LH 6 years ago
commit f37025a3d1
  1. 4
      .gitmodules
  2. 8
      Unity-19050-01_ForstCoronation/Assets/Materials/IceMaterial.mat
  3. 602
      Unity-19050-01_ForstCoronation/Assets/Scenes/Ice.unity
  4. 2
      Unity-19050-01_ForstCoronation/Assets/Scenes/Ice/Scene Settings Profile.asset
  5. 70
      Unity-19050-01_ForstCoronation/Assets/Scripts/DebugUI.cs
  6. 46
      Unity-19050-01_ForstCoronation/Assets/Scripts/VFX_Timer.cs
  7. 11
      Unity-19050-01_ForstCoronation/Assets/Scripts/VFX_Timer.cs.meta
  8. BIN
      Unity-19050-01_ForstCoronation/Assets/Textures/ice_pattern.jpg
  9. 41
      Unity-19050-01_ForstCoronation/Assets/Textures/ice_pattern.jpg.meta
  10. 52
      Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/IceShaderGraph.shadergraph
  11. 10557
      Unity-19050-01_ForstCoronation/Assets/Visual Effect Graphs/frozenVFX.vfx
  12. 2
      Unity-19050-01_ForstCoronation/Packages/manifest.json
  13. 2
      Unity-19050-01_ForstCoronation/ProjectSettings/TagManager.asset
  14. 40
      Unity-19050-04-IceSlide/.gitignore
  15. 2
      Unity-19050-04-IceSlide/Assets/Scenes.meta
  16. 617
      Unity-19050-04-IceSlide/Assets/Scenes/SampleScene.unity
  17. 5
      Unity-19050-04-IceSlide/Assets/Scenes/SampleScene.unity.meta
  18. 45
      Unity-19050-04-IceSlide/Packages/manifest.json
  19. 19
      Unity-19050-04-IceSlide/ProjectSettings/AudioManager.asset
  20. 6
      Unity-19050-04-IceSlide/ProjectSettings/ClusterInputManager.asset
  21. 34
      Unity-19050-04-IceSlide/ProjectSettings/DynamicsManager.asset
  22. 8
      Unity-19050-04-IceSlide/ProjectSettings/EditorBuildSettings.asset
  23. 25
      Unity-19050-04-IceSlide/ProjectSettings/EditorSettings.asset
  24. 61
      Unity-19050-04-IceSlide/ProjectSettings/GraphicsSettings.asset
  25. 295
      Unity-19050-04-IceSlide/ProjectSettings/InputManager.asset
  26. 91
      Unity-19050-04-IceSlide/ProjectSettings/NavMeshAreas.asset
  27. 56
      Unity-19050-04-IceSlide/ProjectSettings/Physics2DSettings.asset
  28. 6
      Unity-19050-04-IceSlide/ProjectSettings/PresetManager.asset
  29. 643
      Unity-19050-04-IceSlide/ProjectSettings/ProjectSettings.asset
  30. 2
      Unity-19050-04-IceSlide/ProjectSettings/ProjectVersion.txt
  31. 231
      Unity-19050-04-IceSlide/ProjectSettings/QualitySettings.asset
  32. 43
      Unity-19050-04-IceSlide/ProjectSettings/TagManager.asset
  33. 9
      Unity-19050-04-IceSlide/ProjectSettings/TimeManager.asset
  34. 34
      Unity-19050-04-IceSlide/ProjectSettings/UnityConnectSettings.asset
  35. 11
      Unity-19050-04-IceSlide/ProjectSettings/VFXManager.asset
  36. 10
      Unity-19050-04-IceSlide/ProjectSettings/XRSettings.asset
  37. 233
      Unity-19050-05-BallPool/Assets/Frozen/Character.prefab
  38. 7
      Unity-19050-05-BallPool/Assets/Frozen/Character.prefab.meta
  39. 3259
      Unity-19050-05-BallPool/Assets/Frozen/Frozen.unity
  40. 2
      Unity-19050-05-BallPool/Assets/Frozen/Frozen_Profiles.meta
  41. 1375
      Unity-19050-05-BallPool/Assets/Frozen/Frozen_Profiles/Composite Camera Profile.asset
  42. 4
      Unity-19050-05-BallPool/Assets/Frozen/Frozen_Profiles/Composite Camera Profile.asset.meta
  43. 15
      Unity-19050-05-BallPool/Assets/Frozen/Frozen_Profiles/Scene Camera Profile.asset
  44. 4
      Unity-19050-05-BallPool/Assets/Frozen/Frozen_Profiles/Scene Camera Profile.asset.meta
  45. 99
      Unity-19050-05-BallPool/Assets/Frozen/Material/Point.mat
  46. 10
      Unity-19050-05-BallPool/Assets/Frozen/Material/Point.mat.meta
  47. 320
      Unity-19050-05-BallPool/Assets/Frozen/PostProcessingProfile.asset
  48. 345
      Unity-19050-05-BallPool/Assets/Frozen/ScenePostProcessingProfile.asset
  49. 120
      Unity-19050-05-BallPool/Assets/Frozen/Script/CharacterBehaviour.cs
  50. 19
      Unity-19050-05-BallPool/Assets/Frozen/Script/FrozenCharacterController.cs
