diff --git a/CHANGELOG.md b/CHANGELOG.md index f875c59e..4f0acbeb 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,17 @@ # Changelog +## [4.3.2] +Update the follow pacakges: +- json-for-unity.converters:1.5.1-1.6.3 +- UIEffect:4.0.0-preview.9-4.0.0-preview.10 +- DemoTeanHairSystem:0.10.0-0.11.0 +- textmeshpro:3.0.6-3.0.8 +- 2D PSD Importer:8.0.2-8.0.4 +- 2D Animation:9.0.3-9.0.4 +- AI Navigation: 1.1.4-1.1.5 +- Timeline: 1.7.5-1.7.6 +- VisualScripting: 1.9.0-1.9.2 + ## [4.3.0] - Export Mod File with unique name. diff --git a/ProjectConfig~/ProjectSettings.zip b/ProjectConfig~/ProjectSettings.zip index dfceb70c..81899ebf 100644 Binary files a/ProjectConfig~/ProjectSettings.zip and b/ProjectConfig~/ProjectSettings.zip differ diff --git a/ProjectConfig~/ProjectSettings/AudioManager.asset b/ProjectConfig~/ProjectSettings/AudioManager.asset index 4f31e744..304925eb 100644 --- a/ProjectConfig~/ProjectSettings/AudioManager.asset +++ b/ProjectConfig~/ProjectSettings/AudioManager.asset @@ -1,17 +1,17 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!11 &1 -AudioManager: - m_ObjectHideFlags: 0 - m_Volume: 1 - Rolloff Scale: 1 - Doppler Factor: 1 - Default Speaker Mode: 2 - m_SampleRate: 0 - m_DSPBufferSize: 1024 - m_VirtualVoiceCount: 512 - m_RealVoiceCount: 32 - m_SpatializerPlugin: - m_AmbisonicDecoderPlugin: - m_DisableAudio: 0 - m_VirtualizeEffects: 1 +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!11 &1 +AudioManager: + m_ObjectHideFlags: 0 + m_Volume: 1 + Rolloff Scale: 1 + Doppler Factor: 1 + Default Speaker Mode: 2 + m_SampleRate: 0 + m_DSPBufferSize: 1024 + m_VirtualVoiceCount: 512 + m_RealVoiceCount: 32 + m_SpatializerPlugin: + m_AmbisonicDecoderPlugin: + m_DisableAudio: 0 + m_VirtualizeEffects: 1 diff --git a/ProjectConfig~/ProjectSettings/AutoStreamingSettings.asset b/ProjectConfig~/ProjectSettings/AutoStreamingSettings.asset index d3e071e2..0b3a5f4e 100644 --- a/ProjectConfig~/ProjectSettings/AutoStreamingSettings.asset +++ b/ProjectConfig~/ProjectSettings/AutoStreamingSettings.asset @@ -1,21 +1,21 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1200 &1 -AutoStreamingSettings: - m_ObjectHideFlags: 0 - serializedVersion: 2 - mSearchMode: 15 - mCustomSearchFile: - mTextureSearchString: - mMeshSearchString: - mTextures: [] - mAudios: [] - mMeshes: [] - mScenes: [] - mConfigCCD: - useCCD: 0 - cosKey: - projectGuid: - bucketUuid: - bucketName: - badgeName: +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1200 &1 +AutoStreamingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + mSearchMode: 15 + mCustomSearchFile: + mTextureSearchString: + mMeshSearchString: + mTextures: [] + mAudios: [] + mMeshes: [] + mScenes: [] + mConfigCCD: + useCCD: 0 + cosKey: + projectGuid: + bucketUuid: + bucketName: + badgeName: diff --git a/ProjectConfig~/ProjectSettings/BurstAotSettings_StandaloneWindows.json b/ProjectConfig~/ProjectSettings/BurstAotSettings_StandaloneWindows.json index e02ae332..f9f5e873 100644 --- a/ProjectConfig~/ProjectSettings/BurstAotSettings_StandaloneWindows.json +++ b/ProjectConfig~/ProjectSettings/BurstAotSettings_StandaloneWindows.json @@ -1,17 +1,17 @@ -{ - "MonoBehaviour": { - "Version": 4, - "EnableBurstCompilation": true, - "EnableOptimisations": true, - "EnableSafetyChecks": false, - "EnableDebugInAllBuilds": false, - "UsePlatformSDKLinker": false, - "CpuMinTargetX32": 0, - "CpuMaxTargetX32": 0, - "CpuMinTargetX64": 0, - "CpuMaxTargetX64": 0, - "CpuTargetsX32": 6, - "CpuTargetsX64": 72, - "OptimizeFor": 0 - } -} +{ + "MonoBehaviour": { + "Version": 4, + "EnableBurstCompilation": true, + "EnableOptimisations": true, + "EnableSafetyChecks": false, + "EnableDebugInAllBuilds": false, + "UsePlatformSDKLinker": false, + "CpuMinTargetX32": 0, + "CpuMaxTargetX32": 0, + "CpuMinTargetX64": 0, + "CpuMaxTargetX64": 0, + "CpuTargetsX32": 6, + "CpuTargetsX64": 72, + "OptimizeFor": 0 + } +} diff --git a/ProjectConfig~/ProjectSettings/ClusterInputManager.asset b/ProjectConfig~/ProjectSettings/ClusterInputManager.asset index e7886b26..a84cf4e6 100644 --- a/ProjectConfig~/ProjectSettings/ClusterInputManager.asset +++ b/ProjectConfig~/ProjectSettings/ClusterInputManager.asset @@ -1,6 +1,6 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!236 &1 -ClusterInputManager: - m_ObjectHideFlags: 0 - m_Inputs: [] +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!236 &1 +ClusterInputManager: + m_ObjectHideFlags: 0 + m_Inputs: [] diff --git a/ProjectConfig~/ProjectSettings/CommonBurstAotSettings.json b/ProjectConfig~/ProjectSettings/CommonBurstAotSettings.json index 0293dafc..26d45188 100644 --- a/ProjectConfig~/ProjectSettings/CommonBurstAotSettings.json +++ b/ProjectConfig~/ProjectSettings/CommonBurstAotSettings.json @@ -1,6 +1,6 @@ -{ - "MonoBehaviour": { - "Version": 4, - "DisabledWarnings": "" - } -} +{ + "MonoBehaviour": { + "Version": 4, + "DisabledWarnings": "" + } +} diff --git a/ProjectConfig~/ProjectSettings/DynamicsManager.asset b/ProjectConfig~/ProjectSettings/DynamicsManager.asset index 78992f08..d2855a33 100644 --- a/ProjectConfig~/ProjectSettings/DynamicsManager.asset +++ b/ProjectConfig~/ProjectSettings/DynamicsManager.asset @@ -1,29 +1,29 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!55 &1 -PhysicsManager: - m_ObjectHideFlags: 0 - serializedVersion: 7 - m_Gravity: {x: 0, y: -9.81, z: 0} - m_DefaultMaterial: {fileID: 0} - m_BounceThreshold: 2 - m_SleepThreshold: 0.005 - m_DefaultContactOffset: 0.01 - m_DefaultSolverIterations: 6 - m_DefaultSolverVelocityIterations: 1 - m_QueriesHitBackfaces: 0 - m_QueriesHitTriggers: 1 - m_EnableAdaptiveForce: 0 - m_ClothInterCollisionDistance: 0 - m_ClothInterCollisionStiffness: 0 - m_ContactsGeneration: 1 - m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff - m_AutoSimulation: 1 - m_AutoSyncTransforms: 1 - m_ClothInterCollisionSettingsToggle: 0 - m_ContactPairsMode: 0 - m_BroadphaseType: 0 - m_WorldBounds: - m_Center: {x: 0, y: 0, z: 0} - m_Extent: {x: 250, y: 250, z: 250} - m_WorldSubdivisions: 8 +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!55 &1 +PhysicsManager: + m_ObjectHideFlags: 0 + serializedVersion: 7 + m_Gravity: {x: 0, y: -9.81, z: 0} + m_DefaultMaterial: {fileID: 0} + m_BounceThreshold: 2 + m_SleepThreshold: 0.005 + m_DefaultContactOffset: 0.01 + m_DefaultSolverIterations: 6 + m_DefaultSolverVelocityIterations: 1 + m_QueriesHitBackfaces: 0 + m_QueriesHitTriggers: 1 + m_EnableAdaptiveForce: 0 + m_ClothInterCollisionDistance: 0 + m_ClothInterCollisionStiffness: 0 + m_ContactsGeneration: 1 + m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_AutoSimulation: 1 + m_AutoSyncTransforms: 1 + m_ClothInterCollisionSettingsToggle: 0 + m_ContactPairsMode: 0 + m_BroadphaseType: 0 + m_WorldBounds: + m_Center: {x: 0, y: 0, z: 0} + m_Extent: {x: 250, y: 250, z: 250} + m_WorldSubdivisions: 8 diff --git a/ProjectConfig~/ProjectSettings/EditorSettings.asset b/ProjectConfig~/ProjectSettings/EditorSettings.asset index 246712cc..abb92ea7 100644 --- a/ProjectConfig~/ProjectSettings/EditorSettings.asset +++ b/ProjectConfig~/ProjectSettings/EditorSettings.asset @@ -1,43 +1,43 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!159 &1 -EditorSettings: - m_ObjectHideFlags: 0 - serializedVersion: 11 - m_SerializationMode: 2 - m_LineEndingsForNewScripts: 2 - m_DefaultBehaviorMode: 1 - m_PrefabRegularEnvironment: {fileID: 0} - m_PrefabUIEnvironment: {fileID: 0} - m_SpritePackerMode: 4 - m_SpritePackerPaddingPower: 1 - m_Bc7TextureCompressor: 0 - m_EtcTextureCompressorBehavior: 1 - m_EtcTextureFastCompressor: 1 - m_EtcTextureNormalCompressor: 2 - m_EtcTextureBestCompressor: 4 - m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmref - m_ProjectGenerationRootNamespace: - m_EnableTextureStreamingInEditMode: 1 - m_EnableTextureStreamingInPlayMode: 1 - m_AsyncShaderCompilation: 1 - m_CachingShaderPreprocessor: 1 - m_PrefabModeAllowAutoSave: 1 - m_EnterPlayModeOptionsEnabled: 0 - m_EnterPlayModeOptions: 0 - m_GameObjectNamingDigits: 1 - m_GameObjectNamingScheme: 0 - m_AssetNamingUsesSpace: 1 - m_UseLegacyProbeSampleCount: 1 - m_SerializeInlineMappingsOnOneLine: 0 - m_DisableCookiesInLightmapper: 1 - m_AssetPipelineMode: 1 - m_RefreshImportMode: 0 - m_CacheServerMode: 0 - m_CacheServerEndpoint: - m_CacheServerNamespacePrefix: default - m_CacheServerEnableDownload: 1 - m_CacheServerEnableUpload: 1 - m_CacheServerEnableAuth: 0 - m_CacheServerEnableTls: 0 - m_CacheServerValidationMode: 2 +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!159 &1 +EditorSettings: + m_ObjectHideFlags: 0 + serializedVersion: 11 + m_SerializationMode: 2 + m_LineEndingsForNewScripts: 2 + m_DefaultBehaviorMode: 1 + m_PrefabRegularEnvironment: {fileID: 0} + m_PrefabUIEnvironment: {fileID: 0} + m_SpritePackerMode: 4 + m_SpritePackerPaddingPower: 1 + m_Bc7TextureCompressor: 0 + m_EtcTextureCompressorBehavior: 1 + m_EtcTextureFastCompressor: 1 + m_EtcTextureNormalCompressor: 2 + m_EtcTextureBestCompressor: 4 + m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmref + m_ProjectGenerationRootNamespace: + m_EnableTextureStreamingInEditMode: 1 + m_EnableTextureStreamingInPlayMode: 1 + m_AsyncShaderCompilation: 1 + m_CachingShaderPreprocessor: 1 + m_PrefabModeAllowAutoSave: 1 + m_EnterPlayModeOptionsEnabled: 0 + m_EnterPlayModeOptions: 0 + m_GameObjectNamingDigits: 1 + m_GameObjectNamingScheme: 0 + m_AssetNamingUsesSpace: 1 + m_UseLegacyProbeSampleCount: 1 + m_SerializeInlineMappingsOnOneLine: 0 + m_DisableCookiesInLightmapper: 1 + m_AssetPipelineMode: 1 + m_RefreshImportMode: 0 + m_CacheServerMode: 0 + m_CacheServerEndpoint: + m_CacheServerNamespacePrefix: default + m_CacheServerEnableDownload: 1 + m_CacheServerEnableUpload: 1 + m_CacheServerEnableAuth: 0 + m_CacheServerEnableTls: 0 + m_CacheServerValidationMode: 2 diff --git a/ProjectConfig~/ProjectSettings/InputManager.asset b/ProjectConfig~/ProjectSettings/InputManager.asset index 33c4a063..b28addbc 100644 --- a/ProjectConfig~/ProjectSettings/InputManager.asset +++ b/ProjectConfig~/ProjectSettings/InputManager.asset @@ -1,487 +1,487 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!13 &1 -InputManager: - m_ObjectHideFlags: 0 - serializedVersion: 2 - m_Axes: - - serializedVersion: 3 - m_Name: Horizontal - descriptiveName: - descriptiveNegativeName: - negativeButton: left - positiveButton: right - altNegativeButton: a - altPositiveButton: d - gravity: 3 - dead: 0.001 - sensitivity: 3 - snap: 1 - invert: 0 - type: 0 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Vertical - descriptiveName: - descriptiveNegativeName: - negativeButton: down - positiveButton: up - altNegativeButton: s - altPositiveButton: w - gravity: 3 - dead: 0.001 - sensitivity: 3 - snap: 1 - invert: 0 - type: 0 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Fire1 - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: left ctrl - altNegativeButton: - altPositiveButton: mouse 0 - gravity: 1000 - dead: 0.001 - sensitivity: 1000 - snap: 0 - invert: 0 - type: 0 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Fire2 - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: left alt - altNegativeButton: - altPositiveButton: mouse 1 - gravity: 1000 - dead: 0.001 - sensitivity: 1000 - snap: 0 - invert: 0 - type: 0 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Fire3 - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: left shift - altNegativeButton: - altPositiveButton: mouse 2 - gravity: 1000 - dead: 0.001 - sensitivity: 1000 - snap: 0 - invert: 0 - type: 0 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Jump - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: space - altNegativeButton: - altPositiveButton: - gravity: 1000 - dead: 0.001 - sensitivity: 1000 - snap: 0 - invert: 0 - type: 0 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Mouse X - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0 - sensitivity: 0.1 - snap: 0 - invert: 0 - type: 1 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Mouse Y - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0 - sensitivity: 0.1 - snap: 0 - invert: 0 - type: 1 - axis: 1 - joyNum: 0 - - serializedVersion: 3 - m_Name: Mouse ScrollWheel - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0 - sensitivity: 0.1 - snap: 0 - invert: 0 - type: 1 - axis: 2 - joyNum: 0 - - serializedVersion: 3 - m_Name: Horizontal - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0.19 - sensitivity: 1 - snap: 0 - invert: 0 - type: 2 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Vertical - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0.19 - sensitivity: 1 - snap: 0 - invert: 1 - type: 2 - axis: 1 - joyNum: 0 - - serializedVersion: 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1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Jump + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: space + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse X + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse Y + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 1 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse ScrollWheel + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 2 + joyNum: 0 + - serializedVersion: 3 + m_Name: Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0.19 + sensitivity: 1 + snap: 0 + invert: 0 + type: 2 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0.19 + sensitivity: 1 + snap: 0 + invert: 1 + type: 2 + axis: 1 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 0 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire2 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 1 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire3 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 2 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Jump + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 3 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Submit + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: return + altNegativeButton: + altPositiveButton: joystick button 0 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Submit + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: enter + altNegativeButton: + altPositiveButton: space + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Cancel + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: escape + altNegativeButton: + altPositiveButton: joystick button 1 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left ctrl + altNegativeButton: + altPositiveButton: joystick button 8 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + 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a/Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset.meta b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset.meta rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenCursorBaseScale [Show].asset.meta diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenCursorBaseScale [StandBy].asset 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b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset.meta b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset.meta rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Exit].asset.meta diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset.meta b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset.meta rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/Action/TweenSystemCursorFollower_Depth [Working].asset.meta diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/DefaultSCC.asset b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/DefaultSCC.asset similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/DefaultSCC.asset rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/DefaultSCC.asset diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/State/DefaultSCC.asset.meta b/Threeyes/HubSimulator/Datas/Cursor/Controller/State/DefaultSCC.asset.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/State/DefaultSCC.asset.meta rename to Threeyes/HubSimulator/Datas/Cursor/Controller/State/DefaultSCC.asset.meta diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/Transform.meta b/Threeyes/HubSimulator/Datas/Cursor/Controller/Transform.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/Transform.meta rename to Threeyes/HubSimulator/Datas/Cursor/Controller/Transform.meta diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/Transform/BoredAction_Wander.asset b/Threeyes/HubSimulator/Datas/Cursor/Controller/Transform/BoredAction_Wander.asset similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/Transform/BoredAction_Wander.asset rename to Threeyes/HubSimulator/Datas/Cursor/Controller/Transform/BoredAction_Wander.asset diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/Transform/BoredAction_Wander.asset.meta b/Threeyes/HubSimulator/Datas/Cursor/Controller/Transform/BoredAction_Wander.asset.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/Transform/BoredAction_Wander.asset.meta rename to Threeyes/HubSimulator/Datas/Cursor/Controller/Transform/BoredAction_Wander.asset.meta diff --git a/Threeyes/HubSimulator/Data/Cursor/Controller/Transform/DefaultTCC.asset b/Threeyes/HubSimulator/Datas/Cursor/Controller/Transform/DefaultTCC.asset similarity index 100% rename from Threeyes/HubSimulator/Data/Cursor/Controller/Transform/DefaultTCC.asset rename to 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Threeyes/HubSimulator/Datas/Setting/CommonSettingManagerConfig_Simulator.asset diff --git a/Threeyes/HubSimulator/Data/Setting/CommonSettingManagerConfig_Simulator.asset.meta b/Threeyes/HubSimulator/Datas/Setting/CommonSettingManagerConfig_Simulator.asset.meta similarity index 100% rename from Threeyes/HubSimulator/Data/Setting/CommonSettingManagerConfig_Simulator.asset.meta rename to Threeyes/HubSimulator/Datas/Setting/CommonSettingManagerConfig_Simulator.asset.meta diff --git a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Posix.pdb b/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Posix.pdb deleted file mode 100644 index cfe83b3b..00000000 Binary files a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Posix.pdb and /dev/null differ diff --git a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win32.pdb b/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win32.pdb deleted file mode 100644 index ce5c4e5a..00000000 Binary files a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win32.pdb and /dev/null differ diff --git a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win64.pdb b/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win64.pdb deleted file mode 100644 index 244f58aa..00000000 Binary files a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win64.pdb and /dev/null differ diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstacneBase.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstanceBase.cs similarity index 81% rename from Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstacneBase.cs rename to Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstanceBase.cs index 7c58d692..d5ebc6fc 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstacneBase.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstanceBase.cs @@ -16,8 +16,8 @@ namespace Threeyes.Core /// ScriptableObject资源单例类 /// /// - public class SOInstacneBase : ScriptableObject - where T : SOInstacneBase + public class SOInstanceBase : ScriptableObject + where T : SOInstanceBase { /// /// @@ -39,9 +39,7 @@ public static T GetOrCreateInstance(ref T _inst, string name, string pathInResou //#尝试从Resources文件夹中获取 if (!_inst) { - string filePathinResources = name; - if (pathInResources != "") - filePathinResources = pathInResources + "/" + name; + string filePathinResources = GetPathInResources(name, pathInResources); _inst = ResourceLoad(filePathinResources); if (_inst) { @@ -95,13 +93,6 @@ public static T GetOrCreateInstance(ref T _inst, string name, string pathInResou return _inst; } - public static T1 ResourceLoad(string pathInResources) - where T1 : ScriptableObject - { - //便于在运行时获取 - return Resources.Load(pathInResources); - } - /// /// First Create /// @@ -110,10 +101,26 @@ protected virtual void OnCreate() } + #region Utility + protected static string GetPathInResources(string name, string pathInResources) + { + string filePathinResources = name; + if (pathInResources != "") + filePathinResources = pathInResources + "/" + name; + return filePathinResources; + } + + public static T1 ResourceLoad(string pathInResources) + where T1 : ScriptableObject + { + //便于在运行时获取 + return Resources.Load(pathInResources); + } + #endregion } - public class SOInstacneBase : SOInstacneBase - where T : SOInstacneBase + public class SOInstanceBase : SOInstanceBase + where T : SOInstanceBase where TInfo : SOInstacneInfo, new() { #region Instance @@ -127,6 +134,18 @@ public static T Instance private static T instance; public static readonly TInfo info = new TInfo(); + /// + /// Check if Instance Exist in Assets + /// + public static bool InstanceExists + { + get + { + string filePathinResources = GetPathInResources(info.defaultName, info.pathInResources); + T inst = ResourceLoad(filePathinResources); + return inst != null; + } + } #endregion } diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstacneBase.cs.meta b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstanceBase.cs.meta similarity index 71% rename from Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstacneBase.cs.meta rename to Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstanceBase.cs.meta index b6f27355..a1acae54 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstacneBase.cs.meta +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/SO/SOInstanceBase.cs.meta @@ -1,7 +1,5 @@ fileFormatVersion: 2 -guid: 9fa67d0a2b037da48bfcdbac8ff67138 -timeCreated: 1527135507 -licenseType: Free +guid: 26e5de6be702c7f4db11ed22adab35ac MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/Editor/HierarchyView_Sequence.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/Editor/HierarchyView_Sequence.cs index 26d796c2..bd75f60a 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/Editor/HierarchyView_Sequence.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/Editor/HierarchyView_Sequence.cs @@ -44,8 +44,8 @@ private static Rect DrawButton(Rect selectionRect, SequenceAbstract comp) Rect rectEle = remainRect.GetAvaliableRect(EditorDrawerTool.buttonSize); if (EditorDrawerTool.DrawButton(rectEle, EditorDrawerTool.TexArrRightIcon)) { - //如果按住Alt,则调用ActiveAndSetNext - if (Event.current.alt) + //Ctrl+左键:调用ActiveAndSetNext + if (Event.current.control) comp.ActiveAndSetNext(); else comp.SetNext(); diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceAbstract.