjects.Select(p => p.scene).Distinct().ToArray();
activeSceneNames = activeScenes.Select(p => !string.IsNullOrEmpty(p.name) ? p.name : "Untitled").ToArray();
Repaint();
}
}

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Assets/Editor/Editor AddOn/TimeScaleEditor.meta View File

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+ 120
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Assets/Editor/Editor AddOn/TimeScaleEditor/TimeScaleWindow.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
public class TimeScaleWindow : EditorWindow
{
// Add menu named "My Window" to the Window menu
private int weightedTimeScale = 1;
private bool isPaused = false;
private Color defaultColor;
[MenuItem("Tools/TimeScale")]
static void Init()
{
// Get existing open window or if none, make a new one:
TimeScaleWindow window = (TimeScaleWindow)EditorWindow.GetWindow(typeof(TimeScaleWindow),false,"Time Scale");
Rect rect = window.position;
rect.width = 300;
rect.height = EditorGUIUtility.singleLineHeight * 4;
window.minSize = new Vector2(rect.width, rect.height);
window.maxSize = new Vector2(rect.width, rect.height);
window.position = rect;
window.Show();
}
void OnGUI()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("<<")) NextPower(-1);
if (GUILayout.Button("<")) weightedTimeScale--;
if (GUILayout.Button(">")) weightedTimeScale++;
if (GUILayout.Button(">>")) NextPower(1);
GUILayout.EndHorizontal();
weightedTimeScale = (int)GUILayout.HorizontalSlider(weightedTimeScale, -98f, 100f);
weightedTimeScale = Mathf.Clamp(weightedTimeScale,-98,100);
GUILayout.Space(EditorGUIUtility.singleLineHeight);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Pause")) isPaused = true;
var centeredStyle = new GUIStyle(EditorStyles.label);
centeredStyle.alignment = TextAnchor.UpperCenter;
centeredStyle.normal.textColor = EditorStyles.label.normal.textColor;
if (isPaused)
centeredStyle.normal.textColor = Color.red;
GUILayout.Label(DisplayString(weightedTimeScale), centeredStyle);
if (GUILayout.Button("Play")) isPaused = false;
GUILayout.EndHorizontal();
Time.timeScale = ConvertWeightedToRaw(weightedTimeScale);
}
private float ConvertWeightedToRaw(float input)
{
if (isPaused)
return 0;
if (input >= 1)
return Mathf.Lerp(0, 100, input / 100);
else
return 1 / (-input + 2);
}
private void NextPower(int dir)
{
int sign = (int)Mathf.Sign(weightedTimeScale - 1);
int prevValue = (sign >= 0) ? Mathf.Abs(weightedTimeScale) : Mathf.Abs(weightedTimeScale) + 2;
int nextValue = Mathf.NextPowerOfTwo(prevValue);
if (weightedTimeScale == 0)
{
weightedTimeScale = 1;
if (dir < 0)
weightedTimeScale = -2;
return;
}
if (Mathf.Sign(dir) != Mathf.Sign(weightedTimeScale))
nextValue /= 2;
else if (prevValue == nextValue)
nextValue = Mathf.NextPowerOfTwo(prevValue + 1);
if (sign <= 0)
nextValue -= 2;
weightedTimeScale = nextValue * sign;
}
private string DisplayString(float input)
{
string retVal = "";
if (isPaused)
retVal += "(Paused) ";
if (input > 0)
retVal += input.ToString();
else
retVal += "1/" + (-input + 2);
return retVal;
}
}

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Assets/Editor/Editor AddOn/Utility/TransformUtility.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class TransformUtility
{
public static float GetGlobalIndex(this Transform transform)
{
float retVal = transform.GetSiblingIndex() + 1;
transform = transform.parent;
while (transform != null)
{
retVal /= 10;
retVal += transform.GetSiblingIndex() + 1;
transform = transform.parent;
}
return retVal;
}
}

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=== Wed Nov 11 08:52:43 2020
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Update Mode: updateDependencies
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