  51. 13
      Unity-19050-05-BallPool/Assets/Frozen/Script/FrozenCharacterController.cs.meta
  52. 159
      Unity-19050-05-BallPool/Assets/Frozen/Script/FrozenScreenToWorldSpace.cs
  53. 102
      Unity-19050-05-BallPool/Assets/Frozen/Script/SceneController.cs
  54. 8
      Unity-19050-05-BallPool/Assets/Frozen/Script/SpaceMeshGenerator.cs
  55. 55
      Unity-19050-05-BallPool/Assets/Frozen/Script/TestTouch.cs
  56. 2
      Unity-19050-05-BallPool/Assets/Frozen/Script/TestTouch.cs.meta
  57. 2
      Unity-19050-05-BallPool/Assets/Frozen/Script/TouchArea.cs
  58. 41
      Unity-19050-05-BallPool/Assets/Frozen/Script/TuioDrawer.cs
  59. 13
      Unity-19050-05-BallPool/Assets/Frozen/Script/TuioDrawer.cs.meta
  60. 221
      Unity-19050-05-BallPool/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute
  61. 10
      Unity-19050-05-BallPool/Assets/Frozen/Shader/DFVolumeParticleUpdate.compute.meta
  62. 99
      Unity-19050-05-BallPool/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader
  63. 10
      Unity-19050-05-BallPool/Assets/Frozen/Shader/FrozenParticleUnlitPoint.shader.meta
  64. 9
      Unity-19050-05-BallPool/Assets/Frozen/Shader/FrozenUnlitTexture.shader
  65. 39
      Unity-19050-05-BallPool/Assets/Frozen/Shader/FrozenVertexBufferUpdate.compute
  66. 192
      Unity-19050-05-BallPool/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute
  67. 10
      Unity-19050-05-BallPool/Assets/Frozen/Shader/SnowflakeParticleUpdate.compute.meta
  68. 5
      Unity-19050-05-BallPool/Assets/Frozen/Shader/UnlitColorAlpha.shader
  69. 10
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin.meta
  70. 10
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Plugins.meta
  71. BIN
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Plugins/UnityUtilityNativePlugin.dll
  72. 86
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Plugins/UnityUtilityNativePlugin.dll.meta
  73. 10
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script.meta
  74. 80
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/DrawLine.cs
  75. 11
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/DrawLine.cs.meta
  76. 28
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/NativeBufferPool.cs
  77. 158
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/TextureScale.cs
  78. 11
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/TextureScale.cs.meta
  79. 117
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/UtilityNativePlugin.cs
  80. 11
      Unity-19050-05-BallPool/Assets/UnityUtilityNativePlugin/Script/UtilityNativePlugin.cs.meta
  81. 10
      Unity-19050-05-BallPool/Assets/UnityUtils.meta
  82. 16
      Unity-19050-05-BallPool/Assets/UnityUtils/.gitignore
  83. 9
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty.meta
  84. 9
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile.meta
  85. 9
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor.meta
  86. 31
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/MoveToTargetEditor.cs
  87. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/MoveToTargetEditor.cs.meta
  88. 127
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileEditor.cs
  89. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileEditor.cs.meta
  90. 139
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileEditorAttribute.cs
  91. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileEditorAttribute.cs.meta
  92. 25
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileInspector.cs
  93. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileInspector.cs.meta
  94. 89
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileModelEditor.cs
  95. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCMobileModelEditor.cs.meta
  96. 29
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCNoiseEditor.cs