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceAbstract.cs index 7f6e1b60..34af1882 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceAbstract.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceAbstract.cs @@ -6,10 +6,18 @@ namespace Threeyes.Core { + public interface ISequence + { + void Set(int index); + void Reset(int index); + void Active(int index); + //ToAdd + } + /// /// (Mainly used by SequenceHierarchyView) /// - public abstract class SequenceAbstract : MonoBehaviour, IHierarchyViewInfo + public abstract class SequenceAbstract : MonoBehaviour, ISequence, IHierarchyViewInfo { #region Networking @@ -71,7 +79,6 @@ public string StrPageNumber #endregion - #region Public Method //——Set Delta—— @@ -93,6 +100,7 @@ public void SetNext(bool isSetNext) //——Set—— public abstract void ActiveAndSetNext(); + public abstract void Active(int index); /// /// 重新设置当前数据,常用于重新开始 diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceBase.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceBase.cs index d0ebd0d1..5ab08847 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceBase.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Base/Sequence/SequenceBase.cs @@ -53,7 +53,7 @@ public void ActiveNext() SetDataValid(ListData[nextIndex]); } - public void Active(int index) + public override void Active(int index) { if (!IsDataVaild(index)) SetDataValid(ListData[index]); diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Extension/LazyExtension_Common.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Extension/LazyExtension_Common.cs index 06c2c8de..e8663cc7 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Extension/LazyExtension_Common.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Extension/LazyExtension_Common.cs @@ -1006,6 +1006,9 @@ public static string GetHierarchyName(this Transform tf) /// /// 根据物体是否为刚体,自动调用对应的移动方法,确保能正确移动到指定位置 + /// + /// 用途: + /// -针对rigidbody.interpolation等计算帧差的物体 /// /// /// diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/AssetDatabaseTool.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/AssetDatabaseTool.cs new file mode 100644 index 00000000..47aafc8c --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/AssetDatabaseTool.cs @@ -0,0 +1,35 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +public static class AssetDatabaseTool +{ + /// + /// Find Assets inside Assets + /// + /// + /// 筛选器(如果只传入字符串,那就匹配名字含有该字符串的文件;可用通过l:(Label) t:(Type)等进行进一步筛选)(https://docs.unity3d.com/ScriptReference/AssetDatabase.FindAssets.html)(示例:xFile l:architecture t:texture2D) + /// + public static List LoadAssets(string filter, string[] searchInFolders = null) where T : UnityEngine.Object + { + //Ref: https://forum.unity.com/threads/trouble-with-assetdatabase-findassets.312240/ + string[] assetsGUIDs = AssetDatabase.FindAssets(filter, searchInFolders); + List listResult = LoadAssetsByGUIDs(assetsGUIDs); + return listResult; + } + + public static List LoadAssetsByGUIDs(string[] assetsGUIDs) where T : Object + { + List listResult = new List(); + foreach (string guid in assetsGUIDs) + { + T inst = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)) as T; + if (inst) + listResult.Add(inst); + } + return listResult; + } +} +#endif \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/AssetDatabaseTool.cs.meta b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/AssetDatabaseTool.cs.meta new file mode 100644 index 00000000..e567204f --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/AssetDatabaseTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ff2365ccfbb29f4faeec861143b53be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/EditorTool.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/EditorTool.cs index e5d1331e..50d7d017 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/EditorTool.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/Editors/EditorTool.cs @@ -138,7 +138,7 @@ public static Texture CreateAndSaveAssetPreview(Object obj, string overrideSaved File.Delete(imagePath); File.WriteAllBytes(imagePath, bytes); - Debug.Log("创建预览图:\r\n" + imagePath); + Debug.Log("Create Preview at: " + imagePath); //refresh assets AssetDatabase.Refresh(); diff --git a/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/PathTool.cs b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/PathTool.cs index b7dea92d..628c93de 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/PathTool.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Core/Tool/PathTool.cs @@ -220,7 +220,7 @@ public static void DirectoryCopy(string sourceDirName, string destDirName, bool foreach (FileInfo file in files) { string temppath = Path.Combine(destDirName, file.Name); - Debug.Log("Copy " + file.FullName + " to \r\n" + temppath); + //Debug.Log("Copy " + file.FullName + " to \r\n" + temppath); file.CopyTo(temppath, true); } diff --git a/Threeyes/Plugins/ThreeyesPlugin/Module/Data/Identity.cs b/Threeyes/Plugins/ThreeyesPlugin/Module/Data/Identity.cs index 6e1ec2d8..5d7837e5 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Module/Data/Identity.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Module/Data/Identity.cs @@ -30,10 +30,7 @@ public interface IIdentityHolder public struct Identity : IEquatable { public static Identity Empty { get { return new Identity(""); } } - public bool IsValid() - { - return m_Guid.NotNullOrEmpty(); - } + public bool IsValid { get { return m_Guid.NotNullOrEmpty(); } } [JsonIgnore] public string Guid { get => m_Guid; set => m_Guid = value; } #if USE_NaughtyAttributes [AllowNesting] @@ -52,6 +49,10 @@ public Identity(Identity other) m_Guid = other.m_Guid; } + /// + /// 提供规范生成的GUID + /// + /// public static string NewGuid() { return System.Guid.NewGuid().ToString(); diff --git a/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/Group/Sequence_EventPlayer.cs b/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/Group/Sequence_EventPlayer.cs index cf0274f7..0aa7e7a6 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/Group/Sequence_EventPlayer.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/Group/Sequence_EventPlayer.cs @@ -8,7 +8,7 @@ namespace Threeyes.EventPlayer { - public interface ISequence_EventPlayer + public interface ISequence_EventPlayer : ISequence { /// /// 功能:Hierarchy中返回子EP的序号 diff --git a/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/SO/SOEventPlayerSettingManager.cs b/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/SO/SOEventPlayerSettingManager.cs index 76468bb0..f9346cf4 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/SO/SOEventPlayerSettingManager.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Component/SO/SOEventPlayerSettingManager.cs @@ -10,7 +10,7 @@ namespace Threeyes.EventPlayer { //ToUpdate:应该是管理所有Core的Module的宏定义 [CreateAssetMenu(menuName = "SO/Manager/EventPlayerSettingManager")] - public class SOEventPlayerSettingManager : SOInstacneBase + public class SOEventPlayerSettingManager : SOInstanceBase { #region Property & Field diff --git a/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Editor/HierarchyView_EventPlayer.cs b/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Editor/HierarchyView_EventPlayer.cs index 9c839ba6..6fddd86e 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Editor/HierarchyView_EventPlayer.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Module/EventPlayer/Editor/HierarchyView_EventPlayer.cs @@ -1,4 +1,4 @@ -#if UNITY_EDITOR +#if UNITY_EDITOR using Threeyes.Core.Editor; using UnityEditor; using UnityEngine; @@ -53,8 +53,13 @@ private static Rect DrawButton(Rect selectionRect, EventPlayer comp) #region ShortCuts //#The whole Rect - //Alt+Left Clitk: Switch IsActive Property - if (EditorDrawerTool.CheckSelect(ref isMouseDown, selectionRect, 0, () => Event.current.alt)) + if (EditorDrawerTool.CheckSelect(ref isMouseDown, selectionRect, 0, () => Event.current.control))//Ctrl+Left Click: SetAndActive + { + Undo.RecordObject(comp, "EventPlayer Hierarchy Update"); + TryPlayTargetEP(comp, true); + EditorUtility.SetDirty(comp); + } + if (EditorDrawerTool.CheckSelect(ref isMouseDown, selectionRect, 0, () => Event.current.alt))//Alt+Left Clitk: Switch IsActive Property { //InvokeSelection(e => e.IsActive = !e.IsActive); Undo.RecordObject(comp, "EventPlayer Hierarchy Update"); @@ -83,7 +88,7 @@ private static Rect DrawButton(Rect selectionRect, EventPlayer comp) Rect eleRectTog = remainRect.GetAvaliableRect(EditorDrawerTool.toggleSize); if (EditorDrawerTool.CheckSelect(ref isMouseDown, eleRectTog, 0)) { - comp.Play(); + TryPlayTargetEP(comp); } if (EditorDrawerTool.CheckSelect(ref isMouseDown, eleRectTog, 1)) { @@ -104,8 +109,29 @@ private static Rect DrawButton(Rect selectionRect, EventPlayer comp) } + static void TryPlayTargetEP(EventPlayer comp, bool? active = null) + { + //#1 如果是SEQ:直接跳到该EP序号并Play + bool hasSetViaSequence = false; + ISequence_EventPlayer eventPlayerSequence = comp.GetComponentInParent(); + if (eventPlayerSequence != null) + { + int index = eventPlayerSequence.FindIndexForDataEditor(comp); + if (index != -1) + { + if (active.HasValue && active.Value)//先激活 + { + eventPlayerSequence.Active(index); + } + eventPlayerSequence.Set(index); + hasSetViaSequence = true; + } + } - + //#2 如果上述失败,则直接Play该EP + if (!hasSetViaSequence) + comp.Play(); + } #endregion #region GUI diff --git a/Threeyes/Plugins/ThreeyesPlugin/Module/Outline/OutlineItem.cs b/Threeyes/Plugins/ThreeyesPlugin/Module/Outline/OutlineItem.cs index 3f8f1883..7f8deaf7 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Module/Outline/OutlineItem.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Module/Outline/OutlineItem.cs @@ -122,8 +122,8 @@ public void RemoveMaterial() // Remove outline shaders(避免重复添加) var materials = m_renderer.sharedMaterials.ToList(); - materials.RemoveAll(m => m.shader.name == outlineMaskShaderName); - materials.RemoveAll(m => m.shader.name == outlineFillShaderName); + materials.RemoveAll(m => m && m.shader && (m.shader.name == outlineMaskShaderName)); + materials.RemoveAll(m => m && m.shader && (m.shader.name == outlineFillShaderName)); m_renderer.materials = materials.ToArray(); } diff --git a/Threeyes/Plugins/ThreeyesPlugin/Module/Persistent/Data/Base/PersistentDataBase.cs b/Threeyes/Plugins/ThreeyesPlugin/Module/Persistent/Data/Base/PersistentDataBase.cs index 7fea2277..09a2f543 100644 --- a/Threeyes/Plugins/ThreeyesPlugin/Module/Persistent/Data/Base/PersistentDataBase.cs +++ b/Threeyes/Plugins/ThreeyesPlugin/Module/Persistent/Data/Base/PersistentDataBase.cs @@ -119,7 +119,7 @@ public virtual TValue ValueToSaved { if (GetSavedValue != null)//优先使用有自定义方法获取值 return GetSavedValue(); - return persistentValue; + return PersistentValue; } }//持久化时需要存储的值 public bool SaveAnyway { get { return saveAnyway; } } @@ -189,8 +189,6 @@ public virtual void SetDirty() /// /// 清空并重置字段,方便复用 - /// - /// Todo:移动到父类中 /// public override void Clear() { diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/Component/RuntimeEditorDeletable.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/Component/RuntimeEditorDeletable.cs new file mode 100644 index 00000000..8e0b2283 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/Component/RuntimeEditorDeletable.cs @@ -0,0 +1,9 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace Threeyes.RuntimeEditor +{ + public class RuntimeEditorDeletable : MonoBehaviour, IRuntimeEditorDeletable + { + } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/Component/RuntimeEditorDeletable.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/Component/RuntimeEditorDeletable.cs.meta new file mode 100644 index 00000000..fea06c9e --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/Component/RuntimeEditorDeletable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5471e51422eaf5d44acc8fc16fb559bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorDeletable.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorDeletable.cs new file mode 100644 index 00000000..33855ead --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorDeletable.cs @@ -0,0 +1,7 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace Threeyes.RuntimeEditor +{ + public interface IRuntimeEditorDeletable { } +} diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorDeletable.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorDeletable.cs.meta new file mode 100644 index 00000000..6cae5060 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorDeletable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 130d0171edb1bfd46845796171c145cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorSelectable.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorSelectable.cs index 34352464..bb4fafd6 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorSelectable.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeEditor/Interface/IRuntimeEditorSelectable.cs @@ -5,6 +5,9 @@ namespace Threeyes.RuntimeEditor { /// /// Mark a gameobject as selectable + /// + /// PS: + /// -当射线选中碰撞体后,会优先扫描并选中首个带该接口的父物体(包括自身) /// public interface IRuntimeEditorSelectable { } } \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Define.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define.meta similarity index 100% rename from Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Define.meta rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define.meta diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/DeserializationOptionDefinition.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/DeserializationOptionDefinition.cs similarity index 100% rename from Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/DeserializationOptionDefinition.cs rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/DeserializationOptionDefinition.cs diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/DeserializationOptionDefinition.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/DeserializationOptionDefinition.cs.meta similarity index 100% rename from Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/DeserializationOptionDefinition.cs.meta rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/DeserializationOptionDefinition.cs.meta diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Define/PropertyBagDefinition.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/PropertyBagDefinition.cs similarity index 100% rename from Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Define/PropertyBagDefinition.cs rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/PropertyBagDefinition.cs diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Define/PropertyBagDefinition.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/PropertyBagDefinition.cs.meta similarity index 100% rename from Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Define/PropertyBagDefinition.cs.meta rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/Define/PropertyBagDefinition.cs.meta diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializable.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializable.cs index 1896bdc2..53f186e2 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializable.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializable.cs @@ -9,7 +9,7 @@ namespace Threeyes.RuntimeSerialization /// PS: /// -不应与Newtown的Callback重名:https://www.newtonsoft.com/json/help/html/SerializationCallbacks.htm /// - public interface IRuntimeSerializable + public partial interface IRuntimeSerializable { /// /// 目标类型,可以是自身 @@ -17,20 +17,6 @@ public interface IRuntimeSerializable public System.Type ContainerType { get; } //public Object BaseContainer { get; } - - /// - /// Save Data - /// - /// - public string Serialize(); - - /// - /// Restore Data - /// - /// - /// [Optional] Option - public void Deserialize(string content, IDeserializationOption baseOption = null); - public void DeserializeBase(IComponentPropertyBag basePropertyBag, IDeserializationOption baseOption = null); } diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializableComponent.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializableComponent.cs new file mode 100644 index 00000000..71670f87 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializableComponent.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace Threeyes.RuntimeSerialization +{ + /// + /// Mark Component as Serializable + /// + /// PS: + /// -自定义RuntimeSerialization的组件需要继承此接口 + /// + public interface IRuntimeSerializableComponent : IRuntimeSerializableObject + { + public IComponentPropertyBag ComponentPropertyBag { get; } + } + + public interface IRuntimeSerializableComponent : IRuntimeSerializableComponent + where TContainer : Component + where TPropertyBag : ComponentPropertyBag, new() + { } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializableComponent.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializableComponent.cs.meta new file mode 100644 index 00000000..6c43852e --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Interface/IRuntimeSerializableComponent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 44f0261cabafe534b947e433a1acd3c7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Manager/RuntimeSerializationManager.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Manager/RuntimeSerializationManager.cs index cd754f0f..5c5c0304 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Manager/RuntimeSerializationManager.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Manager/RuntimeSerializationManager.cs @@ -9,6 +9,11 @@ namespace Threeyes.RuntimeSerialization /// public class RuntimeSerializationManager : InstanceBase { + /// + /// + /// ToUpdate: + /// -为其添加一个MissingInfo组件(不需要持久化,仅用于提供可识别来源的信息)(可以在RuntimeEditor上查看详细信息)(主要是查看RS_GO里保存的) + /// public GameObject preMissingPrefabDummy;//代替丢失prefab的占位物体,通常仅显示,不包含任何有效组件或序列化组件。如果需要可被选中,可以加上RuntimeEditorSelectable组件 } } \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableComponent.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableComponent.cs index 2a3a007b..f931cd88 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableComponent.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableComponent.cs @@ -1,29 +1,12 @@ using Threeyes.Data; using UnityEngine; -#if UNITY_EDITOR -#endif namespace Threeyes.RuntimeSerialization { - /// - /// Mark Component as Serializable - /// - /// PS: - /// -自定义RuntimeSerialization的组件需要继承此接口 - /// - public interface IRuntimeSerializableComponent : IRuntimeSerializableObject - { - public IComponentPropertyBag ComponentPropertyBag { get; } - } - public interface IRuntimeSerializableComponent : IRuntimeSerializableComponent - where TContainer : Component - where TPropertyBag : ComponentPropertyBag, new() - { } - /// /// 针对特定组件进行序列化 /// [RequireComponent(typeof(RuntimeSerializable_GameObject))] - public abstract class RuntimeSerializableComponent : RuntimeSerializableUnityObject, IRuntimeSerializableComponent + public abstract partial class RuntimeSerializableComponent : RuntimeSerializableUnityObject, IRuntimeSerializableComponent where TContainer : Component where TPropertyBag : ComponentPropertyBag, new() { @@ -64,7 +47,7 @@ public interface IComponentPropertyBag : IPropertyBag, IIdentityHolder public class ComponentPropertyBag : UnityObjectPropertyBag, IComponentPropertyBag where TContainer : Component { - //缓存唯一ID(统一由RuntimeSerialization_GameObject管理,因为TContainer不一定包含ID) + //缓存唯一ID(PS:统一由RuntimeSerialization_GameObject管理,因为TContainer不一定包含ID) public Identity ID { get { return id; } set { id = value; } } public Identity id = new Identity();//如果为实例,则不为空 } diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableObject.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableObject.cs new file mode 100644 index 00000000..bfb28057 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableObject.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using Threeyes.Data; + +namespace Threeyes.RuntimeSerialization +{ + /// + /// 可序列化的UnityObject类 + /// + public interface IRuntimeSerializableObject : IRuntimeSerializable, IIdentityHolder { } + + /// + /// 辅助指定Object(GameObject或组件)进行 序列化/反序列化 + /// + /// 原理: + /// -参考 Mirror.NetworkBehaviour,只有挂载该组件的物体才会进行序列化 + /// Ref:GILES.pb_Scene... + /// + public abstract partial class RuntimeSerializableObject : MonoBehaviour, IRuntimeSerializableObject + { + public abstract Identity ID { get; set; }//UID,用于反序列化时匹配。参考RTSGO,避免同级有多个相同组件,导致序列化失败。 + public abstract System.Type ContainerType { get; } + //public abstract Object BaseContainer { get; } + //public abstract PropertyBag BasePropertyBag { get; } + } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableObject.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableObject.cs.meta new file mode 100644 index 00000000..6860496a --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9924807aff14c71408caebc3e44a4206 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableUnityObject.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableUnityObject.cs index 195eeeb2..45c20315 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableUnityObject.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/Base/RuntimeSerializableUnityObject.cs @@ -1,62 +1,14 @@ -using Threeyes.Data; using UnityEngine; -using Newtonsoft.Json; -using Threeyes.Core; +using Threeyes.Data; namespace Threeyes.RuntimeSerialization { - /// - /// 可序列化的UnityObject类 - /// - public interface IRuntimeSerializableObject : IRuntimeSerializable, IIdentityHolder { } - - /// - /// 辅助指定Object(GameObject或组件)进行 序列化/反序列化 - /// - /// 原理: - /// -参考 Mirror.NetworkBehaviour,只有挂载该组件的物体才会进行序列化 - /// Ref:GILES.pb_Scene... - /// - public abstract class RuntimeSerializableObject : MonoBehaviour, IRuntimeSerializableObject - { - public abstract Identity ID { get; set; }//UID,用于反序列化时匹配。参考RTSGO,避免同级有多个相同组件,导致序列化失败。 - public abstract System.Type ContainerType { get; } - //public abstract Object BaseContainer { get; } - //public abstract PropertyBag BasePropertyBag { get; } - - public abstract string Serialize(); - public abstract void Deserialize(string content, IDeserializationOption baseOption = null); - public abstract void DeserializeBase(IComponentPropertyBag basePropertyBag, IDeserializationOption baseOption = null); - - #region Test - //[Multiline] - //public string testSer; - //public void TestSerializeDeserialize(bool isSer) - //{ - // if (isSer) - // TestSerialize(); - // else - // TestDeserialize(); - //} - //[ContextMenu("TestSerialize")] - //public void TestSerialize() - //{ - // testSer = OnSerialize(); - //} - //[ContextMenu("TestDeserialize")] - //public void TestDeserialize() - //{ - // OnDeserialize(testSer); - //} - #endregion - } - /// /// 辅助继承UnityObject的类实例(GameObject或Component)进行 序列化/反序列化 /// /// /// - public abstract class RuntimeSerializableUnityObject : RuntimeSerializableObject + public abstract partial class RuntimeSerializableUnityObject : RuntimeSerializableObject where TContainer : Object where TPropertyBag : UnityObjectPropertyBag, new()//必须要有new(),否则创建时会报错 { @@ -76,51 +28,10 @@ public virtual TContainer Container return container; } } - /// - /// Json Format - /// - /// PS: - /// -Component:以string的形式保存,因此使用None可避免出现多余的转义字符,方便阅读 - /// - protected virtual Formatting Formatting { get { return Formatting.None; } } protected TContainer container;//待绑定的容器 protected abstract TContainer GetContainerFunc(); - public override string Serialize() - { - TPropertyBag propertyBag = GetPropertyBag(); - return RuntimeSerializationTool.SerializeObject(propertyBag, Formatting); - } - - public override void Deserialize(string content, IDeserializationOption baseOption = null) - { - if (Container == null) - { - Debug.LogError($"Deserialize Require [{typeof(TContainer)}] on GameObject [{gameObject}]!"); - return; - } - TPropertyBag propertyBag = default(TPropertyBag); - if (content.NotNullOrEmpty()) - { - propertyBag = DeserializePropertyBag(content); - DeserializeFunc(propertyBag, baseOption); - } - else - { - Debug.LogError($"Deserialization Content for {ContainerType} is null!"); - } - } - public override void DeserializeBase(IComponentPropertyBag basePropertyBag, IDeserializationOption baseOption = null) - { - if (basePropertyBag is TPropertyBag realPropertyBag) - DeserializeFunc(realPropertyBag, baseOption); - } - protected virtual void DeserializeFunc(TPropertyBag propertyBag, IDeserializationOption baseOption = null) - { - TContainer cotainer = Container; - propertyBag?.Accept(ref cotainer); - } /// /// 将实例转成PropertyBag @@ -140,15 +51,6 @@ public virtual TPropertyBag GetPropertyBag() } return propertyBag; } - /// - /// 将序列化后的内容转成PropertyBag - /// - /// - /// - protected virtual TPropertyBag DeserializePropertyBag(string content) - { - return RuntimeSerializationTool.DeserializeObject(content); - } } #region diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/BuiltIn/RuntimeSerializable_GameObject.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/BuiltIn/RuntimeSerializable_GameObject.cs index eb5121a0..a2a75959 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/BuiltIn/RuntimeSerializable_GameObject.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/BuiltIn/RuntimeSerializable_GameObject.cs @@ -1,14 +1,14 @@ using System.Collections.Generic; using UnityEngine; using Threeyes.Data; -using System.Linq; using UnityEngine.SceneManagement; using Newtonsoft.Json; -using Threeyes.Core.Editor; using Threeyes.Core; +using System.Linq; #if UNITY_EDITOR using UnityEditor; +using Threeyes.Core.Editor; #endif namespace Threeyes.RuntimeSerialization @@ -18,14 +18,13 @@ namespace Threeyes.RuntimeSerialization /// Ref:Unity.RuntimeSceneSerialization.Json.Adapters.JsonAdapter.GameObject /// /// PS: - /// -放在场景中的不算Prefab,所以不需要初始化其PrefabMetadata字段。PrefabMetadata的作用是重新生成Prefab + /// -放在场景中的不算Prefab,所以不需要初始化其prefabID字段。prefabID的作用是重新生成Prefab /// -因为该类不需要子类继承,所以暂时不需要继承类似IRuntimeSerializableComponent的接口 /// - /// ToUpdate: /// -在GameObject没有唯一标识的情况下,建议序列的物体组要不全实例,要不全通过Prefab生成,否则容易在反序列化时出现混淆 /// [DisallowMultipleComponent] - public sealed class RuntimeSerializable_GameObject : RuntimeSerializableUnityObject, IIdentityHolder + public sealed partial class RuntimeSerializable_GameObject : RuntimeSerializableUnityObject { #region ID public override Identity ID { get { return cacheInstanceID; } set { } }//暂不允许设置(继承IIdentityHolder接口仅用于使用RuntimeSerializationTool相关方法,平时不应使用!) @@ -33,11 +32,13 @@ public sealed class RuntimeSerializable_GameObject : RuntimeSerializableUnityObj ///——缓存该物体的唯一ID,便于绑定。可以由开发者设置,也可以通过获取GUID进行自动指定(ReadOnly)—— //#以下字段二选一来使用: - public Identity CachePrefabID { get { return cachePrefabID; } } public Identity CacheInstanceID { get { return cacheInstanceID; } } - [SerializeField] Identity cachePrefabID = new Identity();//【运行时设置】【序列化时优先使用】缓存运行时生成该实例的SOAssetPack中Prefab的信息(该字段用于后续序列化时提供给GameObjectPropertyBag) - [SerializeField] Identity cacheInstanceID = new Identity();//【编辑器非运行时设置】缓存已存在实例的信息,或者预制物中非顶层物体的信息(Prefab或NotAPrefab)(即使与cachePrefabMetadata同时设置也没关系,因为会优先考虑cachePrefabMetadata)(PS:Prefab对应实例中该字段会提示需要Apply,可以忽略) + public Identity CachePrefabID { get { return cachePrefabID; } } + public string CacheScope { get { return cacheScope; } } + [SerializeField] Identity cacheInstanceID = new Identity();//【编辑器非运行时设置】缓存场景已存在实例的信息,或者预制物中非顶层物体的信息,主要用于识别每个子层组件(Prefab或NotAPrefab)(即使与cachePrefabID同时设置也没关系,因为会优先考虑 cachePrefabID)(PS:Prefab对应实例中该字段会提示需要Apply,可以忽略) + [SerializeField] Identity cachePrefabID = new Identity();//【运行时设置】【序列化时优先使用】缓存运行时生成该实例的SOAssetPack中Prefab的GUID信息(由Unity生成)(该字段用于后续序列化时提供给GameObjectPropertyBag) + [SerializeField] string cacheScope = "";//运行时设置】【可空】其所在范围的唯一标识(与cachePrefabID一同设置) #if UNITY_EDITOR /// @@ -97,6 +98,7 @@ void OnValidate() ///ToAdd: ///-针对Prefab,如果其子物体也有RS_GO,则应该也需要为其设置唯一InstanceIDID,否则会出现无法还原的Bug。下面的已有方法仅针对Prefab的根物体含有RS_GO的情况(测试物体:AD的TableWithCabinet.DrawerPivot) + //ToUpdate:可以通过PrefabUtility.GetOutermostPrefabInstanceRoot获取并判断返回物体是否与自身一致,从而确定是否为根物体(参考EditorUtility.FindPrefabRoot的Obsolete注释) bool isTopGO = gameObject.transform.parent == null;//是否为顶层物体 if (isTopGO)//如果为顶层Prefab:【注释】备注:暂不清除,因为其不影响绑定,避免因为频繁修改Prefab导致字段频繁更新而出错。其值会在实例化时自动匹配并进行更新(包括作为其他Prefab的子Prefab) @@ -143,7 +145,7 @@ void OnValidate() /// bool IsInstanceIDValidInScene() { - if (!cacheInstanceID.IsValid())//本GUID无效 + if (!cacheInstanceID.IsValid)//本GUID无效 return false; //#检查是否在场景中唯一(ToUpdate:改为用静态List缓存) @@ -153,7 +155,7 @@ bool IsInstanceIDValidInScene() { if (rtsGO == this)//忽略自身 continue; - if (rtsGO.cacheInstanceID.IsValid() && rtsGO.cacheInstanceID == cacheInstanceID) + if (rtsGO.cacheInstanceID.IsValid && rtsGO.cacheInstanceID == cacheInstanceID) return false; } return true; @@ -172,7 +174,7 @@ bool IsInstanceIDValidInScene() /// bool IsIDUniqueInHierarchy(bool isInstance) { - if (!cacheInstanceID.IsValid())//本GUID无效 + if (!cacheInstanceID.IsValid)//本GUID无效 return false; try @@ -185,7 +187,7 @@ bool IsIDUniqueInHierarchy(bool isInstance) { if (rsGO == this)//忽略自身 continue; - if (rsGO.cacheInstanceID.IsValid() && rsGO.cacheInstanceID == cacheInstanceID) + if (rsGO.cacheInstanceID.IsValid && rsGO.cacheInstanceID == cacheInstanceID) return false; } } @@ -203,7 +205,7 @@ bool IsIDUniqueInHierarchy(bool isInstance) continue; if (rsGO == this) continue; - if (rsGO.cacheInstanceID.IsValid() && rsGO.cacheInstanceID == cacheInstanceID) + if (rsGO.cacheInstanceID.IsValid && rsGO.cacheInstanceID == cacheInstanceID) return false; } } @@ -230,34 +232,33 @@ bool IsIDUniqueInHierarchy(bool isInstance) /// -反序列化时还原该数值 /// /// - public void InitPrefabMetadata(string m_Guid) + public void InitPrefabMetadata(string m_Guid, string scope) { cachePrefabID = new Identity(m_Guid); + cacheScope = scope; } #endregion - //Cache + //#Cache bool isSourcePrefabMissing = false; GameObjectPropertyBag deserializedGameObjectPropertyBag;//当前反序列化的源信息,方便在Prefab丢失时保存其源信息 - //protected override Formatting Formatting { get { return Formatting.Indented; } }///GameObject:为了方便阅读,需要缩进【如果是使用PersistentData_String存储就不需要设置缩进,否则更难阅读】 - protected override GameObject GetContainerFunc() { return gameObject; } public override GameObjectPropertyBag GetPropertyBag() { - if (isSourcePrefabMissing && deserializedGameObjectPropertyBag != null)//Prefab丢失:返回上次反序列化的源信息 + if (isSourcePrefabMissing && deserializedGameObjectPropertyBag != null)//Prefab丢失:直接返回上次反序列化的源信息,便于原封不动地保存 { return deserializedGameObjectPropertyBag; } - - //保存相关信息 + //#0 保存相关信息到PropertyBag GameObjectPropertyBag propertyBag = base.GetPropertyBag(); - if (cachePrefabID.IsValid()) - propertyBag.prefabID = new Identity(cachePrefabID); - if (cacheInstanceID.IsValid()) + if (cacheInstanceID.IsValid) propertyBag.instanceID = new Identity(cacheInstanceID); + if (cachePrefabID.IsValid) + propertyBag.prefabID = new Identity(cachePrefabID); + propertyBag.scope = cacheScope;//不管有无值都可以保存 //#1 扫描并存储该物体所有RTSComponent的序列化数据 //propertyBag.serializedComponents.AddRange(listRSComponent.ConvertAll(rsc => rsc.OnSerialize()));//【ToDelete】 @@ -266,7 +267,7 @@ public override GameObjectPropertyBag GetPropertyBag() foreach (var rsComponent in listRSComponent) { IComponentPropertyBag cPB = rsComponent.ComponentPropertyBag; - cPB.ID = rsComponent.ID;//初始化ID + cPB.ID = rsComponent.ID;//存储ID到PropertyBag listCPB.Add(cPB); } propertyBag.compoentPropertyBags.AddRange(listCPB); @@ -284,185 +285,8 @@ public override GameObjectPropertyBag GetPropertyBag() return propertyBag; } - - //——【ToUpdate】:通过分布类的方式,分离出具体实现—— - - protected override void DeserializeFunc(GameObjectPropertyBag propertyBag, IDeserializationOption baseOption = null) - { - base.DeserializeFunc(propertyBag, baseOption); - - //DeserializationOption - DeserializationOption_GameObject deserializationOption = new DeserializationOption_GameObject(); - if (baseOption is DeserializationOption_GameObject dOGM)//自定义的Option(ToTest:离开代码块后dOGM会不会变空) - { - deserializationOption = dOGM; - } - - //#1 反序列化自身所有组件 - ////——实现1:基于序列化成字符串的string【ToDelete】—— - ////-查找与序列化后的类型相同的组件,并传入对应序列化字段进行OnDeserialize(不直接使用反射的好处是,方便用户) - ////【ToUpdate】: - ////-针对每一个组件都根据ID进行唯一匹配 - ////-针对Modder的脚本,只需要匹配类名即可,因为Mod打包后所在程序集名称不一样 - ////-针对多个相同组件,需要按顺序匹配(如标记某个组件已经反序列化) - ////-【进阶】对组件进行排序(参考Unity.RuntimeSceneSerialization.Internal.SerializationUtils.SortComponentList) - //List listPropertyBagCom = propertyBag.serializedComponents.ConvertAll((s) => DeSerializeToCommonPropertyBag(s));//-将serializedComponents转为PropertyBag - //List listRSComponent = gameObject.GetComponents().ToList();//查找所有可序列化的组件(PS:不能使用IRuntimeSerializable,否则会获取到自身的RTS_Go) - //foreach (var rsComponent in listRSComponent) - //{ - // int matchedIndex = listPropertyBagCom.FindIndex(pB => pB.containerTypeName == PropertyBag.GetTypeName(rsComponent.ContainerType)); - // if (matchedIndex != -1) - // { - // rsComponent.OnDeserialize(propertyBag.serializedComponents[matchedIndex]); - // //rsComponent.OnDeserializeBase(propertyBag.serializedComponents[matchedIndex]); - // } - //} - - ////——实现2:基于原类型序列化—— - - //#1 查找所有符合条件的组件进行反序列化 - List listComponentPropertyBag = propertyBag.compoentPropertyBags; - List listRSComponent = gameObject.GetComponents().ToList();//PS:不能使用IRuntimeSerializable,否则会获取到自身的RTS_Go - foreach (var componentPropertyBag in listComponentPropertyBag) - { - ///反序列化流程: - /// -优先搜索相同ID的组件并反序列化 - /// -如果找不到,则警告。 - /// -【Todo】后续可尝试通过containerTypeName搜索首个且唯一相同类型的组件(注意:仅适用于必要组件(如ShellItem),否则有可能因为Modder主动删除或替换组件导致功能不一) - IRuntimeSerializableComponent matchedRSComponent = listRSComponent.FirstOrDefault(rsC => rsC.ID == componentPropertyBag.ID); - if (matchedRSComponent != null) - { - matchedRSComponent.DeserializeBase(componentPropertyBag); - } - else - { - Debug.LogWarning($"Can't find Component [{(componentPropertyBag.ContainerTypeName)}] with [guid {componentPropertyBag.ID}]! Will not be Deserialize!"); - } - } - - //#2 链接或重新生成所有子物体 - List listInstanceRSGO = transform.FindComponentsInChild(includeSelf: false, isRecursive: false).ToList();//缓存所有挂载RS_GO的子物体实例(需要忽略自身;仅扫描一层) - foreach (var childGOPropertyBag in propertyBag.children) - { - RuntimeSerializable_GameObject rtsgInst = null; - bool isChildRuntimeDeserializedPrefab = deserializationOption.isParentRuntimeDeserializedPrefab;//标记该物体或父物体是否为运行时通过Prefab生成 - - if (childGOPropertyBag.prefabID.IsValid())//基于Prefab:生成实例并反序列化(Warning:如果prefabMetadata为空,则无法正常生成对应预制物并还原配置。可能原因是二次序列化时没有保存好数据,意外使用了RuntimeSerialization_GameObject的cachePrefabMetadata) - { - isChildRuntimeDeserializedPrefab = true;//标记为运行时生成 - - //#1 尝试查找对应预制物并生成实例 - string guid = childGOPropertyBag.prefabID.Guid; - GameObject goInst = SOAssetPackManager.TryInstantiatePrefab(guid, transform);//以该物体为父物体 - if (goInst) - { - rtsgInst = goInst.GetComponent(); - if (rtsgInst) - { - rtsgInst.InitPrefabMetadata(childGOPropertyBag.prefabID.Guid);//不管prefabID的值是否有效都统一初始化,便于后续序列化时保存 - } - } - else//#2 如果无法找到预制物,则会生成一个空占位Prefab,方便调试与后续序列化以避免丢失 - { - ///ToUpdate: - ///+如果找不到,则创建一个带RS_GO的空物体(也可以使用方块+紫色材质代表丢失),并且把源序列化字符串存储到RS_GO中(可以用一个字段代表Missing,另一个字段存储源序列化字符串) - string dummyName = $"{childGOPropertyBag.name} (Missing Prefab with guid: {guid})";//参考Unity针对丢失Prefab的名字处理 - Debug.LogWarning($"Failed to instantiate prefab with guid ({guid})! Use empty dummy ({dummyName}) instead!"); - if (RuntimeSerializationManager.Instance && RuntimeSerializationManager.Instance.preMissingPrefabDummy)//场景存在RuntimeSerializationManager单例:使用其定义的占位物体 - { - goInst = Instantiate(RuntimeSerializationManager.Instance.preMissingPrefabDummy); - } - else//否则:创建一个空物体 - { - goInst = new GameObject(); - } - goInst.transform.SetParent(transform); - goInst.name = dummyName; - //尝试还原其位置和大小,方便标识其位置 - TransformPropertyBag transformPropertyBag = childGOPropertyBag.compoentPropertyBags.FirstOrDefault(iCPB => iCPB is TransformPropertyBag) as TransformPropertyBag; - if (transformPropertyBag != null) - { - goInst.transform.SetProperty(transformPropertyBag.localPosition, transformPropertyBag.localRotation, transformPropertyBag.localScale); - } - - RuntimeSerializable_GameObject dummyRS_GO = goInst.AddComponentOnce();//PS:因为不是源物体的RS_GO,因此不能赋值给rtsgInst,因为其后续还需要进行穷举反序列化 - dummyRS_GO.isSourcePrefabMissing = true; - dummyRS_GO.deserializedGameObjectPropertyBag = childGOPropertyBag;//备份,以便在序列化时原样保存 - } - } - else if (childGOPropertyBag.instanceID.IsValid())//基于现存的物体实例:查找匹配InstanceMetadata的物体直接并反序列化 - { - rtsgInst = listInstanceRSGO.FirstOrDefault(rtsg => rtsg.cacheInstanceID == childGOPropertyBag.instanceID); - if (rtsgInst) - { - listInstanceRSGO.Remove(rtsgInst);//如果已经匹配,则移除 - } - else - { - ///常见报错原因: - ///-意外修改了Content物体的id导致无法找到 - Debug.LogError($"Can't find {gameObject.name}'s child instance [{childGOPropertyBag.name}] for GUID: [{childGOPropertyBag.instanceID}]!"); - } - } - else - { - Debug.LogError($"[{childGOPropertyBag.name}] doesn't have any valid metadata! Will not be deserialize!");//可能原因:id已经改变 - } - - //#3 对该物体进行反序列化 - if (rtsgInst) - { - //PS:因为deserializationOption是class,在后续还需要使用,所以只能缓存其isParentRuntimeDeserializedPrefab值,并在使用后还原 - bool cacheSelf_IsParentRuntimeDeserializedPrefab = deserializationOption.isParentRuntimeDeserializedPrefab; - deserializationOption.isParentRuntimeDeserializedPrefab = isChildRuntimeDeserializedPrefab; - rtsgInst.DeserializeFunc(childGOPropertyBag, deserializationOption); - - deserializationOption.isParentRuntimeDeserializedPrefab = cacheSelf_IsParentRuntimeDeserializedPrefab; - } - } - - //#3 根据Option进行后处理 - if (deserializationOption.DeleteNotExistInstance && listInstanceRSGO.Count > 0)//是否需要删除不存在的实例 - { - if (!(deserializationOption.isParentRuntimeDeserializedPrefab && !deserializationOption.DeletePrefabNotExistInstance))//只要不是通过预制物生成的实例,且deletePrefabNotExistInstance为false:删除 - listInstanceRSGO.ForEach(rsgo => rsgo.gameObject.DestroyAtOnce()); - } - - - /////#通过排序进行反序列化【ToDelete】:改为用cacheInstanceMetadata进行匹配,匹配失败才用此排序方法匹配—— - /////#3 等上一步骤的Prefab全部生成后,根据siblingIndex进行排序,便于后续一一对应(【小Bug】:如果将实例与Prefab混放,如果Modder新增实例,则可能会对不上,因此建议不要混放,或者想办法增加唯一ID) - //List listSortPropertyBag = new List(propertyBag.children); - //listSortPropertyBag.Sort((a, b) => a.siblingIndex - b.siblingIndex); - - ////#4 按顺序反序列化所有子物体(针对已存在物体) - //int indexRSG = 0;//当前反序列化的子物体序号 - //foreach (Transform tfChild in container.transform) - //{ - // if (indexRSG >= propertyBag.children.Count) - // break; - // RuntimeSerialization_GameObject rtsgChild = tfChild.GetComponent(); - // if (rtsgChild) - // { - // GameObjectPropertyBag propertyBagChild = listSortPropertyBag[indexRSG]; - // rtsgChild.OnDeserialize(propertyBagChild); - // rtsgChild.InitPrefabMetadata(propertyBagChild.prefabMetadata.Guid);//不管该值是否有效,统一用于初始化,便于后续序列化保存 - // indexRSG++; - // } - //} - } - - ///// - ///// [ToDelete]将Component序列化字段转为通用的PropertyBag,以便获取其类型等信息 - ///// - ///// - ///// - //static PropertyBag DeSerializeToCommonPropertyBag(string serializedComponent) - //{ - // return JsonConvert.DeserializeObject(serializedComponent); - //} } - #region Define /// /// 原理: @@ -474,8 +298,9 @@ protected override void DeserializeFunc(GameObjectPropertyBag propertyBag, IDese public class GameObjectPropertyBag : UnityObjectPropertyBag { //缓存唯一ID(统一由RuntimeSerialization_GameObject管理) - public Identity instanceID = new Identity();//如果为实例,则不为空 - public Identity prefabID = new Identity();//如果为Prefab,则不为空 + public Identity instanceID = new Identity();//(如果是实例,则不为空) + public Identity prefabID = new Identity();//(如果是Prefab,则不为空) + public string scope = "";//【可空】其所在范围的唯一标识(如果是Prefab,则可选设置) public string name = "GameObject";//PS:名称不能为空,否则会出现警告 public int layer; @@ -503,9 +328,6 @@ public override void Init(GameObject container) tag = container.tag; active = container.activeSelf; siblingIndex = container.transform.GetSiblingIndex(); - ////Todo:如果container是Prefab,则搜索其信息 - ///Unity.RuntimeSceneSerialization的实现是加上PrefabMetadata - //if (container) } public override void Accept(ref GameObject container) { diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/EventPlayer/RuntimeSerializable_EventPlayer.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/EventPlayer/RuntimeSerializable_EventPlayer.cs index 8fd8e672..019f1a28 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/EventPlayer/RuntimeSerializable_EventPlayer.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Module/EventPlayer/RuntimeSerializable_EventPlayer.cs @@ -6,26 +6,13 @@ namespace Threeyes.RuntimeSerialization { using Threeyes.EventPlayer; [DisallowMultipleComponent] - public class RuntimeSerializable_EventPlayer : RuntimeSerializableMonoBehaviour, IRuntimeSerializableOptionHolder + public partial class RuntimeSerializable_EventPlayer : RuntimeSerializableMonoBehaviour, IRuntimeSerializableOptionHolder { ///Todo:增加自定义配置: /// -在反序列化后,根据参数调用一次Play方法 public RuntimeSerializableOption_EventPlayer Option { get { return option; } } [SerializeField] protected RuntimeSerializableOption_EventPlayer option; - protected override void DeserializeFunc(EventPlayerPropertyBag propertyBag, IDeserializationOption baseOption = null) - { - base.DeserializeFunc(propertyBag, baseOption); - - ///根据参数来调用对应方法 - ///ToUpdate: - ///-子类可以基于State来进行更精确的调用(如带参调用),或者保存最近一次调用的方法及参数项 - ///-需要处理 IsPlayOnce 的情况,可以额外在Option中增加对应选项 - if (Option.invokeEventOnDeserialized) - { - container.Play(container.IsPlayed);//根据之前是否已经Play,重新调用一次 - } - } } #region Define (放在外面方便继承) diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPack.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPack.cs index c8ddabcd..24c1cac9 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPack.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPack.cs @@ -19,8 +19,9 @@ namespace Threeyes.RuntimeSerialization /// This type is used as a look up table for asset objects, and can be used to build an AssetBundle for loading /// scene assets in player builds /// + /// ToUpdate: + /// -添加所有Assets的meta信息,方便运行时替换资源 /// - [CreateAssetMenu(menuName = "SO/RuntimeSerialization/" + "AssetPack", fileName = "AssetPack")] public class SOAssetPack : ScriptableObject, ISerializationCallbackReceiver { @@ -256,7 +257,7 @@ public GameObject TryInstantiatePrefab(string prefabGuid, Transform parent) } } - foreach (var factory in m_PrefabFactories)//第三方注册 + foreach (var factory in m_PrefabFactories)//第三方注册的创建Prefab的工厂(暂未用上) { try { @@ -309,22 +310,33 @@ public string GetPrefabMetadata_Runtime(GameObject prefab) #region ——Editor—— #if UNITY_EDITOR - readonly Dictionary m_GuidMap = new(); + [ContextMenu("EditorScanData")] + void EditorScanData() + { + //基于当前文件夹进行更新(常用于测试) + string relatedPath = AssetDatabase.GetAssetPath(this); + string sourceAbsDirPath = EditorPathTool.UnityRelateToAbsPath(relatedPath); + string destAbsDirPath = System.IO.Directory.GetParent(sourceAbsDirPath).FullName; + CreateFromFolder(destAbsDirPath, destAbsDirPath, relatedPath.GetFileNameWithoutExtension()); + } + readonly Dictionary m_GuidMap = new(); /// - /// 针对特定文件夹创建So + /// 针对特定文件夹创建或更新SOAssetPack + /// + /// Ref:Unity.RuntimeSceneSerialization.EditorInternal.MenuItems.SaveJsonScene /// /// 目标文件夹路径 /// 存储SOAssetPack的文件夹路径 - public static void CreateFromFolder(string sourceAbsDirPath, string destAbsDirPath) + public static void CreateFromFolder(string sourceAbsDirPath, string destAbsDirPath, string fileNameWithoutExtension = "AssetPack") { //#1 获取文件夹位置 string relateDirPath = EditorPathTool.AbsToUnityRelatePath(sourceAbsDirPath); //#2 创建或清空已有SOAssetPack(位置为选中文件夹里) PathTool.GetOrCreateDir(destAbsDirPath); - string assetPackPath = EditorPathTool.AbsToUnityRelatePath(destAbsDirPath + "/AssetPack.asset"); + string assetPackPath = EditorPathTool.AbsToUnityRelatePath(destAbsDirPath + "/" + fileNameWithoutExtension + ".asset"); SOAssetPack assetPack = AssetDatabase.LoadAssetAtPath(assetPackPath); bool created = false; if (assetPack == null) @@ -365,8 +377,6 @@ public static void CreateFromFolder(string sourceAbsDirPath, string destAbsDirPa Debug.Log($"{(created ? "Create" : "Update")} assetPack with [{assetPack.Prefabs.Count}] Prefabs at: " + assetPackPath); } - - /// /// Get the guid of a given prefab, storing the result in the given SOAssetPack, if provided /// diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPackManager.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPackManager.cs index a76c0c40..6717edfc 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPackManager.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/SO/SOAssetPackManager.