  97. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/Editor/UCNoiseEditor.cs.meta
  98. 71
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/MoveToTarget.cs
  99. 12
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/MoveToTarget.cs.meta
  100. 32
      Unity-19050-05-BallPool/Assets/UnityUtils/3rdParty/Mobile/UCMobile.cs
  101. Some files were not shown because too many files have changed in this diff Show More

4
.gitmodules vendored

@ -34,3 +34,7 @@
[submodule "_Package/jp.keijiro.klak.spout"] [submodule "_Package/jp.keijiro.klak.spout"]
path = _Package/jp.keijiro.klak.spout path = _Package/jp.keijiro.klak.spout
url = "https://github.com/keijiro/KlakSpout#upm" url = "https://github.com/keijiro/KlakSpout#upm"
[submodule "_Package/com.ultracombos.configuration"]
path = _Package/com.ultracombos.configuration
url = https://github.com/UltraCombos/com.ultracombos.configuration.git
branch = master

@ -13,7 +13,7 @@ Material:
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m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Floats: m_Floats:
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@ -245,7 +245,7 @@ RectTransform:
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m_GameObject: {fileID: 229411701} m_GameObject: {fileID: 229411701}
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sunSizeConvergence:
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hdr: 0
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showEyeDropper: 1
enableSunDisk:
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m_Value: 1
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@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Experimental.VFX; using UnityEngine.Experimental.VFX;
using UnityEngine.UI; using UnityEngine.UI;
using UltraCombos.Configuration;
public class DebugUI : MonoBehaviour public class DebugUI : MonoBehaviour
{ {
@ -13,9 +14,28 @@ public class DebugUI : MonoBehaviour
public GameObject target; public GameObject target;
public GameObject emitter; public GameObject emitter;
public GameObject button; public GameObject button;
public float growingSpeed;
public string stat = "wait"; public string stat = "wait";
[Config]
[Range(0f, 5f)]
public float Emitter_x = 2.5f;
[Config]
[Range(-5f, 0f)]
public float Target_x = -2.5f;
[Config]
[Range(0f, 0.02f)]
public float growingSpeed;
[Config]
[Range(10, 30)]
public float fadeSpeed;
[Config]
[Range(0f, 0.5f)]
public float smooth;
float spawn_t; float spawn_t;
float total_t; float total_t;
float lerp_val; float lerp_val;
@ -35,6 +55,7 @@ public class DebugUI : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
updateVFX();
if (Input.GetKeyDown(KeyCode.A)) if (Input.GetKeyDown(KeyCode.A))
{ {
debugMode = !debugMode; debugMode = !debugMode;
@ -62,7 +83,7 @@ public class DebugUI : MonoBehaviour
{ {
lerp_val = 1; lerp_val = 1;
stat = "completed"; stat = "completed";
vfx.SendEvent("Completed"); StartCoroutine("sendCompleted");
setButtonInteractable(true); setButtonInteractable(true);
button.GetComponent<Text>().text = stat; button.GetComponent<Text>().text = stat;
Debug.Log(stat); Debug.Log(stat);
@ -86,29 +107,17 @@ public class DebugUI : MonoBehaviour
vfx.SetFloat("_LerpVal", lerp_val); vfx.SetFloat("_LerpVal", lerp_val);
Vector3 base_pos = baseEmitter.GetComponent<Transform>().position; Transform base_trans = baseEmitter.GetComponent<Transform>();
Vector3 target_pos = target.GetComponent<Transform>().position; Transform targ_trans = target.GetComponent<Transform>();
base_trans.position = new Vector3(Emitter_x, 0, 0);
emitter.GetComponent<Transform>().position = Vector3.Lerp(base_pos, target_pos, lerp_val); targ_trans.position = new Vector3(Target_x, 0, 0);
/* emitter.GetComponent<Transform>().position = Vector3.Lerp(base_trans.position, targ_trans.position, lerp_val);
if (debugMode && Input.GetMouseButtonDown(0)) }
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
GameObject selected_obj = null;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 200.0f))
{
selected_obj = hit.collider.gameObject;
Debug.Log("hit!!" + selected_obj.name);
}
if(selected_obj != null) IEnumerator sendCompleted()
{ {
selected_obj.GetComponent<Renderer>().material.color = new Color(255, 100, 100); yield return new WaitForSeconds(0.5f);
} vfx.SendEvent("Completed");
}
*/
} }
public void switchStat() public void switchStat()
@ -131,7 +140,7 @@ public class DebugUI : MonoBehaviour
spawn_t = total_t; spawn_t = total_t;
stat = "growing"; stat = "growing";
vfx.SendEvent("MouseDown"); vfx.SendEvent("MouseDown");
vfx.SetBool("growing", true); vfx.SetBool("isGrowing", true);
Debug.Log(stat); Debug.Log(stat);
} }
@ -141,7 +150,7 @@ public class DebugUI : MonoBehaviour
vfx.SetBool("isEnteringVanish", true); vfx.SetBool("isEnteringVanish", true);
stat = "vanishing"; stat = "vanishing";
vfx.SendEvent("MouseUp"); vfx.SendEvent("MouseUp");
vfx.SetBool("growing", false); vfx.SetBool("isGrowing", false);
Debug.Log(stat); Debug.Log(stat);
} }
@ -154,9 +163,12 @@ public class DebugUI : MonoBehaviour
private void setButtonInteractable(bool _stat) private void setButtonInteractable(bool _stat)
{ {
//GameObject g = GameObject.Find("Grow");
//GameObject v = GameObject.Find("Vanish");
//g.GetComponent<Button>().interactable = _stat;
button.GetComponentInParent<Button>().interactable = _stat; button.GetComponentInParent<Button>().interactable = _stat;
} }
void updateVFX()
{
vfx.SetFloat("Fade Speed", fadeSpeed);
vfx.SetFloat("Smooth", smooth);
}
} }

@ -1,46 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.VFX;
public class VFX_Timer : MonoBehaviour
{
float spawn_t;
float total_t;
VisualEffect vfx;
// Start is called before the first frame update
void Start()
{
spawn_t = 0;
total_t = 0;
vfx = GetComponent<VisualEffect>();
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButton(0) == false && total_t > 0)
{
//total_t -= Time.deltaTime;
}
}
void OnMouseEnter()
{
spawn_t = total_t;
vfx.SetFloat("_spawnTime", spawn_t);
}
void OnMouseDrag()
{
total_t += Time.deltaTime;
vfx.SetFloat("_totalTime", total_t);
}
void OnMouseUp()
{
spawn_t = 0;
}
}

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@ -4,12 +4,16 @@ using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.UI; using UnityEngine.UI;
using UltraCombos.Utility.Collections;
namespace UltraCombos.Frozen namespace UltraCombos.Frozen
{ {
public class CharacterBehaviour : MonoBehaviour public class CharacterBehaviour : MonoBehaviour
{ {
public List<State> appearSataes = new List<State>(); public ReorderableAppearSataes appearSataes;
[System.Serializable]
public class ReorderableAppearSataes : ReorderableList<State> { }
public float videoStopTime = 1.5f; public float videoStopTime = 1.5f;
public float disappearTime = 5.0f; public float disappearTime = 5.0f;
@ -29,7 +33,7 @@ namespace UltraCombos.Frozen
[SerializeField] [SerializeField]
private RectTransform fakeButton; private RectTransform fakeButton;
private CanvasGroup canvas_group; // private CanvasGroup canvas_group;
[Header("DShow Player")] [Header("DShow Player")]
[SerializeField] [SerializeField]
@ -105,26 +109,32 @@ namespace UltraCombos.Frozen
{ {
if (fakeButton != null) if (fakeButton != null)
return; return;
GameObject obj = new GameObject(gameObject.name); // GameObject obj = new GameObject(gameObject.name);
obj.transform.parent = GameObject.Find("Final Canvas").transform; // obj.transform.parent = GameObject.Find("Final Canvas").transform.Find("RawImage");
fakeButton = obj.AddComponent<RectTransform>(); // fakeButton = obj.AddComponent<RectTransform>();
fakeButton.anchorMin = new Vector2(0, 0); // fakeButton.anchorMin = new Vector2(0, 0);
fakeButton.anchorMax = new Vector2(0, 0); // fakeButton.anchorMax = new Vector2(0, 0);