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using Threeyes.Core; using UnityEngine; +using System.Linq; namespace Threeyes.RuntimeSerialization { /// @@ -9,65 +10,140 @@ namespace Threeyes.RuntimeSerialization /// public static class SOAssetPackManager { - static List listActiveAssetPack = new List();//用于序列化/反序列化时临时设置的数据(ToUpdate:在加载Mod后就开始初始化) + static List listActiveSOAssetPackInfo = new List(); - public static void Add(SOAssetPack sOAssetPack) + public static void Add(SOAssetPackInfo sOAssetPackInfo) { - listActiveAssetPack.AddOnce(sOAssetPack); - listActiveAssetPack.RemoveAll(data => data == null);//清空无效数据 + listActiveSOAssetPackInfo.AddOnce(sOAssetPackInfo); + listActiveSOAssetPackInfo.RemoveAll(data => !data.IsValid);//清空无效数据 } - public static void Remove(SOAssetPack sOAssetPack) + public static void Remove(SOAssetPackInfo sOAssetPackInfo) { - listActiveAssetPack.Remove(sOAssetPack); - listActiveAssetPack.RemoveAll(data => data == null);//清空无效数据 + listActiveSOAssetPackInfo.Remove(sOAssetPackInfo); + listActiveSOAssetPackInfo.RemoveAll(data => !data.IsValid);//清空无效数据 } - #region Deserialize + #region Serialize /// - /// 查找首个匹配GUID的Prefab + /// 根据传入的预制物,检查匹配的Metadata + /// + /// ToUpdate: + /// -【非必须】可选传入scope,如果有多个匹配项则优先匹配相同scope的(如Default场景Mod中,则优先查找该Mod中的prefab) /// - /// + /// + /// + /// /// - public static GameObject TryGetPrefab(string prefabGuid) + public static bool GetPrefabMetadata(GameObject prefab, out string guid, out string scope) { - foreach (var soAP in listActiveAssetPack) + guid = scope = ""; + foreach (var aPInfo in listActiveSOAssetPackInfo) { - if (!soAP) + if (!aPInfo.IsValid) continue; - GameObject prefab = soAP.TryGetPrefab(prefabGuid); - if (prefab) - return prefab; + + string tempGuid = aPInfo.sOAssetPack.GetPrefabMetadata_Runtime(prefab); + if (tempGuid.NotNullOrEmpty()) + { + guid = tempGuid; + scope = aPInfo.scope; + return true; + } } - return null; + return false; + } + #endregion + + #region Deserialize + public static GameObject TryGetPrefab(RuntimeSerializable_GameObject runtimeSerializable_GameObject) + { + string latestScope; + return TryGetPrefab(runtimeSerializable_GameObject.CachePrefabID.Guid, runtimeSerializable_GameObject.CacheScope, out latestScope); } - public static GameObject TryInstantiatePrefab(string prefabGuid, Transform parent) + + /// + /// 查找首个匹配的Prefab + /// + /// + /// 之前保存的scope(可能会过期,所以不是决定因素) + /// 最新的Scope信息 + /// + public static GameObject TryGetPrefab(string prefabGuid, string scope, out string latestScope) { - foreach (var soAP in listActiveAssetPack) + latestScope = ""; + List listMatchedPrefabInfo = new List(); + foreach (var aPInfo in listActiveSOAssetPackInfo) { - if (!soAP) + if (!aPInfo.IsValid) continue; - GameObject inst = soAP.TryInstantiatePrefab(prefabGuid, parent); - if (inst) - return inst; + GameObject prefab = aPInfo.sOAssetPack.TryGetPrefab(prefabGuid); + if (prefab) + listMatchedPrefabInfo.Add(new MatchedPrefabInfo(aPInfo, prefab)); + } + MatchedPrefabInfo targetMPI = null; + if (listMatchedPrefabInfo.Count == 0) + { + } + else if (listMatchedPrefabInfo.Count == 1)//仅有1个匹配项:返回该元素 + { + targetMPI = listMatchedPrefabInfo[0]; + } + else //多于一个匹配项:因为不同项目Prefab的ID重复,需要通过scope进行二次筛选 + { + targetMPI = listMatchedPrefabInfo.FirstOrDefault(mPI => mPI.sOAssetPackInfo.scope == scope); + if (targetMPI == null)//没有匹配项:可能是旧场景保存的序列化内容没有初始化该字段,不作为报错,而是先默认返回第一个元素 + { + targetMPI = listMatchedPrefabInfo[0]; + Debug.LogWarning($"找不到匹配 scope:{scope} 的prefab (guid:{prefabGuid})! 使用首个相同guid的预制物代替!");//不算错误,但有可能会出现引用错误 + } + } + + if (targetMPI != null) + { + latestScope = targetMPI.sOAssetPackInfo.scope;//返回最新的Scope,方便更新旧的序列化文件,或者更改了域的文件 + return targetMPI.prefab; } return null; } #endregion - #region Serialize - public static string GetPrefabMetadata(GameObject prefab) + #region Define + class MatchedPrefabInfo { - foreach (var soAP in listActiveAssetPack) - { - if (!soAP) - continue; + public SOAssetPackInfo sOAssetPackInfo; + public GameObject prefab; - string guid = soAP.GetPrefabMetadata_Runtime(prefab); - if (guid.NotNullOrEmpty()) - return guid; + public MatchedPrefabInfo() { } + public MatchedPrefabInfo(SOAssetPackInfo sOAssetPackInfo, GameObject prefab) + { + this.sOAssetPackInfo = sOAssetPackInfo; + this.prefab = prefab; } - return ""; } #endregion } + + #region Define + ///ToUpdate: + ///-TryGetPrefab:参数增加可空Scope,或者可以直接 + ///-RS_GO.InitPrefabMetadata:可以直接传入SOAssetPackInfo + ///等方法, 需要返回数据类 + public class SOAssetPackInfo + { + public bool IsValid { get { return sOAssetPack != null; } } + + public string scope = "";//【可选】其所在范围的唯一标识,可避免不同项目Prefab的ID重复时进行二次筛选(如Mod文件的唯一名称、SDK、Builtin等特殊且不变的字段)(保存到根物体的GameObjectPropertyBag中,与ID同级) + public SOAssetPack sOAssetPack; + + public SOAssetPackInfo() + { + } + + public SOAssetPackInfo(string scope, SOAssetPack sOAssetPack) + { + this.scope = scope; + this.sOAssetPack = sOAssetPack; + } + } + #endregion } \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Tool/RuntimeSerializationTool.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Tool/RuntimeSerializationTool.cs index 9d73552b..d64b5535 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Tool/RuntimeSerializationTool.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/RuntimeSerialization/Tool/RuntimeSerializationTool.cs @@ -43,7 +43,6 @@ public static T DeserializeObject(string value, JsonSerializerSettings settin } #endregion - #region ID #if UNITY_EDITOR /// @@ -126,7 +125,7 @@ public static void EditorUpdateComponetID(TComponent rsComponent, re public static bool IsIDUniqueInGameObject(TComponent rsComponent, Identity id, ref string failReason) where TComponent : Component, IIdentityHolder//Component, IRuntimeSerializableComponent { - if (!id.IsValid())//本GUID无效 + if (!id.IsValid)//本GUID无效 { failReason = "ID not valid"; return false; @@ -136,7 +135,7 @@ public static bool IsIDUniqueInGameObject(TComponent rsComponent, Id { if (rtsC == rsComponent)//只计算到自身序号的组件位置,忽略后续。因为新添加的组件默认都在最后,所以只判断此组件是否与之前任意组件冲突,如果是就更新 return true; - if (rtsC.ID.IsValid() && rtsC.ID == id) + if (rtsC.ID.IsValid && rtsC.ID == id) { failReason = "ID exists in Hierarchy"; return false; diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/SceneTemplate/Editor/SceneTemplateManagerWindow.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/SceneTemplate/Editor/SceneTemplateManagerWindow.cs index 79185c8c..4a1093d4 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/SceneTemplate/Editor/SceneTemplateManagerWindow.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/SceneTemplate/Editor/SceneTemplateManagerWindow.cs @@ -38,24 +38,28 @@ public class SceneTemplateManagerWindow : EditorWindow public List listValidAsset = new List();//扫描到的信息 SceneTemplateAsset curSceneTemplateAsset; + static readonly GUIContent k_WindowTitle = new GUIContent("Select Template..."); + static readonly Vector2 k_MinWindowSize = new Vector2(600, 600); + static string curTargetSceneFilePath;//待存储的场景文件路径 + static Action cacheActionOnCreateFinished; - private static readonly GUIContent k_WindowTitle = new GUIContent("Select Template..."); - private static readonly Vector2 k_MinWindowSize = new Vector2(600, 600); /// /// ToAdd: /// -增加参数:指定的List,更加通用 /// - /// + /// 需要创建的场景文件绝对路径 /// - public static SceneTemplateManagerWindow ShowWindow(string targetSceneFilePath) + public static SceneTemplateManagerWindow ShowWindow(string absSceneFilePath, Action actionOnCreateFinished = null) { - curTargetSceneFilePath = targetSceneFilePath; + curTargetSceneFilePath = absSceneFilePath; // Get existing open window or if none, make a new one: SceneTemplateManagerWindow window = GetWindow(true); window.titleContent = k_WindowTitle; window.minSize = k_MinWindowSize; window.Show(); + + cacheActionOnCreateFinished = actionOnCreateFinished; return window; } @@ -167,8 +171,18 @@ void OnCreateButtonClick(ClickEvent evt) AssetDatabase.Refresh(); } string relateFilePath = EditorPathTool.AbsToUnityRelatePath(curTargetSceneFilePath); - SceneTemplateService.Instantiate(curSceneTemplateAsset, true, relateFilePath); - Close(); + InstantiationResult instantiationResult = SceneTemplateService.Instantiate(curSceneTemplateAsset, false, relateFilePath);//loadAdditively为false,避免当前存在Untitled的场景导致提示Warning + if (instantiationResult == null)//创建失败 + { + //PS:不一定创建成功,这时可以提示用户查看控制台 + Debug.LogError("Create Scene Failed. See the Console for details."); + cacheActionOnCreateFinished.Execute(false); + } + else + { + Close(); + cacheActionOnCreateFinished.Execute(true); + } } void OnCancelButtonClick(ClickEvent evt) diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Editor/ItemManagerWindow.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Editor/ItemManagerWindow.cs index 2c4f00c1..69e871ed 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Editor/ItemManagerWindow.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Editor/ItemManagerWindow.cs @@ -59,7 +59,7 @@ public abstract class ItemManagerWindow("PlayGifToggle"); togglePlayGif.value = SOManagerInst.ItemWindow_IsPreviewGif; togglePlayGif.RegisterCallback>(OnPlayGifToggleChanged); - helpBoxPreview = rootVisualElement.Q("PreviewHelpBox");//Todo:改为全局 + helpBoxPreview = rootVisualElement.Q("PreviewHelpBox"); //Tags Foldout foldoutItemTags = rootVisualElement.Q("ItemTagsFoldout"); @@ -152,7 +153,8 @@ protected virtual void InitUXMLField() buttonEditScene = rootVisualElement.Q + public bool isOpenSimulatorBeforeItemScene = true; } public class SORuntimeSettingManagerInfo : SOInstacneInfo { diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Hub/Simulator/SceneManagerSimulator.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Hub/Simulator/SceneManagerSimulator.cs index 332270c9..c235e5dd 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Hub/Simulator/SceneManagerSimulator.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Hub/Simulator/SceneManagerSimulator.cs @@ -1,3 +1,4 @@ +#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using System.Linq; @@ -6,12 +7,19 @@ using UnityEngine; using UnityEngine.SceneManagement; +using UnityEditor; +using System.IO; +using Threeyes.Core.Editor; + namespace Threeyes.Steamworks { public class SceneManagerSimulator : HubSceneManagerBase { public bool HasSceneLoaded { get { return hasSceneLoaded; } } bool hasSceneLoaded = false; + + [SerializeField] protected SOWorkshopItemInfo curSOWorkshopItemInfo; + [SerializeField] protected WorkshopItemInfo curWorkshopItemInfo; protected virtual void Start() { InitAsync(); @@ -21,7 +29,7 @@ async void InitAsync() { await Task.Yield();//等待Config初始化完成 - //找到ModScene + //#0 找到ModScene for (int i = 0; i != SceneManager.sceneCount; i++) { Scene scene = SceneManager.GetSceneAt(i); @@ -36,8 +44,21 @@ async void InitAsync() Debug.LogError("Please add the Mod Scene before play!"); return; } + //#1 扫描获取对应的WorkshopItemInfo(实现方法:从该Scene的路径开始,往上搜索到Items文件夹,就能知道Item的名称,然后通过方法找到对应的WorkshopInfo) + string sceneFilePath = curModScene.path;// Assets/Items/[Item Name] + string itemName = sceneFilePath.Replace($"Assets/{ Steamworks_PathDefinition.ItemRootDirName}/", ""); + itemName = itemName.Substring(0, itemName.IndexOf("/")); + string absItemInfoFilePath = SOWorkshopItemInfo.GetItemInfoFilePath(itemName); + string soDir = EditorPathTool.AbsToUnityRelatePath(absItemInfoFilePath); + curSOWorkshopItemInfo = AssetDatabase.LoadAssetAtPath(soDir); + if (curSOWorkshopItemInfo == null) + { + Debug.LogError($"Can't find {nameof(SOWorkshopItemInfo)} for item {itemName}!"); + return; + } + curWorkshopItemInfo = curSOWorkshopItemInfo.BaseItemInfo; - //调用初始化代码 + //#2 调用初始化代码 ModEntry modEntry = curModScene.GetComponents().FirstOrDefault(); if (!modEntry) { @@ -48,4 +69,5 @@ async void InitAsync() hasSceneLoaded = true; } } -} \ No newline at end of file +} +#endif \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Light/SOLightControllerConfig.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Light/SOLightControllerConfig.cs index d84e459f..61d9f0b5 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Light/SOLightControllerConfig.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Light/SOLightControllerConfig.cs @@ -3,6 +3,6 @@ namespace Threeyes.Steamworks { - [CreateAssetMenu(menuName = Steamworks_EditorDefinition.AssetMenuPrefix_Root_BuiltIn + "LightController", fileName = "LightControllerConfig")] + [CreateAssetMenu(menuName = Steamworks_EditorDefinition.AssetMenuPrefix_Root_BuiltIn + "Light/LightController", fileName = "LightControllerConfig")] public class SOLightControllerConfig : SOConfigBase { } } \ No newline at end of file diff --git a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win32.pdb.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing.meta similarity index 67% rename from Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win32.pdb.meta rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing.meta index 2a22a871..47e1df2c 100644 --- a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win32.pdb.meta +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: 094b9940a7d55d042abdea1a3a2b25f4 +guid: 4852bdefa48ee2e4fa695a5c19b98ced +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/PostProcessingController.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/PostProcessingController.cs new file mode 100644 index 00000000..09450021 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/PostProcessingController.cs @@ -0,0 +1,596 @@ +using NaughtyAttributes; +using Newtonsoft.Json; +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +namespace Threeyes.Steamworks +{ + public class PostProcessingController : ConfigurableComponentBase + { + #region Property & Field + [Header("PostProcessing")] + [Tooltip("The PostProcessing volume")][Required][SerializeField] protected Volume volume; + #endregion + + #region IModHandler + Bloom bloom = null; + ChannelMixer channelMixer = null; + ChromaticAberration chromaticAberration = null; + ColorAdjustments colorAdjustments = null; + //ColorCurves colorCurves = null; + ColorLookup colorLookup = null; + DepthOfField depthOfField = null; + FilmGrain filmGrain = null; + LensDistortion lensDistortion = null; + LiftGammaGain liftGammaGain = null; + MotionBlur motionBlur = null; + PaniniProjection paniniProjection = null; + ShadowsMidtonesHighlights shadowsMidtonesHighlights = null; + SplitToning splitToning = null; + Tonemapping tonemapping = null; + Vignette vignette = null; + WhiteBalance whiteBalance = null; + public override void UpdateSetting() + { + if (!volume) + return; + if (!volume.profile) + return; + + volume.gameObject.SetActive(Config.isUsePostProcessing);//控制模型的激活状态(包括其Trigger) + + ///ToUpdate: + ///-【V2】如果相关Effect没激活,那就直接移除(尝试 volume.profile.Remove)。需要比较一下性能是否比保留Effect更好,因为需要实现移除、比对等额外操作,如没必要就不实现 + + + //——Bloom—— + if (volume.profile.TryGet(out Bloom bloom)) + { + bloom.active = Config.bloom_IsActive; + bloom.threshold.value = Config.bloom_Threshold; + bloom.intensity.value = Config.bloom_Intensity; + bloom.scatter.value = Config.bloom_Scatter; + bloom.clamp.value = Config.bloom_Clamp; + bloom.tint.value = Config.bloom_Tint; + + bloom.dirtIntensity.value = Config.bloom_DirtIntensity; + } + if (volume.profile.TryGet(out ChannelMixer channelMixer)) + { + channelMixer.active = Config.channelMixer_IsActive; + channelMixer.redOutRedIn.value = Config.channelMixer_RedOutRedIn; + channelMixer.redOutGreenIn.value = Config.channelMixer_RedOutGreenIn; + channelMixer.redOutBlueIn.value = Config.channelMixer_RedOutBlueIn; + channelMixer.greenOutRedIn.value = Config.channelMixer_GreenOutRedIn; + channelMixer.greenOutGreenIn.value = Config.channelMixer_GreenOutGreenIn; + channelMixer.greenOutBlueIn.value = Config.channelMixer_GreenOutBlueIn; + channelMixer.blueOutRedIn.value = Config.channelMixer_BlueOutRedIn; + channelMixer.blueOutGreenIn.value = Config.channelMixer_BlueOutGreenIn; + channelMixer.blueOutBlueIn.value = Config.channelMixer_BlueOutBlueIn; + } + if (volume.profile.TryGet(out ChromaticAberration chromaticAberration)) + { + chromaticAberration.active = Config.chromaticAberration_IsActive; + chromaticAberration.intensity.value = Config.chromaticAberration_Intensity; + } + if (volume.profile.TryGet(out ColorAdjustments colorAdjustments)) + { + colorAdjustments.active = Config.colorAdjustments_IsActive; + colorAdjustments.postExposure.value = Config.colorAdjustments_PostExposure; + colorAdjustments.contrast.value = Config.colorAdjustments_Contrast; + colorAdjustments.colorFilter.value = Config.colorAdjustments_ColorFilter; + colorAdjustments.hueShift.value = Config.colorAdjustments_HueShift; + colorAdjustments.saturation.value = Config.colorAdjustments_Saturation; + } + if (volume.profile.TryGet(out ColorLookup colorLookup)) + { + colorLookup.active = Config.colorLookup_IsActive; + colorLookup.contribution.value = Config.colorAdjustments_Contribution; + } + if (volume.profile.TryGet(out DepthOfField depthOfField)) + { + depthOfField.active = Config.depthOfField_IsActive; + depthOfField.mode.value = Config.depthOfField_Mode; + depthOfField.gaussianStart.value = Config.depthOfField_GaussianStart; + depthOfField.gaussianEnd.value = Config.depthOfField_GaussianEnd; + depthOfField.gaussianMaxRadius.value = Config.depthOfField_GaussianMaxRadius; + depthOfField.highQualitySampling.value = Config.depthOfField_HighQualitySampling; + depthOfField.focusDistance.value = Config.depthOfField_FocusDistance; + depthOfField.aperture.value = Config.depthOfField_Aperture; + depthOfField.focalLength.value = Config.depthOfField_FocalLength; + depthOfField.bladeCount.value = Config.depthOfField_BladeCount; + depthOfField.bladeCurvature.value = Config.depthOfField_BladeCurvature; + depthOfField.bladeRotation.value = Config.depthOfField_BladeRotation; + } + if (volume.profile.TryGet(out FilmGrain filmGrain)) + { + filmGrain.active = Config.filmGrain_IsActive; + filmGrain.type.value = Config.filmGrain_Type; + filmGrain.intensity.value = Config.filmGrain_Intensity; + filmGrain.response.value = Config.filmGrain_Response; + } + if (volume.profile.TryGet(out LensDistortion lensDistortion)) + { + lensDistortion.active = Config.lensDistortion_IsActive; + lensDistortion.intensity.value = Config.lensDistortion_Intensity; + lensDistortion.xMultiplier.value = Config.lensDistortion_XMultiplier; + lensDistortion.yMultiplier.value = Config.lensDistortion_YMultiplier; + lensDistortion.center.value = Config.lensDistortion_Center; + lensDistortion.scale.value = Config.lensDistortion_Scale; + } + if (volume.profile.TryGet(out LiftGammaGain liftGammaGain)) + { + liftGammaGain.active = Config.liftGammaGain_IsActive; + liftGammaGain.lift.value = Config.liftGammaGain_Lift; + liftGammaGain.gamma.value = Config.liftGammaGain_Gamma; + liftGammaGain.gain.value = Config.liftGammaGain_Gain; + } + if (volume.profile.TryGet(out MotionBlur motionBlur)) + { + motionBlur.active = Config.motionBlur_IsActive; + motionBlur.mode.value = Config.motionBlur_Mode; + motionBlur.quality.value = Config.motionBlur_Quality; + motionBlur.intensity.value = Config.motionBlur_Intensity; + motionBlur.clamp.value = Config.motionBlur_Clamp; + } + if (volume.profile.TryGet(out PaniniProjection paniniProjection)) + { + paniniProjection.active = Config.paniniProjection_IsActive; + paniniProjection.distance.value = Config.paniniProjection_Distance; + paniniProjection.cropToFit.value = Config.paniniProjection_CropToFit; + } + if (volume.profile.TryGet(out ShadowsMidtonesHighlights shadowsMidtonesHighlights)) + { + shadowsMidtonesHighlights.active = Config.shadowsMidtonesHighlights_IsActive; + shadowsMidtonesHighlights.shadows.value = Config.shadowsMidtonesHighlights_Shadows; + shadowsMidtonesHighlights.midtones.value = Config.shadowsMidtonesHighlights_Midtones; + shadowsMidtonesHighlights.highlights.value = Config.shadowsMidtonesHighlights_Highlights; + shadowsMidtonesHighlights.shadowsStart.value = Config.shadowsMidtonesHighlights_ShadowsStart; + shadowsMidtonesHighlights.shadowsEnd.value = Config.shadowsMidtonesHighlights_ShadowsEnd; + shadowsMidtonesHighlights.highlightsStart.value = Config.shadowsMidtonesHighlights_ShadowsStart; + shadowsMidtonesHighlights.highlightsEnd.value = Config.shadowsMidtonesHighlights_HighlightsEnd; + } + if (volume.profile.TryGet(out SplitToning splitToning)) + { + splitToning.active = Config.splitToning_IsActive; + splitToning.shadows.value = Config.splitToning_Shadows; + splitToning.highlights.value = Config.splitToning_Highlights; + splitToning.balance.value = Config.splitToning_Balance; + } + if (volume.profile.TryGet(out Tonemapping tonemapping)) + { + tonemapping.active = Config.tonemapping_IsActive; + tonemapping.mode.value = Config.tonemapping_Mode; + } + if (volume.profile.TryGet(out Vignette vignette)) + { + vignette.active = Config.vignette_IsActive; + vignette.color.value = Config.vignette_Color; + vignette.center.value = Config.vignette_Center; + vignette.intensity.value = Config.vignette_Intensity; + vignette.smoothness.value = Config.vignette_Smoothness; + vignette.rounded.value = Config.vignette_Rounded; + } + if (volume.profile.TryGet(out WhiteBalance whiteBalance)) + { + whiteBalance.active = Config.whiteBalance_IsActive; + whiteBalance.temperature.value = Config.whiteBalance_Temperature; + whiteBalance.tint.value = Config.whiteBalance_Tint; + } + } + #endregion + + #region Editor +#if UNITY_EDITOR + [ContextMenu("UpdateConfigUsingComponentData")] + void EditorUpdateConfigUsingComponentData() + { + + //——Bloom—— + if (volume.profile.TryGet(out Bloom bloom)) + { + Config.bloom_IsActive = bloom.active; + Config.bloom_Threshold = bloom.threshold.value; + Config.bloom_Intensity = bloom.intensity.value; + Config.bloom_Scatter = bloom.scatter.value; + Config.bloom_Clamp = bloom.clamp.value; + Config.bloom_Tint = bloom.tint.value; + + Config.bloom_DirtIntensity = bloom.dirtIntensity.value; + } + if (volume.profile.TryGet(out ChannelMixer channelMixer)) + { + Config.channelMixer_IsActive = channelMixer.active; + Config.channelMixer_RedOutRedIn = channelMixer.redOutRedIn.value; + Config.channelMixer_RedOutGreenIn = channelMixer.redOutGreenIn.value; + Config.channelMixer_RedOutBlueIn = channelMixer.redOutBlueIn.value; + Config.channelMixer_GreenOutRedIn = channelMixer.greenOutRedIn.value; + Config.channelMixer_GreenOutGreenIn = channelMixer.greenOutGreenIn.value; + Config.channelMixer_GreenOutBlueIn = channelMixer.greenOutBlueIn.value; + Config.channelMixer_BlueOutRedIn = channelMixer.blueOutRedIn.value; + Config.channelMixer_BlueOutGreenIn = channelMixer.blueOutGreenIn.value; + Config.channelMixer_BlueOutBlueIn = channelMixer.blueOutBlueIn.value; + } + if (volume.profile.TryGet(out ChromaticAberration chromaticAberration)) + { + Config.chromaticAberration_IsActive = chromaticAberration.active; + Config.chromaticAberration_Intensity = chromaticAberration.intensity.value; + } + if (volume.profile.TryGet(out ColorAdjustments colorAdjustments)) + { + Config.colorAdjustments_IsActive = colorAdjustments.active; + Config.colorAdjustments_PostExposure = colorAdjustments.postExposure.value; + Config.colorAdjustments_Contrast = colorAdjustments.contrast.value; + Config.colorAdjustments_ColorFilter = colorAdjustments.colorFilter.value; + Config.colorAdjustments_HueShift = colorAdjustments.hueShift.value; + Config.colorAdjustments_Saturation = colorAdjustments.saturation.value; + } + if (volume.profile.TryGet(out ColorLookup colorLookup)) + { + Config.colorLookup_IsActive = colorLookup.active; + Config.colorAdjustments_Contribution = colorLookup.contribution.value; + } + if (volume.profile.TryGet(out DepthOfField depthOfField)) + { + Config.depthOfField_IsActive = depthOfField.active; + Config.depthOfField_Mode = depthOfField.mode.value; + Config.depthOfField_GaussianStart = depthOfField.gaussianStart.value; + Config.depthOfField_GaussianEnd = depthOfField.gaussianEnd.value; + Config.depthOfField_GaussianMaxRadius = depthOfField.gaussianMaxRadius.value; + Config.depthOfField_HighQualitySampling = depthOfField.highQualitySampling.value; + Config.depthOfField_FocusDistance = depthOfField.focusDistance.value; + Config.depthOfField_Aperture = depthOfField.aperture.value; + Config.depthOfField_FocalLength = depthOfField.focalLength.value; + Config.depthOfField_BladeCount = depthOfField.bladeCount.value; + Config.depthOfField_BladeCurvature = depthOfField.bladeCurvature.value; + Config.depthOfField_BladeRotation = depthOfField.bladeRotation.value; + } + if (volume.profile.TryGet(out FilmGrain filmGrain)) + { + Config.filmGrain_IsActive = filmGrain.active; + Config.filmGrain_Type = filmGrain.type.value; + Config.filmGrain_Intensity = filmGrain.intensity.value; + Config.filmGrain_Response = filmGrain.response.value; + } + if (volume.profile.TryGet(out LensDistortion lensDistortion)) + { + Config.lensDistortion_IsActive = lensDistortion.active; + Config.lensDistortion_Intensity = lensDistortion.intensity.value; + Config.lensDistortion_XMultiplier = lensDistortion.xMultiplier.value; + Config.lensDistortion_YMultiplier = lensDistortion.yMultiplier.value; + Config.lensDistortion_Center = lensDistortion.center.value; + Config.lensDistortion_Scale = lensDistortion.scale.value; + } + if (volume.profile.TryGet(out LiftGammaGain liftGammaGain)) + { + Config.liftGammaGain_IsActive = liftGammaGain.active; + Config.liftGammaGain_Lift = liftGammaGain.lift.value; + Config.liftGammaGain_Gamma = liftGammaGain.gamma.value; + Config.liftGammaGain_Gain = liftGammaGain.gain.value; + } + if (volume.profile.TryGet(out MotionBlur motionBlur)) + { + Config.motionBlur_IsActive = motionBlur.active; + Config.motionBlur_Mode = motionBlur.mode.value; + Config.motionBlur_Quality = motionBlur.quality.value; + Config.motionBlur_Intensity = motionBlur.intensity.value; + Config.motionBlur_Clamp = motionBlur.clamp.value; + } + if (volume.profile.TryGet(out PaniniProjection paniniProjection)) + { + Config.paniniProjection_IsActive = paniniProjection.active; + Config.paniniProjection_Distance = paniniProjection.distance.value; + Config.paniniProjection_CropToFit = paniniProjection.cropToFit.value; + } + if (volume.profile.TryGet(out ShadowsMidtonesHighlights shadowsMidtonesHighlights)) + { + Config.shadowsMidtonesHighlights_IsActive = shadowsMidtonesHighlights.active; + Config.shadowsMidtonesHighlights_Shadows = shadowsMidtonesHighlights.shadows.value; + Config.shadowsMidtonesHighlights_Midtones = shadowsMidtonesHighlights.midtones.value; + Config.shadowsMidtonesHighlights_Highlights = shadowsMidtonesHighlights.highlights.value; + Config.shadowsMidtonesHighlights_ShadowsStart = shadowsMidtonesHighlights.shadowsStart.value; + Config.shadowsMidtonesHighlights_ShadowsEnd = shadowsMidtonesHighlights.shadowsEnd.value; + Config.shadowsMidtonesHighlights_ShadowsStart = shadowsMidtonesHighlights.highlightsStart.value; + Config.shadowsMidtonesHighlights_HighlightsEnd = shadowsMidtonesHighlights.highlightsEnd.value; + } + if (volume.profile.TryGet(out SplitToning splitToning)) + { + Config.splitToning_IsActive = splitToning.active; + Config.splitToning_Shadows = splitToning.shadows.value; + Config.splitToning_Highlights = splitToning.highlights.value; + Config.splitToning_Balance = splitToning.balance.value; + } + if (volume.profile.TryGet(out Tonemapping tonemapping)) + { + Config.tonemapping_IsActive = tonemapping.active; + Config.tonemapping_Mode = tonemapping.mode.value; + } + if (volume.profile.TryGet(out Vignette vignette)) + { + Config.vignette_IsActive = vignette.active; + Config.vignette_Color = vignette.color.value; + Config.vignette_Center = vignette.center.value; + Config.vignette_Intensity = vignette.intensity.value; + Config.vignette_Smoothness = vignette.smoothness.value; + Config.vignette_Rounded = vignette.rounded.value; + } + if (volume.profile.TryGet(out WhiteBalance whiteBalance)) + { + Config.whiteBalance_IsActive = whiteBalance.active; + Config.whiteBalance_Temperature = whiteBalance.temperature.value; + Config.whiteBalance_Tint = whiteBalance.tint.value; + } + + } +#endif + #endregion + + #region Define + [Serializable] + public class ConfigInfo : SerializableComponentConfigInfoBase + { + public bool isUsePostProcessing = true; + + #region Constructor + [JsonConstructor] + public ConfigInfo() { } + #endregion + + #region Bloom + [Header("Bloom")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool bloom_IsActive = false; + [Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")] + [ShowIf(nameof(isBloomValid))][AllowNesting] public float bloom_Threshold = 0.9f; + [Tooltip("Strength of the bloom filter.")] + [ShowIf(nameof(isBloomValid))][AllowNesting] public float bloom_Intensity = 0f; + [Tooltip("Set the radius of the bloom effect")] + [ShowIf(nameof(isBloomValid))][AllowNesting][Range(0, 1)] public float bloom_Scatter = 0.1f; + [Tooltip("Use the color picker to select a color for the Bloom effect to tint to.")] + [ShowIf(nameof(isBloomValid))][AllowNesting] public Color bloom_Tint = Color.white; + [Tooltip("Set the maximum intensity that Unity uses to calculate Bloom. If pixels in your Scene are more intense than this, URP renders them at their current intensity, but uses this intensity value for the purposes of Bloom calculations.")] + [ShowIf(nameof(isBloomValid))][AllowNesting] public float bloom_Clamp = 65472f; + //——Lens Dirt—— + //Texture bloom_DirtTexture//图片格式没有限制,目前暂时没应用到,等后期加上 + [Tooltip("Amount of dirtiness.")] + [ShowIf(nameof(isBloomValid))][AllowNesting] public float bloom_DirtIntensity = 0f; + #endregion + + #region ChannelMixer + //——PS:(Inspector中,每个Tab代表原颜色,下方三个颜色分量代表要映射的颜色,默认是映射到自身的颜色(值为100))—— + [Header("ChannelMixer")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool channelMixer_IsActive = false; + [Tooltip("Modify influence of the red channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_RedOutRedIn = 100f; + [Tooltip("Modify influence of the green channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_RedOutGreenIn = 0f; + [Tooltip("Modify influence of the blue channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_RedOutBlueIn = 0f; + + [Tooltip("Modify influence of the red channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_GreenOutRedIn = 0f; + [Tooltip("Modify influence of the green channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_GreenOutGreenIn = 100f; + [Tooltip("Modify influence of the blue channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_GreenOutBlueIn = 0f; + + [Tooltip("Modify influence of the red channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_BlueOutRedIn = 0f; + [Tooltip("Modify influence of the green channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_BlueOutGreenIn = 0f; + [Tooltip("Modify influence of the blue channel in the overall mix.")] + [ShowIf(nameof(isChannelMixerValid))][AllowNesting][Range(-200, 200)] public float channelMixer_BlueOutBlueIn = 100f; + #endregion + + #region ChromaticAberration + [Header("ChromaticAberration")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool chromaticAberration_IsActive = false; + [Tooltip("Set the strength of the Chromatic Aberration effect.")] + [ShowIf(nameof(isChromaticAberrationValid))][AllowNesting][Range(0, 1)] public float chromaticAberration_Intensity = 0f; + #endregion + + #region ColorAdjustments + [Header("ColorAdjustments")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool colorAdjustments_IsActive = false; + [Tooltip("Adjusts the overall exposure of the scene in EV100. This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.")] + [ShowIf(nameof(isColorAdjustmentsValid))][AllowNesting] public float colorAdjustments_PostExposure = 0f; + [Tooltip("Expands or shrinks the overall range of tonal values.")] + [ShowIf(nameof(isColorAdjustmentsValid))][AllowNesting][Range(-100, 100)] public float colorAdjustments_Contrast = 0f; + [Tooltip("Tint the render by multiplying a color.")] + [ShowIf(nameof(isColorAdjustmentsValid))][AllowNesting][ColorUsage(true)] public Color colorAdjustments_ColorFilter = Color.white; + [Tooltip("Shift the hue of all colors.")] + [ShowIf(nameof(isColorAdjustmentsValid))][AllowNesting][Range(-180, 180)] public float colorAdjustments_HueShift = 0f; + [Tooltip("Pushes the intensity of all colors.")] + [ShowIf(nameof(isColorAdjustmentsValid))][AllowNesting][Range(-100, 100)] public float colorAdjustments_Saturation = 0f; + #endregion + + #region ColorCurves + //ToAdd:Curve相关 + #endregion + + #region ColorLookup + [Header("ColorLookup")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool colorLookup_IsActive = false; + //Texture colorLookup_Texture//Warning:【需要特定格式的贴图】,如果设置为其他图片会报警告:Invalid lookup texture. It must be a non-sRGB 2D texture or render texture with the same size as set in the Universal Render Pipeline settings. + [Tooltip("How much of the lookup texture will contribute to the color grading effect.")] + [ShowIf(nameof(isColorLookupValid))][AllowNesting][Range(0, 1)] public float colorAdjustments_Contribution = 0f; + #endregion + + #region DepthOfField + [Header("DepthOfField")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool depthOfField_IsActive = false; + [Tooltip("Use \"Gaussian\" for a faster but non physical depth of field; \"Bokeh\" for a more realistic but slower depth of field.")] + [ShowIf(nameof(isDepthOfFieldValid))][AllowNesting] public DepthOfFieldMode depthOfField_Mode = DepthOfFieldMode.Off; + //——Gaussian—— + [Tooltip("The distance at which the blurring will start.")] + [ShowIf(nameof(isDepthOfFieldValidAndGaussianMode))][AllowNesting] public float depthOfField_GaussianStart = 10; + [Tooltip("The distance at which the blurring will reach its maximum radius.")] + [ShowIf(nameof(isDepthOfFieldValidAndGaussianMode))][AllowNesting] public float depthOfField_GaussianEnd = 30; + [Tooltip("The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.")] + [ShowIf(nameof(isDepthOfFieldValidAndGaussianMode))][AllowNesting][Range(0.5f, 1.5f)] public float depthOfField_GaussianMaxRadius = 1; + [Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")] + [ShowIf(nameof(isDepthOfFieldValidAndGaussianMode))][AllowNesting] public bool depthOfField_HighQualitySampling = false; + //——Bokeh—— + [Tooltip("The distance to the point of focus.")] + [ShowIf(nameof(isDepthOfFieldValidAndBokehMode))][AllowNesting] public float depthOfField_FocusDistance = 10; + [Tooltip("The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")] + [ShowIf(nameof(isDepthOfFieldValidAndBokehMode))][AllowNesting][Range(1f, 32f)] public float depthOfField_Aperture = 5.6f; + [Tooltip("The distance between the lens and the film. The larger the value is, the shallower the depth of field is.")] + [ShowIf(nameof(isDepthOfFieldValidAndBokehMode))][AllowNesting][Range(1f, 300f)] public float depthOfField_FocalLength = 50f; + [Tooltip("The number of aperture blades.")] + [ShowIf(nameof(isDepthOfFieldValidAndBokehMode))][AllowNesting][Range(3, 9)] public int depthOfField_BladeCount = 5; + [Tooltip("The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.")] + [ShowIf(nameof(isDepthOfFieldValidAndBokehMode))][AllowNesting][Range(0f, 1f)] public float depthOfField_BladeCurvature = 1f; + [Tooltip("The rotation of aperture blades in degrees.")] + [ShowIf(nameof(isDepthOfFieldValidAndBokehMode))][AllowNesting][Range(-180f, 180f)] public float depthOfField_BladeRotation = 0f; + #endregion + + #region FilmGrain + [Header("FilmGrain")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool filmGrain_IsActive = false; + [Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")] + [ShowIf(nameof(isFilmGrainValid))][AllowNesting] public FilmGrainLookup filmGrain_Type = FilmGrainLookup.Thin1; + [Tooltip("Use the slider to set the strength of the Film Grain effect.")] + [ShowIf(nameof(isFilmGrainValid))][AllowNesting][Range(0f, 1f)] public float filmGrain_Intensity = 0; + [Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")] + [ShowIf(nameof(isFilmGrainValid))][AllowNesting][Range(0f, 1f)] public float filmGrain_Response = 0.8f; + //public Texture filmGrain_Texture//自定义贴图。Warning:【需要特定格式的贴图】 + #endregion + + #region LensDistortion + [Header("LensDistortion")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool lensDistortion_IsActive = false; + [Tooltip("Total distortion amount.")] + [ShowIf(nameof(isLensDistortionValid))][AllowNesting][Range(-1f, 1f)] public float lensDistortion_Intensity = 0f; + [Tooltip("Intensity multiplier on X axis. Set it to 0 to disable distortion on this axis.")] + [ShowIf(nameof(isLensDistortionValid))][AllowNesting][Range(0f, 1f)] public float lensDistortion_XMultiplier = 1f; + [Tooltip("Intensity multiplier on Y axis. Set it to 0 to disable distortion on this axis.")] + [ShowIf(nameof(isLensDistortionValid))][AllowNesting][Range(0f, 1f)] public float lensDistortion_YMultiplier = 1f; + [Tooltip("Distortion center point. 0.5,0.5 is center of the screen")] + [ShowIf(nameof(isLensDistortionValid))][AllowNesting] public Vector2 lensDistortion_Center = new Vector2(0.5f, 0.5f); + [Tooltip("Controls global screen scaling for the distortion effect. Use this to hide screen borders when using high \"Intensity.\"")] + [ShowIf(nameof(isLensDistortionValid))][AllowNesting][Range(0.01f, 5f)] public float lensDistortion_Scale = 1f; + #endregion + + #region LiftGammaGain + [Header("LiftGammaGain")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool liftGammaGain_IsActive = false; + [Tooltip("Use this to control and apply a hue to the dark tones. This has a more exaggerated effect on shadows.")] + [ShowIf(nameof(isLiftGammaGainValid))][AllowNesting] public Vector4 liftGammaGain_Lift = new Vector4(1f, 1f, 1f, 0f); + [Tooltip("Use this to control and apply a hue to the mid-range tones with a power function.")] + [ShowIf(nameof(isLiftGammaGainValid))][AllowNesting] public Vector4 liftGammaGain_Gamma = new Vector4(1f, 1f, 1f, 0f); + [Tooltip("Use this to increase and apply a hue to the signal and make highlights brighter.")] + [ShowIf(nameof(isLiftGammaGainValid))][AllowNesting] public Vector4 liftGammaGain_Gain = new Vector4(1f, 1f, 1f, 0f); + #endregion + + #region MotionBlur + [Header("MotionBlur")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool motionBlur_IsActive = false; + [Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")] + [ShowIf(nameof(isMotionBlurValid))][AllowNesting] public MotionBlurMode motionBlur_Mode = MotionBlurMode.CameraOnly; + [Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")] + [ShowIf(nameof(isMotionBlurValid))][AllowNesting] public MotionBlurQuality motionBlur_Quality = MotionBlurQuality.Low; + [Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")] + [ShowIf(nameof(isMotionBlurValid))][AllowNesting][Range(0f, 1f)] public float motionBlur_Intensity = 0f; + [Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")] + [ShowIf(nameof(isMotionBlurValid))][AllowNesting][Range(0f, 0.2f)] public float motionBlur_Clamp = 0.05f; + #endregion + + #region PaniniProjection + [Header("PaniniProjection")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool paniniProjection_IsActive = false; + [Tooltip("Panini projection distance.")] + [ShowIf(nameof(isPaniniProjectionValid))][AllowNesting][Range(0f, 1f)] public float paniniProjection_Distance = 0f; + [Tooltip("Panini projection crop to fit.")] + [ShowIf(nameof(isPaniniProjectionValid))][AllowNesting][Range(0f, 1f)] public float paniniProjection_CropToFit = 1f; + #endregion + + #region ShadowsMidtonesHighlights + [Header("ShadowsMidtonesHighlights")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool shadowsMidtonesHighlights_IsActive = false; + [Tooltip("Use this to control and apply a hue to the shadows.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public Vector4 shadowsMidtonesHighlights_Shadows = new Vector4(1f, 1f, 1f, 0f); + [Tooltip("Use this to control and apply a hue to the midtones.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public Vector4 shadowsMidtonesHighlights_Midtones = new Vector4(1f, 1f, 1f, 0f); + [Tooltip("Use this to control and apply a hue to the highlights.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public Vector4 shadowsMidtonesHighlights_Highlights = new Vector4(1f, 1f, 1f, 0f); + //——Shadow Limits—— + [Tooltip("Start point of the transition between shadows and midtones.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public float shadowsMidtonesHighlights_ShadowsStart = 0f; + [Tooltip("End point of the transition between shadows and midtones.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public float shadowsMidtonesHighlights_ShadowsEnd = 0.3f; + //——Highlight Limits—— + [Tooltip("Start point of the transition between midtones and highlights.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public float shadowsMidtonesHighlights_HighlightsStart = 0.55f; + [Tooltip("End point of the transition between midtones and highlights.")] + [ShowIf(nameof(isShadowsMidtonesHighlightsValid))][AllowNesting] public float shadowsMidtonesHighlights_HighlightsEnd = 1f; + #endregion + + #region SplitToning + [Header("SplitToning")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool splitToning_IsActive = false; + [Tooltip("The color to use for shadows.")] + [ShowIf(nameof(isSplitToningValid))][AllowNesting] public Color splitToning_Shadows = Color.grey; + [Tooltip("The color to use for highlights.")] + [ShowIf(nameof(isSplitToningValid))][AllowNesting] public Color splitToning_Highlights = Color.grey; + [Tooltip("Balance between the colors in the highlights and shadows.")] + [ShowIf(nameof(isSplitToningValid))][AllowNesting][Range(-100f, 100f)] public float splitToning_Balance = 0f; + #endregion + + #region Tonemapping + [Header("Tonemapping")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool tonemapping_IsActive = false; + [Tooltip("Select a tonemapping algorithm to use for the color grading process.")] + [ShowIf(nameof(isTonemappingValid))][AllowNesting] public TonemappingMode tonemapping_Mode = TonemappingMode.None; + #endregion + + #region Vignette + [Header("Vignette")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool vignette_IsActive = false; + [Tooltip("Vignette color.")] + [ShowIf(nameof(isVignetteValid))][AllowNesting] public Color vignette_Color = Color.black; + [Tooltip("Sets the vignette center point (screen center is [0.5,0.5]).")] + [ShowIf(nameof(isVignetteValid))][AllowNesting] public Vector2 vignette_Center = new Vector2(0.5f, 0.5f); + [Tooltip("Amount of vignetting on screen.")] + [ShowIf(nameof(isVignetteValid))][AllowNesting][Range(0, 1)] public float vignette_Intensity = 0f; + [Tooltip("Smoothness of the vignette borders.")] + [ShowIf(nameof(isVignetteValid))][AllowNesting][Range(0.01f, 1f)] public float vignette_Smoothness = 0.2f; + [Tooltip("Should the vignette be perfectly round or be dependent on the current aspect ratio?")] + [ShowIf(nameof(isVignetteValid))][AllowNesting] public bool vignette_Rounded = false; + #endregion + + #region WhiteBalance + [Header("WhiteBalance")] + [EnableIf(nameof(isUsePostProcessing))][AllowNesting] public bool whiteBalance_IsActive = false; + [Tooltip("Sets the white balance to a custom color temperature.")] + [ShowIf(nameof(isWhiteBalanceValid))][AllowNesting][Range(-100, 100f)] public float whiteBalance_Temperature = 0f; + [Tooltip("Sets the white balance to compensate for a green or magenta tint.")] + [ShowIf(nameof(isWhiteBalanceValid))][AllowNesting][Range(-100, 100f)] public float whiteBalance_Tint = 0f; + #endregion + + #region NaughtAttribute + bool isBloomValid { get { return isUsePostProcessing && bloom_IsActive; } } + bool isChannelMixerValid { get { return isUsePostProcessing && channelMixer_IsActive; } } + bool isChromaticAberrationValid { get { return isUsePostProcessing && chromaticAberration_IsActive; } } + bool isColorAdjustmentsValid { get { return isUsePostProcessing && colorAdjustments_IsActive; } } + bool isColorLookupValid { get { return isUsePostProcessing && colorLookup_IsActive; } } + bool isDepthOfFieldValid { get { return isUsePostProcessing && depthOfField_IsActive; } } + bool isDepthOfFieldValidAndGaussianMode { get { return isDepthOfFieldValid && depthOfField_Mode == DepthOfFieldMode.Gaussian; } } + bool isDepthOfFieldValidAndBokehMode { get { return isDepthOfFieldValid && depthOfField_Mode == DepthOfFieldMode.Bokeh; } } + bool isFilmGrainValid { get { return isUsePostProcessing && filmGrain_IsActive; } } + bool isLensDistortionValid { get { return isUsePostProcessing && lensDistortion_IsActive; } } + bool isLiftGammaGainValid { get { return isUsePostProcessing && liftGammaGain_IsActive; } } + bool isMotionBlurValid { get { return isUsePostProcessing && motionBlur_IsActive; } } + bool isPaniniProjectionValid { get { return isUsePostProcessing && paniniProjection_IsActive; } } + bool isShadowsMidtonesHighlightsValid { get { return isUsePostProcessing && shadowsMidtonesHighlights_IsActive; } } + bool isSplitToningValid { get { return isUsePostProcessing && splitToning_IsActive; } } + bool isTonemappingValid { get { return isUsePostProcessing && tonemapping_IsActive; } } + bool isVignetteValid { get { return isUsePostProcessing && vignette_IsActive; } } + bool isWhiteBalanceValid { get { return isUsePostProcessing && whiteBalance_IsActive; } } + #endregion + } + + public class PropertyBag : ConfigurableComponentPropertyBagBase { } + #endregion + } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/PostProcessingController.