fakeButton.pivot = new Vector2(0.5f, 0.5f); // fakeButton.pivot = new Vector2(0.5f, 0.5f);
var standby_scale = renderers[(int)Status.STANDBY].transform.localScale; // var standby_scale = renderers[(int)Status.STANDBY].transform.localScale;
fakeButton.sizeDelta = new Vector2(standby_scale.x, standby_scale.y) * FrozenScreenToWorldSpace.Instance.finalPixelsByMeter; // fakeButton.sizeDelta = new Vector2(standby_scale.x, standby_scale.y) * FrozenScreenToWorldSpace.Instance.finalPixelsByMeter;
fakeButton.sizeDelta = Vector2.Min(fakeButton.sizeDelta, Vector2.one * 100.0f); // fakeButton.sizeDelta = Vector2.Min(fakeButton.sizeDelta, Vector2.one * 100.0f);
fakeButton.sizeDelta = Vector2.Max(fakeButton.sizeDelta, Vector2.one * 60.0f); // fakeButton.sizeDelta = Vector2.Max(fakeButton.sizeDelta, Vector2.one * 60.0f);
fakeButton.anchoredPosition3D = new Vector3(0, 0, 0); // fakeButton.anchoredPosition3D = new Vector3(0, 0, 0);
fakeButton.localScale = Vector3.one; // fakeButton.localScale = Vector3.one;
fakeButton.gameObject.AddComponent<RawImage>(); // fakeButton.gameObject.AddComponent<RawImage>();
fakeButton.GetComponent<RawImage>().color = new Color(1, 1, 1, 0); // fakeButton.GetComponent<RawImage>().color = new Color(1, 1, 1, 0);
TouchArea touch_area = fakeButton.gameObject.AddComponent<TouchArea>(); // TouchArea touch_area = fakeButton.gameObject.AddComponent<TouchArea>();
touch_area.PointerDown.AddListener((data) => { Trigger(data); }); // touch_area.PointerDown.AddListener((data) => { Trigger(data); });
touch_area.PointerDrag.AddListener((data) => { Trigger(data); }); // touch_area.PointerDrag.AddListener((data) => { Trigger(data); });
canvas_group = fakeButton.gameObject.AddComponent<CanvasGroup>(); TestTouch test_touch = GetComponentInChildren<TestTouch>();
canvas_group.blocksRaycasts = true; if (test_touch != null)
canvas_group.interactable = true; {
test_touch.onPointerDown.AddListener((data) => { Trigger(data); });
test_touch.onPointerDrag.AddListener((data) => { Trigger(data); });
}
// canvas_group = fakeButton.gameObject.AddComponent<CanvasGroup>();
// canvas_group.blocksRaycasts = true;
// canvas_group.interactable = true;
} }
private void Start() private void Start()
@ -150,10 +160,9 @@ namespace UltraCombos.Frozen
if (fakeButton != null) if (fakeButton != null)
{ {
fakeButton.gameObject.SetActive(true); fakeButton.gameObject.SetActive(true);
canvas_group.interactable = true; // canvas_group.interactable = true;
canvas_group.blocksRaycasts = true; // canvas_group.blocksRaycasts = true;
} }
} }
private void OnDisable() private void OnDisable()
@ -161,11 +170,11 @@ namespace UltraCombos.Frozen
if (fakeButton != null) if (fakeButton != null)
{ {
fakeButton.gameObject.SetActive(false); fakeButton.gameObject.SetActive(false);
canvas_group.interactable = false; // canvas_group.interactable = false;
canvas_group.blocksRaycasts = false; // canvas_group.blocksRaycasts = false;
} }
} }
public bool Active public bool Active
{ {
set set
@ -242,8 +251,8 @@ namespace UltraCombos.Frozen
if (mode) info = "STANDBY"; if (mode) info = "STANDBY";
// standby // standby
{ {
canvas_group.interactable = true; // canvas_group.interactable = true;
canvas_group.blocksRaycasts = true; // canvas_group.blocksRaycasts = true;
status = Status.STANDBY; status = Status.STANDBY;
var player = StatePlayer; var player = StatePlayer;
player.Loop = isStandbyLoop; player.Loop = isStandbyLoop;
@ -265,15 +274,13 @@ namespace UltraCombos.Frozen
yield return null; yield return null;
} }
} }
if (mode) info = "TRIGGER"; if (mode) info = "TRIGGER";
// trigger // trigger
{ {
canvas_group.interactable = false; // canvas_group.interactable = false;
canvas_group.blocksRaycasts = false; // canvas_group.blocksRaycasts = false;
onTrigger.Invoke(); onTrigger.Invoke();
status = Status.TRIGGER; status = Status.TRIGGER;