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/PostProcessingController.cs.meta new file mode 100644 index 00000000..32cc4d1a --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/PostProcessingController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cc293c4ba88e29d4b95d55db9e4cbee6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/SOPostProcessingControllerConfig.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/SOPostProcessingControllerConfig.cs new file mode 100644 index 00000000..cc42629f --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/SOPostProcessingControllerConfig.cs @@ -0,0 +1,10 @@ +using System.Collections; +using System.Collections.Generic; +using Threeyes.Config; +using UnityEngine; + +namespace Threeyes.Steamworks +{ + [CreateAssetMenu(menuName = Steamworks_EditorDefinition.AssetMenuPrefix_Root_BuiltIn + "PostProcessing/PostProcessinglController", fileName = "PostProcessinglControllerConfig")] + public class SOPostProcessingControllerConfig : SOConfigBase { } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/SOPostProcessingControllerConfig.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/SOPostProcessingControllerConfig.cs.meta new file mode 100644 index 00000000..1081ed8f --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/PostProcessing/SOPostProcessingControllerConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e72b796906452e14f9edaff9084ac797 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/MaterialController.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/MaterialController.cs index a4b8bdc8..3de5c61c 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/MaterialController.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/MaterialController.cs @@ -107,7 +107,6 @@ private void SetMaterial(Material targetMaterial) Color colorResult = shaderProperty.value; targetMaterial.SetColor(propertyName, colorResult); }); - SetListFunc(ref Config.listIntShaderProperty, (propertyName, shaderProperty) => { @@ -153,7 +152,7 @@ static Material GetMaterial(Renderer targetRenderer, int materialIndex, bool isS Material desireMaterial = null; if (materialIndex >= 0) { - if (!Application.isPlaying || isShareMaterial) + if (!Application.isPlaying || isShareMaterial)//非运行模式或共享材质 { if (targetRenderer.sharedMaterials.Length > materialIndex) desireMaterial = targetRenderer.sharedMaterials[materialIndex]; @@ -172,6 +171,46 @@ static Material GetMaterial(Renderer targetRenderer, int materialIndex, bool isS } #endregion + #region Editor +#if UNITY_EDITOR + /// + /// 根据材质的配置,初始化listXXXShaderProperty对应的数据 + /// + /// Warning: + /// -Option等仍需要手动设置 + /// + [ContextMenu("UpdateConfigUsingComponentData")] + void EditorUpdateConfigUsingComponentData() + { + if (Application.isPlaying)//运行时跳过 + return; + Material targetMaterial = Material;//非运行模式,获取的是共享材质 + foreach (var tSP in Config.listTextureShaderProperty) + { + string propertyName = tSP.name; + tSP.defaultTexture = targetMaterial.GetTexture(propertyName); + tSP.offset = targetMaterial.GetTextureOffset(propertyName); + tSP.scale = targetMaterial.GetTextureScale(propertyName); + } + foreach (var cSP in Config.listColorShaderProperty) + { + string propertyName = cSP.name; + cSP.value = targetMaterial.GetColor(propertyName); + } + foreach (var iSP in Config.listIntShaderProperty) + { + string propertyName = iSP.name; + iSP.value = targetMaterial.GetInt(propertyName); + } + foreach (var fSP in Config.listFloatShaderProperty) + { + string propertyName = fSP.name; + fSP.value = targetMaterial.GetFloat(propertyName); + } + } +#endif + #endregion + #region Define /// /// 针对其他模型 diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/SOMaterialControllerConfig.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/SOMaterialControllerConfig.cs index e2351744..914a0834 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/SOMaterialControllerConfig.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/BuiltIn/Rendering/SOMaterialControllerConfig.cs @@ -5,6 +5,6 @@ namespace Threeyes.Steamworks { - [CreateAssetMenu(menuName = Steamworks_EditorDefinition.AssetMenuPrefix_Root_BuiltIn + "MaterialController", fileName = "MaterialControllerConfig")] + [CreateAssetMenu(menuName = Steamworks_EditorDefinition.AssetMenuPrefix_Root_BuiltIn + "Rendering/MaterialController", fileName = "MaterialControllerConfig")] public class SOMaterialControllerConfig : SOConfigBase { } } \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/Environment/DefaultEnvironmentController.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/Environment/DefaultEnvironmentController.cs index 83c47f1e..e4cd3a48 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/Environment/DefaultEnvironmentController.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/Environment/DefaultEnvironmentController.cs @@ -26,11 +26,11 @@ public class DefaultEnvironmentController : EnvironmentContr #region Property & Field //PS:以下是场景相关的配置,暂不需要通过EnableIf来激活 [Header("Lights")] - [Tooltip("The Root gameobject for all lights")] [Required] [SerializeField] protected GameObject goLightGroup; - [Tooltip("When the Skybox Material is a Procedural Skybox, use this setting to specify a GameObject with a directional Light component to indicate the direction of the sun (or whatever large, distant light source is illuminating your Scene). If this is set to None, the brightest directional light in the Scene is assumed to represent the sun. Lights whose Render Mode property is set to Not Important do not affect the Skybox.")] [Required] [SerializeField] protected Light sunSourceLight;//(Can be null) + [Tooltip("The Root gameobject for all lights")][Required][SerializeField] protected GameObject goLightGroup; + [Tooltip("When the Skybox Material is a Procedural Skybox, use this setting to specify a GameObject with a directional Light component to indicate the direction of the sun (or whatever large, distant light source is illuminating your Scene). If this is set to None, the brightest directional light in the Scene is assumed to represent the sun. Lights whose Render Mode property is set to Not Important do not affect the Skybox.")][Required][SerializeField] protected Light sunSourceLight;//(Can be null) [Header("Reflection")] - [Tooltip("The main ReflectionProbe")] [Required] [SerializeField] protected ReflectionProbe reflectionProbe; + [Tooltip("The main ReflectionProbe")][Required][SerializeField] protected ReflectionProbe reflectionProbe; #endregion @@ -156,15 +156,18 @@ protected virtual void DynamicGIUpdateEnvironment() RuntimeTool.ExecuteOnceInCurFrameAsync(DynamicGI.UpdateEnvironment);//Update environment cubemap RefreshReflectionProbe(); } + + protected float lastUpdateReflectionProbeTime = 0; + [ContextMenu("RefreshReflectionProbe")] /// /// Update ReflectionProbe to refresh reflection /// - void RefreshReflectionProbe() + protected bool RefreshReflectionProbe() { if (!reflectionProbe) - return; + return false; if (!lastReflectionProbeUsed)//PS:未激活时调用无效 - return; + return false; //public enum ReflectionProbeMode @@ -176,8 +179,14 @@ void RefreshReflectionProbe() //仅当反射探头的属性为Realtime且ViaScripting时,才能调用方法更新 if (reflectionProbe.mode == ReflectionProbeMode.Realtime && reflectionProbe.refreshMode == ReflectionProbeRefreshMode.ViaScripting) + { RuntimeTool.ExecuteOnceInCurFrameAsync(() => reflectionProbe.RenderProbe(/*reflectionProbe.realtimeTexture*/));//PS:RenderProbe会返回ID,可用于后续检查Render完成时间 + lastUpdateReflectionProbeTime = Time.time;//记录渲染时间 + return true; + } + return false; } + /// /// /// @@ -235,27 +244,27 @@ public class DefaultEnvironmentControllerConfigInfo : SerializableDataBase [Header("Lights")] [PersistentValueChanged(nameof(OnPersistentValueChanged_IsUseLights))] public bool isUseLights = true; - [EnableIf(nameof(isUseLights))] [AllowNesting] public Vector3 sunLightRotation = new Vector3(30, 30, 240); - [EnableIf(nameof(isUseLights))] [AllowNesting] [Range(0, 8)] public float sunLightIntensity = 0.3f; - [EnableIf(nameof(isUseLights))] [AllowNesting] public Color sunLightColor = Color.white; + [EnableIf(nameof(isUseLights))][AllowNesting] public Vector3 sunLightRotation = new Vector3(30, 30, 240); + [EnableIf(nameof(isUseLights))][AllowNesting][Range(0, 8)] public float sunLightIntensity = 0.3f; + [EnableIf(nameof(isUseLights))][AllowNesting] public Color sunLightColor = Color.white; [EnableIf(nameof(isUseLights))] public LightShadows lightShadowType = LightShadows.None; [Header("ReflectionProbe")] [PersistentValueChanged(nameof(OnPersistentValueChanged_IsUseReflection))] public bool isUseReflection = true; [Header("Skybox")] - [DefaultValue(true)] [JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)] [PersistentValueChanged(nameof(OnPersistentValueChanged_IsUseSkybox))] public bool isUseSkybox = true; + [DefaultValue(true)][JsonProperty(DefaultValueHandling = DefaultValueHandling.Populate)][PersistentValueChanged(nameof(OnPersistentValueChanged_IsUseSkybox))] public bool isUseSkybox = true; [EnableIf(nameof(isUseSkybox))] public SkyboxType skyboxType = SkyboxType.Default; //Default - [ValidateInput(nameof(ValidateDefaultSkyboxMaterial), "The defaultSkyboxMaterial's shader should be the one in \"Skybox/...\" catelogy")] [EnableIf(nameof(isUseDefaultSkybox))] [AllowNesting] [JsonIgnore] public Material defaultSkyboxMaterial; + [ValidateInput(nameof(ValidateDefaultSkyboxMaterial), "The defaultSkyboxMaterial's shader should be the one in \"Skybox/...\" catelogy")][EnableIf(nameof(isUseDefaultSkybox))][AllowNesting][JsonIgnore] public Material defaultSkyboxMaterial; //Panorama - [ValidateInput(nameof(ValidatePanoramaSkyboxMaterial), "The panoramaSkyboxMaterial's shader should be the one in \"Skybox/...\" catelogy")] [EnableIf(nameof(isUsePanoramicSkybox))] [AllowNesting] [JsonIgnore] public Material panoramaSkyboxMaterial; + [ValidateInput(nameof(ValidatePanoramaSkyboxMaterial), "The panoramaSkyboxMaterial's shader should be the one in \"Skybox/...\" catelogy")][EnableIf(nameof(isUsePanoramicSkybox))][AllowNesting][JsonIgnore] public Material panoramaSkyboxMaterial; ///Skybox/Panoramic Shader中的全景图。(PS:Panorama类型的图片不要选中 "generate mipmaps",否则会产生缝(外部加载的图片默认都不会生成)) - [EnableIf(nameof(isUsePanoramicSkybox))] [AllowNesting] [JsonIgnore] public Texture defaultPanoramaTexture; - [EnableIf(nameof(isUsePanoramicSkybox))] [ReadOnly] [AllowNesting] [JsonIgnore] public Texture externalPanoramaTexture; - [EnableIf(nameof(isUsePanoramicSkybox))] [AllowNesting] [PersistentAssetFilePath(nameof(externalPanoramaTexture), true)] public string externalPanoramaTextureFilePath; - [EnableIf(nameof(isUsePanoramicSkybox))] [AllowNesting] [Range(0, 360)] public float panoramaSkyboxRotation = 0; - [HideInInspector] [JsonIgnore] [PersistentDirPath] public string PersistentDirPath; + [EnableIf(nameof(isUsePanoramicSkybox))][AllowNesting][JsonIgnore] public Texture defaultPanoramaTexture; + [EnableIf(nameof(isUsePanoramicSkybox))][ReadOnly][AllowNesting][JsonIgnore] public Texture externalPanoramaTexture; + [EnableIf(nameof(isUsePanoramicSkybox))][AllowNesting][PersistentAssetFilePath(nameof(externalPanoramaTexture), true)] public string externalPanoramaTextureFilePath; + [EnableIf(nameof(isUsePanoramicSkybox))][AllowNesting][Range(0, 360)] public float panoramaSkyboxRotation = 0; + [HideInInspector][JsonIgnore][PersistentDirPath] public string PersistentDirPath; #region Callback diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/PostProcessing/PostProcessingControllerBase.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/PostProcessing/PostProcessingControllerBase.cs index 4d3aedc6..b81b2430 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/PostProcessing/PostProcessingControllerBase.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Controller/PostProcessing/PostProcessingControllerBase.cs @@ -12,6 +12,11 @@ public interface ISOPostProcessingControllerConfig { } + /// + /// 针对Mod场景的全局PPController + /// + /// + /// public abstract class PostProcessingControllerBase : ConfigurableComponentBase, IPostProcessingController where TSOConfig : SOConfigBase, ISOPostProcessingControllerConfig { diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/AudioVisualizer/AudioVisualizerBase.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/AudioVisualizer/AudioVisualizerBase.cs index fb9318ea..ff9165af 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/AudioVisualizer/AudioVisualizerBase.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/AudioVisualizer/AudioVisualizerBase.cs @@ -1,33 +1,35 @@ using System.Collections; using System.Collections.Generic; -using Threeyes.Steamworks; using UnityEngine; -public class AudioVisualizerBase : MonoBehaviour - , IHubSystemAudio_RawSampleDataChangedHandler - , IHubSystemAudio_FFTDataChangedHandler - , IHubSystemAudio_SpectrumDataChangedHandler +namespace Threeyes.Steamworks { - #region Init - protected virtual void OnEnable() + public class AudioVisualizerBase : MonoBehaviour + , IHubSystemAudio_RawSampleDataChangedHandler + , IHubSystemAudio_FFTDataChangedHandler + , IHubSystemAudio_SpectrumDataChangedHandler { - ManagerHolder.SystemAudioManager.Register(this); - } - protected virtual void OnDisable() - { - ManagerHolder.SystemAudioManager.UnRegister(this); - } - #endregion + #region Init + protected virtual void OnEnable() + { + ManagerHolder.SystemAudioManager.Register(this); + } + protected virtual void OnDisable() + { + ManagerHolder.SystemAudioManager.UnRegister(this); + } + #endregion - #region Callback - public virtual void OnRawSampleDataChanged(float[] rawSampleData) - { - } - public virtual void OnFFTDataChanged(float[] fftData) - { - } - public virtual void OnSpectrumDataChanged(float[] spectrumData) - { + #region Callback + public virtual void OnRawSampleDataChanged(float[] rawSampleData) + { + } + public virtual void OnFFTDataChanged(float[] fftData) + { + } + public virtual void OnSpectrumDataChanged(float[] spectrumData) + { + } + #endregion } - #endregion -} +} \ No newline at end of file diff --git a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Posix.pdb.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant.meta similarity index 67% rename from Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Posix.pdb.meta rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant.meta index 17461c0b..730a4476 100644 --- a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Posix.pdb.meta +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: bc88ff617b7d09c4b8d28a1baf747491 +guid: c982564e3606a064392c1dc19511998b +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#ReadMe_BuoyantObject.txt b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#ReadMe_BuoyantObject.txt new file mode 100644 index 00000000..359fe134 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#ReadMe_BuoyantObject.txt @@ -0,0 +1,2 @@ +For spherical objects, as they float around the center, it is necessary to place all Effectors at the center or use only a single Effector +针对球类物体,因为其围绕中心浮动,需要将所有Effector放在中心,或者只使用单个Effector \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#ReadMe_BuoyantObject.txt.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#ReadMe_BuoyantObject.txt.meta new file mode 100644 index 00000000..5548f4f4 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#ReadMe_BuoyantObject.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0e99d3f5d4466f84bab57ad25b286ffa +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#Source.txt b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#Source.txt new file mode 100644 index 00000000..6517aae3 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#Source.txt @@ -0,0 +1,4 @@ +- https://alexanderameye.github.io/notes/stylized-water/ +- https://developer.unity.cn/projects/646755dcedbc2a0dceeb0c5a +-Forum: https://forum.unity.com/threads/stylized-water-shader-free.846313/ +-Doc: https://alexander-ameye.gitbook.io/stylized-water/ \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#Source.txt.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#Source.txt.meta new file mode 100644 index 00000000..f06c58a1 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/#Source.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c30544a8ff3bdb34287be7e1ee1e0f82 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win64.pdb.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts.meta similarity index 67% rename from Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win64.pdb.meta rename to Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts.meta index f51855f2..00e212e9 100644 --- a/Threeyes/Plugins/Facepunch.Steamworks/Facepunch.Steamworks.Win64.pdb.meta +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts.meta @@ -1,5 +1,6 @@ fileFormatVersion: 2 -guid: 831e46b395521cc49a5223137c64c426 +guid: 9524efe7a8675504c904d1fbbad48291 +folderAsset: yes DefaultImporter: externalObjects: {} userData: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantContainer.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantContainer.cs new file mode 100644 index 00000000..781a3803 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantContainer.cs @@ -0,0 +1,79 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Threeyes.Steamworks +{ + /// + /// PS: + /// -该物体需要包含Trigger,且水平面对应物体中心和Trigger顶部 + /// + /// ToAdd: + /// -可以选择是否再OnTrigger时更新,适用于可以移动的Container + /// -可选是否自动为掉进的物体增加BuoyantObject组件 + /// + /// Bug: + /// -会导致附着在Socket上的物体异常抖动 + /// + public class BuoyantContainer : MonoBehaviour + { + public Renderer m_Renderer; + public bool isContinuousUpdate = false;//持续更新 + + //Runtime + bool hasInited = false; + Material material; + float steepness; + float wavelength; + float speed; + Vector4 directions; + void Start() + { + if (m_Renderer) + { + material = m_Renderer.material; + steepness = material.GetFloat("_Wave_Steepness"); + wavelength = material.GetFloat("_Wave_Length"); + speed = material.GetFloat("_Wave_Speed"); + directions = material.GetVector("_Wave_Directions"); + hasInited = true; + } + else + { + Debug.LogError($"{nameof(m_Renderer)} is null!"); + } + } + + private void OnTriggerEnter(Collider other) + { + SearchAndUpdate(other); + } + private void OnTriggerStay(Collider other) + { + if (!isContinuousUpdate) + return; + SearchAndUpdate(other); + } + private void SearchAndUpdate(Collider other) + { + if (!hasInited) + return; + if (other == null) + return; + Rigidbody rigidbody = other.attachedRigidbody; + if (rigidbody == null) + return; + + BuoyantObjectController buoyantObject = rigidbody.GetComponent(); + if (!buoyantObject) + return; + + buoyantObject.waterHeight = transform.position.y; + + buoyantObject.steepness = steepness; + buoyantObject.wavelength = wavelength; + buoyantObject.speed = speed; + buoyantObject.directions = directions; + } + } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantContainer.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantContainer.cs.meta new file mode 100644 index 00000000..52742dfa --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantContainer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89888f6c0f3fa534aa7c9b12bae5c61b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantObjectController.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantObjectController.cs new file mode 100644 index 00000000..744ffae4 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/BuoyantObjectController.cs @@ -0,0 +1,146 @@ +using System; +using UnityEngine; +using Newtonsoft.Json; +namespace Threeyes.Steamworks +{ + /// + /// 漂浮类物体 + /// + /// PS: + /// -与Rigidbody同级 + /// + /// Todo: + /// -【Wasted:不能】研究替换为:https://github.com/dbrizov/NaughtyWaterBuoyancy + /// +从Container的Shader实例读取属性 + /// -考虑指定模型的缩放,影响objectDepth + /// -被拖拽时,临时禁用(或者通过条件判断) + /// -【V2】增加配置项 + /// + /// Ref: + /// + [RequireComponent(typeof(Rigidbody))] + public class BuoyantObjectController : ConfigurableComponentBase + { + //——BuoyantContainer(Stylized Water) Settings—— + [Header("Water")]//【Optional】:进入所在的水域时,获取其配置信息 + [SerializeField] public float waterHeight = 0.0f;//对应OceanSurface物体的世界高度 + + [Header("Waves (Shader)")]//【Optional】:进入所在的水域时,获取其配置信息 + public float steepness; + public float wavelength; + public float speed; + public Vector4 directions = new Vector4(0, 0.5f, 1, 0.2f); + + [Header("Physics Settings")] + public Rigidbody m_Rigidbody; + public Transform[] effectors; + + //Runtime + Vector3[] effectorProjections; + + private void Start() + { + effectorProjections = new Vector3[effectors.Length]; + for (var i = 0; i < effectors.Length; i++) + effectorProjections[i] = effectors[i].position; + + } + private void OnEnable() + { + m_Rigidbody.useGravity = false;//激活时禁用重力 + } + + private void OnDisable() + { + m_Rigidbody.useGravity = true;//禁用时恢复重力 + } + + private void FixedUpdate() + { + var effectorAmount = effectors.Length; + + for (var i = 0; i < effectorAmount; i++) + { + var effectorPosition = effectors[i].position; + + effectorProjections[i] = effectorPosition; + effectorProjections[i].y = waterHeight + GerstnerWaveDisplacement.GetWaveDisplacement(effectorPosition, steepness, wavelength, speed, directions).y; + + // gravity + m_Rigidbody.AddForceAtPosition(Physics.gravity / effectorAmount, effectorPosition, ForceMode.Acceleration); + + var waveHeight = effectorProjections[i].y; + var effectorHeight = effectorPosition.y; + + if (!(effectorHeight < waveHeight)) continue; // submerged(忽略水上) + + var submersion = Mathf.Clamp01(waveHeight - effectorHeight) / Config.objectDepth; + var buoyancy = Mathf.Abs(Physics.gravity.y) * submersion * Config.strength; + + // buoyancy + m_Rigidbody.AddForceAtPosition(Vector3.up * buoyancy, effectorPosition, ForceMode.Acceleration); + + // drag + m_Rigidbody.AddForce(-m_Rigidbody.velocity * (Config.velocityDrag * Time.fixedDeltaTime), ForceMode.VelocityChange); + + // torque + m_Rigidbody.AddTorque(-m_Rigidbody.angularVelocity * (Config.angularDrag * Time.fixedDeltaTime), ForceMode.Impulse); + } + } + + private readonly Color red = new(0.92f, 0.25f, 0.2f); + private readonly Color green = new(0.2f, 0.92f, 0.51f); + private readonly Color blue = new(0.2f, 0.67f, 0.92f); + private readonly Color orange = new(0.97f, 0.79f, 0.26f); + private void OnDrawGizmos() + { + if (effectors == null) return; + + for (var i = 0; i < effectors.Length; i++) + { + if (!Application.isPlaying && effectors[i] != null) + { + Gizmos.color = green; + Gizmos.DrawSphere(effectors[i].position, 0.06f); + } + + else + { + if (effectors[i] == null) return; + + Gizmos.color = effectors[i].position.y < effectorProjections[i].y ? red : green; // submerged + + Gizmos.DrawSphere(effectors[i].position, 0.06f); + + Gizmos.color = orange; + Gizmos.DrawSphere(effectorProjections[i], 0.06f); + + Gizmos.color = blue; + Gizmos.DrawLine(effectors[i].position, effectorProjections[i]); + } + } + } + + #region IModHandler + public override void UpdateSetting() + { + } + #endregion + + #region Define + [Serializable] + public class ConfigInfo : SerializableComponentConfigInfoBase + { + [Header("Buoyancy")] + [Range(0.01f, 5)] public float strength = 1f; + [Tooltip("Object's depth in water")] [Range(0.01f, 5)] public float objectDepth = 1f;//Object's depth in water(Warning:物体尺寸不能小于该数值,否则会出现抖动) + public float velocityDrag = 1f; + public float angularDrag = 0.5f; + + [JsonConstructor] + public ConfigInfo() { } + } + public class PropertyBag : ConfigurableComponentPropertyBagBase { } + #endregion + } +} \ No newline at end of file diff --git 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b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Scripts/GerstnerWaveDisplacement.cs @@ -0,0 +1,28 @@ +using UnityEngine; +namespace Threeyes.Steamworks +{ + public static class GerstnerWaveDisplacement + { + public static Vector3 GetWaveDisplacement(Vector3 position, float steepness, float wavelength, float speed, Vector4 directions) + { + Vector3 offset = Vector3.zero; + + offset += GerstnerWave(position, steepness, wavelength, speed, directions[0]); + offset += GerstnerWave(position, steepness, wavelength, speed, directions[1]); + offset += GerstnerWave(position, steepness, wavelength, speed, directions[2]); + offset += GerstnerWave(position, steepness, wavelength, speed, directions[3]); + + return offset; + } + private static Vector3 GerstnerWave(Vector3 position, float steepness, float wavelength, float speed, float direction) + { + direction = direction * 2 - 1; + Vector2 d = new Vector2(Mathf.Cos(Mathf.PI * direction), Mathf.Sin(Mathf.PI * 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/dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/DistortUV.hlsl @@ -0,0 +1,10 @@ +void DistortUV_float(float2 UV, float Amount, out float2 Out) +{ + float time = _Time.y; + + UV.y += Amount * 0.01 * (sin(UV.x * 3.5 + time * 0.35) + sin(UV.x * 4.8 + time * 1.05) + sin(UV.x * 7.3 + time * 0.45)) / 3.0; + UV.x += Amount * 0.12 * (sin(UV.y * 4.0 + time * 0.50) + sin(UV.y * 6.8 + time * 0.75) + sin(UV.y * 11.3 + time * 0.2)) / 3.0; + UV.y += Amount * 0.12 * (sin(UV.x * 4.2 + time * 0.64) + sin(UV.x * 6.3 + time * 1.65) + sin(UV.x * 8.2 + time * 0.45)) / 3.0; + + Out = UV; +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/DistortUV.hlsl.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/DistortUV.hlsl.meta new file mode 100644 index 00000000..ec46991e --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/DistortUV.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f9682a62aee1443a58ccaaae00d22a8e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/GerstnerWaves.hlsl b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/GerstnerWaves.hlsl new file mode 100644 index 00000000..3a9a720a --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/GerstnerWaves.hlsl @@ -0,0 +1,41 @@ +float3 GerstnerWave(float3 position, float steepness, float wavelength, float speed, float direction, inout float3 tangent, inout float3 binormal) +{ + direction = direction * 2 - 1; + float2 d = normalize(float2(cos(3.14 * direction), sin(3.14 * direction))); + float k = 2 * 3.14 / wavelength; + float f = k * (dot(d, position.xz) - speed * _Time.y); + float a = steepness / k; + + tangent += float3( + -d.x * d.x * (steepness * sin(f)), + d.x * (steepness * cos(f)), + -d.x * d.y * (steepness * sin(f)) + ); + + binormal += float3( + -d.x * d.y * (steepness * sin(f)), + d.y * (steepness * cos(f)), + -d.y * d.y * (steepness * sin(f)) + ); + + return float3( + d.x * (a * cos(f)), + a * sin(f), + d.y * (a * cos(f)) + ); +} + +void GerstnerWaves_float(float3 position, float steepness, float wavelength, float speed, float4 directions, out float3 Offset, out float3 normal) +{ + Offset = 0; + float3 tangent = float3(1, 0, 0); + float3 binormal = float3(0, 0, 1); + + Offset += GerstnerWave(position, steepness, wavelength, speed, directions.x, tangent, binormal); + Offset += GerstnerWave(position, steepness, wavelength, speed, directions.y, tangent, binormal); + Offset += GerstnerWave(position, steepness, wavelength, speed, directions.z, tangent, binormal); + Offset += GerstnerWave(position, steepness, wavelength, speed, directions.w, tangent, binormal); + + normal = normalize(cross(binormal, tangent)); + //TBN = transpose(float3x3(tangent, binormal, normal)); +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/GerstnerWaves.hlsl.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/GerstnerWaves.hlsl.meta new file mode 100644 index 00000000..3c4136f1 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/GerstnerWaves.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2c87b840851a04124970a8163dd70348 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/HSVLerp.hlsl b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/HSVLerp.hlsl new file mode 100644 index 00000000..de030ebc --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Buoyant/Shaders/HSVLerp.hlsl @@ -0,0 +1,53 @@ +float3 RGBToHSV(float3 In) +{ + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g)); + float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r)); + float D = Q.x - min(Q.w, Q.y); + float E = 1e-10; + return float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), Q.x); +} + +float3 HSVToRGB(float3 In) +{ + float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + float3 P = abs(frac(In.xxx + K.xyz) * 6.0 - K.www); + return In.z * lerp(K.xxx, saturate(P - K.xxx), In.y); +} + +void HSVLerp_float(float4 A, float4 B, float T, out float4 Out) +{ + A.xyz = RGBToHSV(A.xyz); + B.xyz = RGBToHSV(B.xyz); + + float t = T; // used 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b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car.meta new file mode 100644 index 00000000..04eb9f3e --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e3367c3827748f442804cf5b5eedfee7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/CarController.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/CarController.cs new file mode 100644 index 00000000..28a4f7ef --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/CarController.cs @@ -0,0 +1,287 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Threeyes.Config; +using Threeyes.Core; +using Threeyes.RuntimeEditor; +using UnityEngine; +using NaughtyAttributes; +namespace Threeyes.Steamworks +{ + /// + /// + /// Todo: + /// +【可配置】移动时增加下压力,以便上墙(参考StandardAssets的CarController.AddDownForce) + /// +拆分为通用的汽车Controller,通过各种额外的输入组件控制(如PC端、XR端) + /// -轮子数量可以自定义,每个轮子有单独的Controller(参考Creeper),针对每个轮子的Info,配置其在Break、Motor时是否起作用,以及Steer时是否反转,从而实现原地打转等特殊功能(也可以是统一在这组件进行配置,使用List分别保存每个轮子的物体引用以及相关配置) + /// -移动到Expert命名空间或SDKFeature中 + /// + /// ToAdd: + /// +SteerAnglePerSecond:每秒增加的方向盘旋转角度 + /// +SteerAngle偏转的进度事件(归一化,方便模型方向盘同步) + /// +增加通过listWheelAppearance一键导入配置到Config.listWheelInfo的相关字段中 + /// + public class CarController : ConfigurableComponentBase< + CarController, SOCarControllerConfig, CarController.ConfigInfo, CarController.PropertyBag> + { + public float CurrentSpeed { get { return m_Rigidbody.velocity.magnitude * 2.23693629f; } } + + [SerializeField] Rigidbody m_Rigidbody; + + //#Events + public FloatEvent onSteerProgressChanged;//SteerAngle偏转的进度[0,1],其中0为最小值,1为最大值(归一化,方便模型方向盘同步) + public FloatEvent onMotorProgressChanged;//加减速的进度 + public List listWheelAppearance = new List();//与listWheelInfo一一对应的引用 + + //#Runtime + private float horizontalInput; + private float verticalInput; + private float currentSteerAngle; + float curMotorForce; + private float currentbreakForce; + private bool isBreaking; + private bool isBoosting; + + #region Public + public void SetSteering(float steering) + { + horizontalInput = steering; + } + public void SetAccelerate(float acceleration) + { + verticalInput = acceleration; + } + public void SetBoost(bool isBoost) + { + isBoosting = isBoost; + } + public void SetBrake(bool isBreak) + { + isBreaking = isBreak; + } + #endregion + + #region Callback + public override void UpdateSetting() + { + for (int i = 0; i < Config.listWheelInfo.Count; i++) + { + WheelInfo wheelInfo = Config.listWheelInfo[i]; + WheelAppearance wheelAppearance = listWheelAppearance[i]; + WheelCollider wheelCollider = wheelAppearance.wheelCollider; + wheelCollider.center = wheelInfo.center; + wheelCollider.forwardFriction = wheelInfo.forwardFriction.ToUnityObj(); + wheelCollider.sidewaysFriction = wheelInfo.sidewaysFriction.ToUnityObj(); + } + } + #endregion + + private void FixedUpdate() + { + HandleSteering(); + HandleMotor(); + + ApplyBreaking();//#刹车(刹车不影响动力输出,配合前驱可以实现漂移) + + UpdateWheels(); + } + + private void HandleSteering() + { + //currentSteerAngle = maxSteerAngle * horizontalInput; + if (horizontalInput == 0)//无转向输入:逐渐居中 + { + if (currentSteerAngle != 0) + { + float lastSign = Mathf.Sign(currentSteerAngle); + currentSteerAngle = Mathf.Clamp(Mathf.Sign(currentSteerAngle) * (Mathf.Abs(currentSteerAngle) - Config.steerAngleDecreaseSpeed * Time.deltaTime), -Config.maxSteerAngle, Config.maxSteerAngle); + + if (Mathf.Sign(currentSteerAngle) * lastSign < 0)//偏转代表已经越过0,此时可以归0,避免在0附近抖动 + currentSteerAngle = 0; + } + } + else + { + currentSteerAngle = Mathf.Clamp(currentSteerAngle + Config.steerAngleIncreaseSpeed * horizontalInput * Time.deltaTime, -Config.maxSteerAngle, Config.maxSteerAngle); + } + + onSteerProgressChanged.Invoke((currentSteerAngle + Config.maxSteerAngle) / (Config.maxSteerAngle * 2));//转换为[0,1]区间 + + for (int i = 0; i < Config.listWheelInfo.Count; i++) + { + WheelInfo wheelInfo = Config.listWheelInfo[i]; + WheelAppearance wheelAppearance = listWheelAppearance[i]; + wheelAppearance.wheelCollider.steerAngle = currentSteerAngle * wheelInfo.steerScale; + } + } + + private void HandleMotor() + { + curMotorForce = verticalInput * Config.motorForce; + for (int i = 0; i < Config.listWheelInfo.Count; i++) + { + WheelInfo wheelInfo = Config.listWheelInfo[i]; + WheelAppearance wheelAppearance = listWheelAppearance[i]; + wheelAppearance.wheelCollider.motorTorque = curMotorForce * wheelInfo.motorScale * (isBoosting ? Config.boostScale : 1);//如果加速,则乘以加速倍率 + } + onMotorProgressChanged.Invoke((curMotorForce + Config.motorForce) / (Config.motorForce * 2));//转换为[0,1]区间 + + + ////#【非必须】【针对车体】Boost + //if (isBoosting) + // AddBoost(); + + //#【针对车体】下压力 + AddDownForce(); + } + + //private void AddBoost() + //{ + // //ToUpdate:应该是一个衰减的力 + // m_Rigidbody.AddForce(transform.forward * Config.boostScale /** m_Rigidbody.velocity.magnitude*/ , ForceMode.Impulse); + //} + private void AddDownForce()// this is used to add more grip in relation to speed + { + m_Rigidbody.AddForce(-transform.up * Config.downForce * m_Rigidbody.velocity.magnitude);//与物体的矢量成正比 + } + + private void ApplyBreaking() + { + currentbreakForce = isBreaking ? Config.breakForce : 0f;//需要时刻更新brakeTorque,不刹车要设置为0 + + ///PS: + ///-仅对后轮进行刹车,可模拟漂移 + for (int i = 0; i < Config.listWheelInfo.Count; i++) + { + WheelInfo wheelInfo = Config.listWheelInfo[i]; + WheelAppearance wheelAppearance = listWheelAppearance[i]; + wheelAppearance.wheelCollider.brakeTorque = currentbreakForce * wheelInfo.breakScale; + } + + } + private void UpdateWheels()//将WheelCollider的位置/旋转 同步给对应的车轮模型 + { + for (int i = 0; i < Config.listWheelInfo.Count; i++) + { + WheelInfo wheelInfo = Config.listWheelInfo[i]; + WheelAppearance wheelAppearance = listWheelAppearance[i]; + UpdateSingleWheel(wheelAppearance.wheelCollider, wheelAppearance.tfWheelModel); + } + } + + private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform) + { + Vector3 pos; + Quaternion rot; + wheelCollider.GetWorldPose(out pos, out rot); + wheelTransform.rotation = rot; + wheelTransform.position = pos; + } + + #region Editor +#if UNITY_EDITOR + /// + /// Update WheelInfos using current Wheel Colliders' settings + /// + [ContextMenu("Save WheelInfos")] + void SaveListWheelInfo() + { + for (int i = 0; i < Config.listWheelInfo.Count; i++) + { + WheelInfo wheelInfo = Config.listWheelInfo[i]; + WheelAppearance wheelAppearance = listWheelAppearance[i]; + wheelInfo.forwardFriction = new WheelFrictionCurveEx(wheelAppearance.wheelCollider.forwardFriction); + wheelInfo.sidewaysFriction = new WheelFrictionCurveEx(wheelAppearance.wheelCollider.sidewaysFriction); + } + UnityEditor.EditorUtility.SetDirty(this); + } +#endif + #endregion + + #region Define + [Serializable] + public class ConfigInfo : SerializableComponentConfigInfoBase + { + //#Config + public float motorForce; + [Range(1, 10)] public float boostScale = 2;//加速缩放 + public float breakForce; + public float maxSteerAngle = 45; + [Tooltip("SteerAngle increase per second")] public float steerAngleIncreaseSpeed = 120;//(非必须,如果PC能够模拟出类似效果就不需要该值,也就是horizontalInput输入不为1或-1) + [Tooltip("SteerAngle decrease per second")] + public float steerAngleDecreaseSpeed = 120;//设置为0可以避免自动回正 + public float downForce;//移动时增加下压力,以便上墙(参考StandardAssets的CarController.AddDownForce) + [RuntimeEditorNonAddOrDeleteElement] public List listWheelInfo = new List(); + } + public class PropertyBag : ConfigurableComponentPropertyBagBase { } + + /// + /// 存放可供配置的信息 + /// + /// + [Serializable] + public class WheelInfo + { + [RuntimeEditorReadOnly] [Tooltip("The identification name of the wheel")] public string name;//(打包时只读)标识,方便用户知道该序号对应的轮子 + [Range(-1, 1)] public float motorScale = 1;//加减速的缩放值,-1为反向,0为不作用(可用于模拟2驱/4驱) + [Range(-1, 1)] public float steerScale;//转向的缩放值,-1为反向,0为不转向(用于模拟前轮、后轮、四轮转向) + [Range(0, 1)] public float breakScale;//刹车的缩放值,0为不参与刹车(后轮刹车可用于模拟漂移) + + [Tooltip("Position the center of the wheel.")] public Vector3 center;//轮子的中心,可用于调节悬挂高度 + + ///// ToAdd: + ///// -WheelCollider的forwardFriction/sidewaysFriction(另外使用bool来决定是否重载,避免用户觉得过于复杂)(PS:如果序列化异常,可以改为用前缀+float将每个类分拆成单独字段) + [AllowNesting] public WheelFrictionCurveEx forwardFriction; + [AllowNesting] public WheelFrictionCurveEx sidewaysFriction; + } + + /// + /// 作为UnityEngine.WheelFrictionCurve的中转类,用于设置滑动系数,方便漂移 + /// + [Serializable] + public class WheelFrictionCurveEx + { + public float extremumSlip; + public float extremumValue; + public float asymptoteSlip; + public float asymptoteValue; + public float stiffness; + public WheelFrictionCurveEx() + { + } + + public WheelFrictionCurveEx(WheelFrictionCurve other) + { + extremumSlip = other.extremumSlip; + extremumValue = other.extremumValue; + asymptoteSlip = other.asymptoteSlip; + asymptoteValue = other.asymptoteValue; + stiffness = other.stiffness; + } + + public WheelFrictionCurve ToUnityObj() + { + return new WheelFrictionCurve + { + extremumSlip = extremumSlip, + extremumValue = extremumValue, + asymptoteSlip = asymptoteSlip, + asymptoteValue = asymptoteValue, + stiffness = stiffness + }; + } + } + + /// + /// 存放Unity引用组件 + /// + [Serializable] + public class WheelAppearance + { + public WheelCollider wheelCollider; + public Transform tfWheelModel; + } + + #endregion + } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/CarController.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/CarController.cs.meta new file mode 100644 index 00000000..71569b0e --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/CarController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 45a1d5f246db83d4e9db796e9e19282e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug.meta new file mode 100644 index 00000000..62c09bc5 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 75e3aac3a2605c34da3592453972dbe4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/CameraFollow.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/CameraFollow.cs new file mode 100644 index 00000000..2a3afc50 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/CameraFollow.cs @@ -0,0 +1,35 @@ +#if UNITY_EDITOR// 仅作调试用 +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Threeyes.Steamworks +{ + public class CameraFollow : MonoBehaviour + { + [SerializeField] private Vector3 offset; + [SerializeField] private Transform target; + [SerializeField] private float translateSpeed; + [SerializeField] private float rotationSpeed; + + private void FixedUpdate() + { + HandleTranslation(); + HandleRotation(); + } + + private void HandleTranslation() + { + var targetPosition = target.TransformPoint(offset); + transform.position = Vector3.Lerp(transform.position, targetPosition, translateSpeed * Time.deltaTime); + } + private void HandleRotation() + { + var direction = target.position - transform.position; + var rotation = Quaternion.LookRotation(direction, Vector3.up); + transform.rotation = Quaternion.Lerp(transform.rotation, rotation, rotationSpeed * Time.deltaTime); + } + } +} +#endif \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/CameraFollow.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/CameraFollow.cs.meta new file mode 100644 index 00000000..480252bd --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/CameraFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e39a13b12af486f4eab94bd9b169dd54 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/PCCarInput.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/PCCarInput.cs new file mode 100644 index 00000000..e9f38b4c --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/PCCarInput.cs @@ -0,0 +1,26 @@ +#if UNITY_EDITOR// 仅作调试用 +using System.Collections; +using System.Collections.Generic; +using Threeyes.Core; +using UnityEngine; + +namespace Threeyes.Steamworks +{ + public class PCCarInput : MonoBehaviour + { + ///——ToDelete—— + private const string HORIZONTAL = "Horizontal"; + private const string VERTICAL = "Vertical"; + + public CarController carController; + + private void Update() + { + carController.SetSteering(InputTool.GetAxis(HORIZONTAL)); + carController.SetAccelerate(InputTool.GetAxis(VERTICAL)); + carController.SetBrake(InputTool.GetKey(KeyCode.Space)); + carController.SetBoost(InputTool.GetKey(KeyCode.V)); + } + } +} +#endif \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/PCCarInput.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/PCCarInput.cs.meta new file mode 100644 index 00000000..a36334db --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/Debug/PCCarInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 88dfd8cffe9ad2840859b350cecfb607 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/SOCarControllerConfig.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/SOCarControllerConfig.cs new file mode 100644 index 00000000..bcc43b87 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/SOCarControllerConfig.cs @@ -0,0 +1,8 @@ +using Threeyes.Config; +using UnityEngine; + +namespace Threeyes.Steamworks +{ + [CreateAssetMenu(menuName = Steamworks_EditorDefinition.AssetMenuPrefix_Root_Feature + "CarController", fileName = "CarControllerConfig")] + public class SOCarControllerConfig: SOConfigBase { } +} \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/SOCarControllerConfig.cs.meta b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/SOCarControllerConfig.cs.meta new file mode 100644 index 00000000..39cd5bc8 --- /dev/null +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Car/SOCarControllerConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 17a4ddc767429044b8586372d56761cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Clock/ClockController.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Clock/ClockController.cs index ecc39bd3..e6337185 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Clock/ClockController.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Mod/Feature/Clock/ClockController.cs @@ -209,7 +209,6 @@ protected virtual void SetTimeRollbackfunc(TimeType timeType, float lastValue, f } #region IModHandler - public override void UpdateSetting() { //都是实时更新,暂不需要做操作 diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/SteamworksTool.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/SteamworksTool.cs index eac21060..2cffa407 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/SteamworksTool.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/SteamworksTool.cs @@ -5,10 +5,41 @@ using System.Reflection; using Threeyes.Core; using UnityEngine; +using UnityEngine.SceneManagement; + namespace Threeyes.Steamworks { public static class SteamworksTool { + static SORuntimeSettingManager SORuntimeManagerInst { get { return SORuntimeSettingManager.Instance; } } + + //——State—— + /// + /// 判断当前是否为HubSimulator模式 + /// + /// 调用方: + /// -需要在Hub和Simulator中通用的代码 + /// + /// + public static bool IsSimulator + { + get + { +#if UNITY_EDITOR + //通过判断当前加载的所有场景有无模拟器场景即可 + for (int i = 0; i != SceneManager.sceneCount; i++) + { + Scene activeScene = SceneManager.GetSceneAt(i); + if (activeScene.path.Contains(SORuntimeManagerInst.SimulatorSceneName)) + return true; + } +#endif + return false; + } + } + + //——Manager—— + /// /// 自动注册对应接口字段 /// PS: diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/UModTool.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/UModTool.cs index 18129e52..a40f22c2 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/UModTool.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/UModTool.cs @@ -4,7 +4,9 @@ using UMod.Shared.Linker; using UnityEngine; /// -/// 因为忘了提交Expert,只能暂时使用该脚本 +/// +/// Warning: +/// -仅能包含SDK可访问的UMod代码 /// public static class UModTool { @@ -15,11 +17,4 @@ public static bool IsUModGameObject(Component component) return component.GetComponent() != null; } - - public static T FixSerializationCallbackReceiverData(T data) - where T : ISerializationCallbackReceiver - { - data.OnAfterDeserialize(); - return data; - } } diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/WorkshopItemTool.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/WorkshopItemTool.cs index 3bc561ca..91d2816d 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/WorkshopItemTool.