var player = StatePlayer; var player = StatePlayer;
@ -325,7 +332,6 @@ namespace UltraCombos.Frozen
{ {
renderers[i].material.mainTexture = players[i].Texture; renderers[i].material.mainTexture = players[i].Texture;
} }
} }
// standby material // standby material
@ -404,17 +410,19 @@ namespace UltraCombos.Frozen
{ {
float minmax = Mathf.Abs(padding - FrozenScreenToWorldSpace.Instance.width * 0.5f); float minmax = Mathf.Abs(padding - FrozenScreenToWorldSpace.Instance.width * 0.5f);
float shift = FrozenScreenToWorldSpace.Instance.Position.x; float shift = FrozenScreenToWorldSpace.Instance.Position.x;
float x = Mathf.Clamp(pos.x + noise, -minmax + shift, minmax + shift); pos.x = pos.x + noise;
transform.position = new Vector3(x, pos.y, pos.z); pos.x = Mathf.Clamp(pos.x, -minmax + shift, minmax + shift);
transform.position = pos;
} }
break; break;
case Area.LeftWall: case Area.LeftWall:
case Area.RightWall: case Area.RightWall:
{ {
float minmax = Mathf.Abs(padding - FrozenScreenToWorldSpace.Instance.length * 0.5f); float minmax = Mathf.Abs(padding - FrozenScreenToWorldSpace.Instance.depth * 0.5f);
float shift = FrozenScreenToWorldSpace.Instance.Position.z; float shift = FrozenScreenToWorldSpace.Instance.Position.z;
float z = Mathf.Clamp(pos.z + noise, -minmax + shift, minmax + shift); pos.z = pos.z + noise;
transform.position = new Vector3(pos.x, pos.y, z); pos.z = Mathf.Clamp(pos.z, -minmax + shift, minmax + shift);
transform.position = pos;
} }
break; break;
} }
@ -437,7 +445,7 @@ namespace UltraCombos.Frozen
} }
if (area == Area.TopWall) if (area == Area.TopWall)
{ {
newPos.z = FrozenScreenToWorldSpace.Instance.length / 2; newPos.z = FrozenScreenToWorldSpace.Instance.depth / 2;
q.SetLookRotation(Vector3.forward); q.SetLookRotation(Vector3.forward);
} }
transform.rotation = q; transform.rotation = q;
@ -448,7 +456,6 @@ namespace UltraCombos.Frozen
void RandomPos() void RandomPos()
{ {
float minX = renderers[(int)Status.TRIGGER].transform.localScale.x / 2; float minX = renderers[(int)Status.TRIGGER].transform.localScale.x / 2;
#if true
switch (area) switch (area)
{ {
case Area.TopWall: case Area.TopWall:
@ -456,16 +463,10 @@ namespace UltraCombos.Frozen
break; break;
case Area.LeftWall: case Area.LeftWall:
case Area.RightWall: case Area.RightWall:
wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.length - minX) / FrozenScreenToWorldSpace.Instance.length; wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.depth - minX) / FrozenScreenToWorldSpace.Instance.depth;
break; break;
} }
#else
Vector3 randomPos = transform.localPosition;
if (randomPos.x == 0)
wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.width - minX) / FrozenScreenToWorldSpace.Instance.width;
else
wallRoi.x = Random.Range(minX, FrozenScreenToWorldSpace.Instance.length - minX) / FrozenScreenToWorldSpace.Instance.length;
#endif
wallRoi.y = origin_height / FrozenScreenToWorldSpace.Instance.height; wallRoi.y = origin_height / FrozenScreenToWorldSpace.Instance.height;
UpdatePos(); UpdatePos();
UpdateButtonPos(); UpdateButtonPos();
@ -473,7 +474,6 @@ namespace UltraCombos.Frozen
void UpdatePos() void UpdatePos()
{ {
#if true
Vector3 n_pos = transform.position; Vector3 n_pos = transform.position;
switch (area) switch (area)
{ {
@ -482,21 +482,11 @@ namespace UltraCombos.Frozen
break; break;
case Area.LeftWall: case Area.LeftWall:
case Area.RightWall: case Area.RightWall:
n_pos.z = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.length / 2, FrozenScreenToWorldSpace.Instance.length / 2, wallRoi.x); n_pos.z = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.depth / 2, FrozenScreenToWorldSpace.Instance.depth / 2, wallRoi.x);
break; break;
} }
n_pos.y = Mathf.Lerp(0.0f, FrozenScreenToWorldSpace.Instance.height, wallRoi.y); n_pos.y = Mathf.Lerp(0.0f, FrozenScreenToWorldSpace.Instance.height, wallRoi.y);
transform.position = n_pos + FrozenScreenToWorldSpace.Instance.Position; transform.position = n_pos + FrozenScreenToWorldSpace.Instance.Position;
#else
Vector3 n_pos = transform.localPosition;
if (area == Area.TopWall)
n_pos.x = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.width / 2, FrozenScreenToWorldSpace.Instance.width / 2, wallRoi.x);
else
n_pos.z = Mathf.Lerp(-FrozenScreenToWorldSpace.Instance.length / 2, FrozenScreenToWorldSpace.Instance.length / 2, wallRoi.x);
n_pos.y = Mathf.Lerp(0, (float)FrozenScreenToWorldSpace.Instance.height, wallRoi.y);
transform.localPosition = n_pos;
#endif
//SetButtonPos(); //SetButtonPos();
} }
@ -505,7 +495,8 @@ namespace UltraCombos.Frozen
//Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, wallRoi); //Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, wallRoi);
var roi = FrozenScreenToWorldSpace.Instance.GetWallRoiFromPosition(area, renderers[(int)Status.STANDBY].transform.position); var roi = FrozenScreenToWorldSpace.Instance.GetWallRoiFromPosition(area, renderers[(int)Status.STANDBY].transform.position);
Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, roi); Vector2 newScreenPos = FrozenScreenToWorldSpace.Instance.GetFinalScreenPos(area, roi);
fakeButton.anchoredPosition = newScreenPos; // newScreenPos.x = newScreenPos.x / 1830 * 1260;
// fakeButton.anchoredPosition = newScreenPos;
} }
void SetSpecificPos() void SetSpecificPos()
@ -532,6 +523,5 @@ namespace UltraCombos.Frozen
isTriggered = true; isTriggered = true;
} }
} }
} }

@ -1,19 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FrozenCharacterController : MonoBehaviour {
public static FrozenCharacterController Instance { get { return instance; } }
private static FrozenCharacterController instance;
private void Awake()
{
instance = this;
}
}

@ -1,13 +0,0 @@
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guid: 7e9aa98273b5dc84189684d4767d23b4
timeCreated: 1524475879
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UltraCombos.Utility.Attributes;
using UnityEngine; using UnityEngine;
public enum Area public enum Area
@ -10,59 +11,35 @@ public enum Area
Floor Floor
} }
public class FrozenScreenToWorldSpace : MonoBehaviour { public class FrozenScreenToWorldSpace : MonoBehaviour
{
public static FrozenScreenToWorldSpace Instance { public static FrozenScreenToWorldSpace Instance
get { {
/* get
if (instacnce == null && GameObject.Find("FrozenScreenToWorldSpace").GetComponent<FrozenScreenToWorldSpace>() != null) {
instacnce = GameObject.Find("FrozenScreenToWorldSpace").GetComponent<FrozenScreenToWorldSpace>(); return instacnce;
else
instacnce = new GameObject("FrozenScreenToWorldSpace").AddComponent<FrozenScreenToWorldSpace>();
*/
return instacnce;
} }
} }
private static FrozenScreenToWorldSpace instacnce; private static FrozenScreenToWorldSpace instacnce;
public float width = 8; public float width = 8;
public float length = 5; public float depth = 5;
public float height = 3; public float height = 3;
public float blackLength = 0.89f; public float blackLength = 0.89f;
public float PixelsByMeter = 360; public float PixelsByMeter = 360;
public float finalPixelsByMeter = 90; public float finalPixelsByMeter = 90;
[System.Serializable]
public class RenderTextureROI
{
public float X;
public float Y;
public float ROI_X;
public float ROI_Y;
public RenderTextureROI(float x, float y, float roi_x, float roi_y)
{
X = x;
Y = y;
ROI_X = roi_x;
ROI_Y = roi_y;
}
public RenderTextureROI() { }
}
[SerializeField] [Header("Debug")]
RenderTextureROI LeftWall = new RenderTextureROI(); [SerializeField, ReadOnly]
[SerializeField] Rect LeftWall;
RenderTextureROI TopWall = new RenderTextureROI(); [SerializeField, ReadOnly]
[SerializeField] Rect TopWall;
RenderTextureROI RightWall = new RenderTextureROI(); [SerializeField, ReadOnly]
[SerializeField] Rect RightWall;