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Tool/WorkshopItemTool.cs @@ -1,177 +1,234 @@ using System.IO; +using System.Linq; using Threeyes.Core; +using Threeyes.RuntimeSerialization; using UnityEngine; - +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif namespace Threeyes.Steamworks { /// /// 针对WorkshopItem数据类的工具类 /// - public static class WorkshopItemTool - { - //——Path—— - public static bool IsValidItemDir(string itemDirPath) - { - return File.Exists(GetItemJsonFileDir(itemDirPath)); - } - public static string GetItemJsonFileDir(string itemDirPath) - { - if (itemDirPath.IsNullOrEmpty()) - return ""; - return Path.Combine(itemDirPath, WorkshopItemInfo.ItemInfoFileName); - } - - //——Id—— - - /// - /// Get Item ID via directory - /// - /// - /// - public static ulong GetId(string itemDirPath) - { - ulong itemId = 0; - if (Directory.Exists(itemDirPath)) - { - if (PathTool.IsProjectDir(itemDirPath))//可能原因:SteamingAssets/Export文件,因为未上传,因此id无效 - return itemId; - - DirectoryInfo directoryInfo = new DirectoryInfo(itemDirPath); - ulong valueID; - if (ulong.TryParse(directoryInfo.Name, out valueID))//通过Mod文件夹名获取对应的ItemId - itemId = valueID; - else - Debug.LogError($"Failed to convert ID {directoryInfo.Name} from item dir: { itemDirPath}");//可能原因:未上传文件 - } - return itemId; - } - - - //——Url—— - - //PS:以下Url的格式通过浏览器打开,与Steamworks.Ugc.Item统一 - // 主Url - public static string GetUrl(ulong itemId, bool isOpenViaWeb = true) - { - //"steam://url/CommunityFilePage/" + itemId//PS:需要调用Steam - return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/?id=", itemId, isOpenViaWeb); - } - public static string GetChangeLogUrl(ulong itemId, bool isOpenViaWeb = true) - { - return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/changelog/", itemId, isOpenViaWeb); - } - public static string GetCommentsUrl(ulong itemId, bool isOpenViaWeb = true) - { - return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/comments/", itemId, isOpenViaWeb); - } - public static string GetDiscussUrl(ulong itemId, bool isOpenViaWeb = true) - { - return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/discussions/", itemId, isOpenViaWeb); - } - public static string GetStatsUrl(ulong itemId, bool isOpenViaWeb = true) - { - return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/stats/", itemId, isOpenViaWeb); - } - - /// - /// - /// - /// - /// - /// true: open via web; false: open via steam app - /// - static string GetUrlFunc(string strMainUrl, ulong itemId, bool isOpenViaWeb = true) - { - if (itemId != 0) - { - //ToUpdate: 除GetUrl外的链接需要更新 - if (isOpenViaWeb) - return strMainUrl + itemId.ToString(); - else - return $"steam://url/CommunityFilePage/" + itemId.ToString();//直接通过Steam窗口打开 - } - return null; - } - - - /// - /// 检查RankedBy能否设置时间段 - /// - /// - /// - public static bool CanUseTrendDays(WSQueryRankedBy wSQueryRankedBy) - { - return wSQueryRankedBy == WSQueryRankedBy.Vote || wSQueryRankedBy == WSQueryRankedBy.VotesUp; - } - - - } - - public static class WorkshopItemInfoExtension - { - /// - /// 主Url - /// - /// - /// - public static string Url(this WorkshopItemInfo workshopItemInfo) - { - return WorkshopItemTool.GetUrl(workshopItemInfo.id); - } - - /// - /// Item 本地预览图Url - /// - /// - /// - public static string PreviewImageUrl(this WorkshopItemInfo workshopItemInfo) - { - return "file://" + Path.Combine(workshopItemInfo.dirPath, workshopItemInfo.previewFileRelatePath); - } - - /// - /// Item 本地Mod的位置 - /// - /// - /// - public static string ModFilePath(this WorkshopItemInfo workshopItemInfo) - { - return Path.Combine(workshopItemInfo.dirPath, workshopItemInfo.modFileRelatePath); - } - /// - /// Item用户配置的存储路径 - /// - /// - /// - public static string PersistentDataDirPath(this WorkshopItemInfo workshopItemInfo) - { - //PS:相对其文件夹进行存储,避免使用id生成,因为调试时未上传的Mod的id无效 - return Steamworks_PathDefinition.Data_Save_ItemDirPath + "/" + workshopItemInfo.DirName() + "/" + Steamworks_PathDefinition.persistentFolderName; - } - - /// - /// 本地Item用户配置的存储路径 - /// - /// - /// - public static string PersistentDataLocalDirPath(this WorkshopItemInfo workshopItemInfo) - { - //PS:相对其文件夹进行存储,避免使用id生成,因为调试时未上传的Mod的id无效 - return Steamworks_PathDefinition.Data_Save_ItemLocalDirPath + "/" + workshopItemInfo.DirName() + "/" + Steamworks_PathDefinition.persistentFolderName; - } - public static string LogDirPath(this WorkshopItemInfo workshopItemInfo) - { - return Steamworks_PathDefinition.Data_Save_LogDirPath + "/" + workshopItemInfo.DirName(); - - } - /// - /// Item 本地文件夹名称 - /// - /// - /// - public static string DirName(this WorkshopItemInfo workshopItemInfo) - { - return PathTool.GetDirectoryName(workshopItemInfo.dirPath); - } - } + public static partial class WorkshopItemTool + { + //——Path—— + public static bool IsValidItemDir(string itemDirPath) + { + return File.Exists(GetItemJsonFileDir(itemDirPath)); + } + public static string GetItemJsonFileDir(string itemDirPath) + { + if (itemDirPath.IsNullOrEmpty()) + return ""; + return Path.Combine(itemDirPath, WorkshopItemInfo.ItemInfoFileName); + } + + //——Asset—— + /// + /// 从(内置的文件夹)中读取指定Item的SOAssetPack + /// + /// 用途: + /// -Simulator + /// + /// 相对于通过AD_AliveDesktop链接的好处: + /// -更加统一,不管是否为场景Mod都可以使用 + /// + /// Bug: + /// -【不重要】打包后如果是基于当前场景,则无法调用(可以通过AD_SOAssetPackDebugManager链接加载的方式解决)(或者把对应的SO放到Resources中) + /// + /// + /// + /// + // public static SOAssetPack LoadAssetPack_UnityProject(WorkshopItemInfo workshopItemInfo) + // { + // SOAssetPack soAssetPack = null; + + //#if UNITY_EDITOR + // //直接从文件夹中读取 + // string relatedFilePath = SOWorkshopItemInfo.GetRelatedSOAssetPackFilePath(workshopItemInfo.title);//ToUpdate:应该是先获取SOWorkshopItemInfo。然后获取其itemName(因为itemName和title不一定一致)(可以是直接传入SOWorkshopItemInfo) + // soAssetPack = AssetDatabase.LoadAssetAtPath(relatedFilePath); + //#else + // Debug.LogError("Can't call this method at runtime!"); + //#endif + // return soAssetPack; + // } + + public static TAsset LoadAsset_UnityProject(WorkshopItemInfo workshopItemInfo) + where TAsset : Object + { + TAsset targetAsset = null; + +#if UNITY_EDITOR + //直接从文件夹中读取 + string relatedFilePath = SOWorkshopItemInfo.GetRelatedSOAssetPackFilePath(workshopItemInfo.title);//ToUpdate:应该是先获取SOWorkshopItemInfo。然后获取其itemName(因为itemName和title不一定一致)(可以是直接传入SOWorkshopItemInfo) + targetAsset = AssetDatabase.LoadAssetAtPath(relatedFilePath); +#else + Debug.LogError("Can't call this method at runtime!"); +#endif + return targetAsset; + } + + public static List LoadAssets_UnityProject(WorkshopItemInfo workshopItemInfo) + where TAsset : Object + { + List listAsset = AssetDatabaseTool.LoadAssets($"t:{typeof(TAsset).Name}", new string[] { SOWorkshopItemInfo.GetRelatedItemDirPath(workshopItemInfo.title) }); + return listAsset; + } + + //——Id—— + + /// + /// Get Item ID via directory + /// + /// + /// + public static ulong GetId(string itemDirPath) + { + ulong itemId = 0; + if (Directory.Exists(itemDirPath)) + { + if (PathTool.IsProjectDir(itemDirPath))//可能原因:SteamingAssets/Export文件,因为未上传,因此id无效 + return itemId; + + DirectoryInfo directoryInfo = new DirectoryInfo(itemDirPath); + ulong valueID; + if (ulong.TryParse(directoryInfo.Name, out valueID))//通过Mod文件夹名获取对应的ItemId + itemId = valueID; + else + Debug.LogError($"Failed to convert ID {directoryInfo.Name} from item dir: { itemDirPath}");//可能原因:未上传文件 + } + return itemId; + } + + + //——Url—— + + //PS:以下Url的格式通过浏览器打开,与Steamworks.Ugc.Item统一 + // 主Url + public static string GetUrl(ulong itemId, bool isOpenViaWeb = true) + { + //"steam://url/CommunityFilePage/" + itemId//PS:需要调用Steam + return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/?id=", itemId, isOpenViaWeb); + } + public static string GetChangeLogUrl(ulong itemId, bool isOpenViaWeb = true) + { + return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/changelog/", itemId, isOpenViaWeb); + } + public static string GetCommentsUrl(ulong itemId, bool isOpenViaWeb = true) + { + return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/comments/", itemId, isOpenViaWeb); + } + public static string GetDiscussUrl(ulong itemId, bool isOpenViaWeb = true) + { + return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/discussions/", itemId, isOpenViaWeb); + } + public static string GetStatsUrl(ulong itemId, bool isOpenViaWeb = true) + { + return GetUrlFunc("http://steamcommunity.com/sharedfiles/filedetails/stats/", itemId, isOpenViaWeb); + } + + /// + /// + /// + /// + /// + /// true: open via web; false: open via steam app + /// + static string GetUrlFunc(string strMainUrl, ulong itemId, bool isOpenViaWeb = true) + { + if (itemId != 0) + { + //ToUpdate: 除GetUrl外的链接需要更新 + if (isOpenViaWeb) + return strMainUrl + itemId.ToString(); + else + return $"steam://url/CommunityFilePage/" + itemId.ToString();//直接通过Steam窗口打开 + } + return null; + } + + + /// + /// 检查RankedBy能否设置时间段 + /// + /// + /// + public static bool CanUseTrendDays(WSQueryRankedBy wSQueryRankedBy) + { + return wSQueryRankedBy == WSQueryRankedBy.Vote || wSQueryRankedBy == WSQueryRankedBy.VotesUp; + } + + + } + + public static class WorkshopItemInfoExtension + { + /// + /// 主Url + /// + /// + /// + public static string Url(this WorkshopItemInfo workshopItemInfo) + { + return WorkshopItemTool.GetUrl(workshopItemInfo.id); + } + + /// + /// Item 本地预览图Url + /// + /// + /// + public static string PreviewImageUrl(this WorkshopItemInfo workshopItemInfo) + { + return "file://" + Path.Combine(workshopItemInfo.dirPath, workshopItemInfo.previewFileRelatePath); + } + + /// + /// Item 本地Mod的位置 + /// + /// + /// + public static string ModFilePath(this WorkshopItemInfo workshopItemInfo) + { + return Path.Combine(workshopItemInfo.dirPath, workshopItemInfo.modFileRelatePath); + } + /// + /// Item用户配置的存储路径(可云存储) + /// + /// + /// + public static string PersistentDataDirPath(this WorkshopItemInfo workshopItemInfo) + { + //PS:相对其文件夹进行存储,避免使用id生成,因为调试时未上传的Mod的id无效 + return Steamworks_PathDefinition.Data_Save_ItemDirPath + "/" + workshopItemInfo.DirName() + "/" + Steamworks_PathDefinition.persistentFolderName; + } + + /// + /// 本地Item用户配置的存储路径 + /// + /// + /// + public static string PersistentDataLocalDirPath(this WorkshopItemInfo workshopItemInfo) + { + //PS:相对其文件夹进行存储,避免使用id生成,因为调试时未上传的Mod的id无效 + return Steamworks_PathDefinition.Data_Save_ItemLocalDirPath + "/" + workshopItemInfo.DirName() + "/" + Steamworks_PathDefinition.persistentFolderName; + } + public static string LogDirPath(this WorkshopItemInfo workshopItemInfo) + { + return Steamworks_PathDefinition.Data_Save_LogDirPath + "/" + workshopItemInfo.DirName(); + + } + /// + /// Item 本地文件夹名称 + /// + /// + /// + public static string DirName(this WorkshopItemInfo workshopItemInfo) + { + return PathTool.GetDirectoryName(workshopItemInfo.dirPath); + } + } } \ No newline at end of file diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/SOWorkshopItemInfo.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/SOWorkshopItemInfo.cs index 08cc8218..12cbd128 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/SOWorkshopItemInfo.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/SOWorkshopItemInfo.cs @@ -133,7 +133,7 @@ public virtual bool CheckIfBuildValid(out string errorLog) { if (!File.Exists(SceneFilePath))//Scene不能为空 { - errorLog = "The scene not exist!"; + errorLog = $"The scene file not exist in {SceneFilePath}!"; } } return errorLog.IsNullOrEmpty(); @@ -142,7 +142,6 @@ public virtual bool CheckIfBuildValid(out string errorLog) #endregion #region Internal Path - ///##项目内部 ///文件夹路径: ///XXX(Item名) @@ -156,9 +155,9 @@ public virtual bool CheckIfBuildValid(out string errorLog) public string SceneFilePath => GetSceneFilePath(itemName);// Item/Scene/Entry.unity的绝对路径 protected virtual bool IsSceneFile { get { return true; } }//子类可以重载,方便打包只包含模型的Mod - //——Utility—— public static readonly string DataDirName = "Datas"; + public static readonly string SOAssetPackAssetName = "AssetPack.asset"; public static readonly string WorkshopItemInfoAssetName = "WorkshopItemInfo.asset"; public static readonly string DefaultPreviewName = "Preview";// 预览图名称 public static readonly string[] arrStrValidPreviewFileExtension = new string[] { "jpg", "jpeg", "png", "gif" };// 预览图支持的格式(Warning:Workshop.Upload不支持大写后缀!) @@ -166,9 +165,19 @@ public virtual bool CheckIfBuildValid(out string errorLog) public static readonly string SceneDirName = "Scenes"; public static readonly string SceneName = "Entry";// 场景名称 public static string GetItemDirPath(string itemName) { return Steamworks_PathDefinition.ItemParentDirPath + "/" + itemName; } + public static string GetRelatedItemDirPath(string itemName) { return $"Assets/{Steamworks_PathDefinition.ItemRootDirName}/{itemName}"; } + public static string GetSOAssetPackFilePath(string itemName) + { + return $"{GetDataDirPath(itemName)}/{SOAssetPackAssetName}"; + } + public static string GetRelatedSOAssetPackFilePath(string itemName) + { + return $"{GetRelatedItemDirPath(itemName)}/{DataDirName}/{SOAssetPackAssetName}"; + } + public static string GetSceneDirPath(string itemName) { return GetItemDirPath(itemName) + "/" + SceneDirName; } public static string GetSceneFilePath(string itemName) { return GetSceneDirPath(itemName) + "/" + SceneName + ".unity"; } - public static string GetRelateSceneFilePath(string itemName) { return $"Assets/{Steamworks_PathDefinition.ItemRootDirName}/{itemName}/{SceneDirName}/{SceneName}.unity"; }//Unity的场景路径,如:Items/Default/Scenes/Entry.unity + public static string GetRelateSceneFilePath(string itemName) { return $"{GetRelatedItemDirPath(itemName)}/{SceneDirName}/{SceneName}.unity"; }//Unity的场景路径,确保打包后能正常加载,如:Assets/Items/Default/Scenes/Entry.unity public static string GetDataDirPath(string itemName) { return GetItemDirPath(itemName) + "/" + DataDirName; } public static string GetItemInfoFilePath(string itemName) { return GetDataDirPath(itemName) + "/" + WorkshopItemInfoAssetName; } public string GetDefaultPreviewFilePath(string fileExtension) => GetDefaultPreviewFilePath(itemName, fileExtension); @@ -181,18 +190,17 @@ public static string GetDefaultPreviewFilePath(string itemName, string fileExten #endregion #region Export Path - public static readonly string UModFileExtension = "umod";//UMod文件的扩展名 protected readonly string ItemModName_Scene = "Scene";//Scene文件的名称 public virtual string ItemModName { get { - return itemName + "_" + ID.Guid;//为了支持同时加载,需要提供唯一的ID + return itemName + "_" + ID.Guid;//为了支持同时加载AssetBundle,需要为每一个打包的文件提供唯一的ID //return ItemModName_Scene; } }//打包后的Mod名称,子类可自定义 - public virtual string ItemModFileName { get { return ItemModName + "." + UModFileExtension; } }//Mod文件名 + public virtual string ItemModFileName { get { return ItemModName + "." + WorkshopItemInfo.UModFileExtension; } }//Mod文件名 public abstract string ExportItemDirPath { get; } #endregion diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/WorkshopItemInfo.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/WorkshopItemInfo.cs index 65f8fe5c..891633b1 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/WorkshopItemInfo.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Steamworks/Workshop/WorkshopItemInfo.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using Threeyes.Core; namespace Threeyes.Steamworks { @@ -12,6 +13,9 @@ namespace Threeyes.Steamworks [JsonObject(MemberSerialization.OptIn)] public class WorkshopItemInfo { + public static readonly string UModFileExtension = "umod";//Mod文件的扩展名 + + public string ModFileUID { get { return modFileRelatePath.Replace("." + UModFileExtension, ""); } }//文件的UID(对应文件名) //#Basic Info [JsonProperty] public string title; [JsonProperty] public string description; @@ -30,7 +34,7 @@ public class WorkshopItemInfo //#Build Info public static string UgcItemFileName { get { return "UgcItem.json"; } }//通过UGC接口查询的Item信息 文件名 public static string ItemInfoFileName { get { return "ItemInfo.json"; } }//序列化的WorkshopItemInfo 文件名 - + public WorkshopItemInfo() { } diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Threeyes.PluginExpert.Module.asmdef b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Threeyes.PluginExpert.Module.asmdef index 1b7037a3..e668da8d 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/Threeyes.PluginExpert.Module.asmdef +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/Threeyes.PluginExpert.Module.asmdef @@ -15,6 +15,7 @@ "GUID:f9dedde5eec30c2468e14d8a7b14626e", "GUID:7f7d1af65c2641843945d409d28f2e20", "GUID:bb01442f02ec4bc4aaed06747e2bedb4", + "GUID:df380645f10b7bc4b97d4f5eb6303d95", "GUID:15fc0a57446b3144c949da3e2b9737a9", "GUID:7de5f079fe1ca544e905c00b1844d253", "GUID:803925c2c9c8e26499357ee100acdfb6", diff --git a/Threeyes/Plugins/ThreeyesPluginExpert/Module/UI/ContextMenu/Interface/ToolStripItemInfo.cs b/Threeyes/Plugins/ThreeyesPluginExpert/Module/UI/ContextMenu/Interface/ToolStripItemInfo.cs index 455f364e..83cf5971 100644 --- a/Threeyes/Plugins/ThreeyesPluginExpert/Module/UI/ContextMenu/Interface/ToolStripItemInfo.cs +++ b/Threeyes/Plugins/ThreeyesPluginExpert/Module/UI/ContextMenu/Interface/ToolStripItemInfo.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Events; namespace Threeyes.UI { @@ -37,6 +38,7 @@ public class ToolStripItemInfo public event EventHandler Click { add { click += value; } remove { click -= value; } } EventHandler click; + [SerializeField] UnityEvent onSelect = new UnityEvent();//用于可视化UI [SerializeField] private string toolTipText; [SerializeField] private Texture texture; [SerializeField] private string text; @@ -52,6 +54,7 @@ public void FireEvent(object sender, EventArgs e) { if (click != null) click.Invoke(sender, e); + onSelect?.Invoke(); } public ToolStripItemInfo() { diff --git a/Threeyes/SDK/Scripts/Editor/AC_ItemManagerWindow.cs b/Threeyes/SDK/Scripts/Editor/AC_ItemManagerWindow.cs index cdc63c19..9b524253 100644 --- a/Threeyes/SDK/Scripts/Editor/AC_ItemManagerWindow.cs +++ b/Threeyes/SDK/Scripts/Editor/AC_ItemManagerWindow.cs @@ -4,6 +4,7 @@ using UMod.Shared; using Threeyes.Steamworks; using Threeyes.Core; +using UnityEngine; namespace Threeyes.AliveCursor.SDK.Editor { @@ -45,6 +46,23 @@ public static void AC_OpenSDKWiki() OpenSDKWiki("https://github.com/Threeyes/AliveCursorSDK/wiki"); } #endregion + + #region Screenshot + Vector3 cacheCameraLocalPos; + protected override void OnBeforeCreateScreenshot() + { + base.OnBeforeCreateScreenshot(); + + cacheCameraLocalPos = tempGOCaptureCamera.transform.localPosition; + tempGOCaptureCamera.transform.position = new Vector3(0, -0.5f, -1.5f); + } + protected override void OnAfterCreateScreenshot() + { + base.OnAfterCreateScreenshot(); + + tempGOCaptureCamera.transform.localPosition = cacheCameraLocalPos; + } + #endregion } public class AC_ItemManagerWindowInfo : ItemManagerWindowInfo { diff --git a/Threeyes/SDK/Scripts/Editor/Resources/Layouts/AC_ItemManagerWindow.uxml b/Threeyes/SDK/Scripts/Editor/Resources/Layouts/AC_ItemManagerWindow.uxml index dadd02e1..3c2c30df 100644 --- a/Threeyes/SDK/Scripts/Editor/Resources/Layouts/AC_ItemManagerWindow.uxml +++ b/Threeyes/SDK/Scripts/Editor/Resources/Layouts/AC_ItemManagerWindow.uxml @@ -37,7 +37,6 @@ - @@ -45,6 +44,7 @@ + diff --git a/Threeyes/SceneTemplates/Ball/Datas/SO.meta b/Threeyes/SceneTemplates/Ball/Datas/SO.meta new file mode 100644 index 00000000..c1e15276 --- /dev/null +++ b/Threeyes/SceneTemplates/Ball/Datas/SO.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9e0d4a8e9a6658a4686d3f7d6eb8bf97 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Threeyes/SceneTemplates/Ball/Datas/Input.meta b/Threeyes/SceneTemplates/Ball/Datas/SO/Input.meta similarity index 100% rename from Threeyes/SceneTemplates/Ball/Datas/Input.meta rename to Threeyes/SceneTemplates/Ball/Datas/SO/Input.meta diff --git a/Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Rotation ScrollBall.asset b/Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Rotation ScrollBall.asset similarity index 100% rename from Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Rotation ScrollBall.asset rename to Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Rotation ScrollBall.asset diff --git a/Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Rotation ScrollBall.asset.meta b/Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Rotation ScrollBall.asset.meta similarity index 100% rename from Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Rotation ScrollBall.asset.meta rename to Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Rotation ScrollBall.asset.meta diff --git a/Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Scale SqueezeBall.asset b/Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Scale SqueezeBall.asset similarity index 100% rename from Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Scale SqueezeBall.asset rename to Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Scale SqueezeBall.asset diff --git a/Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Scale SqueezeBall.asset.meta b/Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Scale SqueezeBall.asset.meta similarity index 100% rename from Threeyes/SceneTemplates/Ball/Datas/Input/TweenTransform_Scale SqueezeBall.asset.meta rename to Threeyes/SceneTemplates/Ball/Datas/SO/Input/TweenTransform_Scale SqueezeBall.asset.meta diff --git a/Threeyes/SceneTemplates/Customizable/Customizable.scenetemplate b/Threeyes/SceneTemplates/Customizable/Customizable.scenetemplate index a8e56f0d..8f5fa5f0 100644 --- a/Threeyes/SceneTemplates/Customizable/Customizable.scenetemplate +++ b/Threeyes/SceneTemplates/Customizable/Customizable.scenetemplate @@ -29,10 +29,10 @@ MonoBehaviour: instantiationMode: 1 - dependency: {fileID: 11400000, guid: 11668e3f17b7e3443b1995a24b20d6ce, type: 2} instantiationMode: 1 - - dependency: {fileID: 11400000, guid: 4dfcd4afd7e6a59478508a7dfcd8df7f, type: 2} - instantiationMode: 1 - dependency: {fileID: 11400000, guid: 77eac32f0f73a8c4cb12730c24ad1a2e, type: 2} instantiationMode: 0 + - dependency: {fileID: 11400000, guid: 483cd6d13c4e9b649b03a73d562e1af4, type: 2} + instantiationMode: 1 - dependency: {fileID: 11400000, guid: 5ac65d856abd30d4eae9794c753b36d1, type: 2} instantiationMode: 1 - dependency: {fileID: 2800000, guid: f20112bdeec2e8d4d9f80e8390e37263, type: 3} @@ -41,6 +41,8 @@ MonoBehaviour: instantiationMode: 1 - dependency: {fileID: 2800000, guid: 188dfe7e559f13248ba2c41eb5a59328, type: 3} instantiationMode: 1 + - dependency: {fileID: 11400000, guid: 144a619b636f6a1498d6f04f4d4d0e96, type: 2} + instantiationMode: 1 - dependency: {fileID: 11400000, guid: 4e402d2a251433e4cb1bc941d8102c42, type: 2} instantiationMode: 1 - dependency: {fileID: 11400000, guid: 69b682cac09dc74428fe1d0344777fd9, type: 2} @@ -57,13 +59,12 @@ MonoBehaviour: instantiationMode: 0 - dependency: {fileID: 2800000, guid: 1766a127aff47554495b1d5616382819, type: 3} instantiationMode: 1 - - dependency: {fileID: 11400000, guid: 144a619b636f6a1498d6f04f4d4d0e96, type: 2} - instantiationMode: 1 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