RenderTextureROI Floor = new RenderTextureROI(); [SerializeField, ReadOnly]
Rect Floor;
Dictionary<Area, RenderTextureROI> RenderTextureROIList = new Dictionary<Area, RenderTextureROI>(); Dictionary<Area, Rect> RenderTextureROIList = new Dictionary<Area, Rect>();
Dictionary<Area, Plane> wallPlaneList = new Dictionary<Area, Plane>();
private float totalLength;
private float totalWidth;
private void Awake() private void Awake()
{ {
@ -72,60 +49,49 @@ public class FrozenScreenToWorldSpace : MonoBehaviour {
void InitailROISetting() void InitailROISetting()
{ {
totalLength = height * 2 + width; var totalWidth = height * 2 + width;
totalWidth = height + length + blackLength; var totalHeight = height + depth + blackLength;
LeftWall = new RenderTextureROI(0, height / totalWidth, height / totalLength, length / totalWidth);
RightWall = new RenderTextureROI((height + width) / totalLength, height / totalWidth, height / totalLength, length / totalWidth);
TopWall = new RenderTextureROI((height) / totalLength, 0, width / totalLength, height / totalWidth);
Floor = new RenderTextureROI(height / totalLength, height / totalWidth, width / totalLength, length / totalWidth);
RenderTextureROIList.Add(Area.LeftWall, LeftWall);
RenderTextureROIList.Add(Area.RightWall, RightWall);
RenderTextureROIList.Add(Area.TopWall, TopWall);
RenderTextureROIList.Add(Area.Floor, Floor);
wallPlaneList.Add(Area.LeftWall, new Plane(Vector3.right, new Vector3(-width * 0.5f, 0, 0)));
wallPlaneList.Add(Area.RightWall, new Plane(Vector3.left, new Vector3(width * 0.5f, 0, 0)));
wallPlaneList.Add(Area.TopWall, new Plane(Vector3.back, new Vector3(0, 0, length * 0.5f)));
}
public RenderTextureROI GetROI(Area area) var nWidth = width / totalWidth;//normalized
{ var nWidth2 = height / totalWidth;
if (RenderTextureROIList.ContainsKey(area))
return RenderTextureROIList[area];
return null;
}
public Plane GetWallPlane(Area area) var nHeight = height / totalHeight;
{ var nHeight2 = depth / totalHeight;
if (wallPlaneList.ContainsKey(area))
return wallPlaneList[area]; TopWall = new Rect(nWidth2, 0, nWidth, nHeight);
return new Plane();
LeftWall = new Rect(0, nHeight, nWidth2, nHeight2);
Floor = new Rect(nWidth2, nHeight, nWidth, nHeight2);
RightWall = new Rect(nWidth + nWidth2, nHeight, nWidth2, nHeight2);
RenderTextureROIList = new Dictionary<Area, Rect>()
{
[Area.LeftWall] = LeftWall,
[Area.RightWall] = RightWall,
[Area.TopWall] = TopWall,
[Area.Floor] = Floor,
};
} }
public Vector2 GetFinalScreenPos(Area area, Vector2 wallROI) public Vector2 GetFinalScreenPos(Area area, Vector2 wallROI)
{ {
if(!RenderTextureROIList.ContainsKey(area)) if (!RenderTextureROIList.ContainsKey(area))
return Vector2.zero; return Vector2.zero;
RenderTextureROI textureROI = GetROI(area); Rect textureROI = RenderTextureROIList[area];
Vector2 currenPos = Vector2.zero; Vector2 currenPos = Vector2.zero;
if (area == Area.LeftWall) switch (area)
{
float x = textureROI.X + (1 - wallROI.y) * textureROI.ROI_X;
float y = textureROI.Y + (1 - wallROI.x) * textureROI.ROI_Y;
currenPos = new Vector2(x, y);
}
if (area == Area.RightWall)
{
float x = textureROI.X + wallROI.y * textureROI.ROI_X;
float y = textureROI.Y + (1 - wallROI.x) * textureROI.ROI_Y;
currenPos = new Vector2(x, y);
}
if (area == Area.TopWall)
{ {
float x = textureROI.X + wallROI.x * textureROI.ROI_X; case Area.LeftWall:
float y = textureROI.Y + (1 - wallROI.y) * textureROI.ROI_Y; currenPos = Rect.NormalizedToPoint(textureROI, new Vector2(1 - wallROI.y, 1 - wallROI.x));
currenPos = new Vector2(x, y); break;
case Area.RightWall:
currenPos = Rect.NormalizedToPoint(textureROI, new Vector2(wallROI.y, 1 - wallROI.x));
break;
case Area.TopWall:
currenPos = Rect.NormalizedToPoint(textureROI, new Vector2(wallROI.x, 1 - wallROI.y));
break;
} }
currenPos = new Vector2(currenPos.x * Screen.width, ( 1 - currenPos.y) * Screen.height); currenPos = new Vector2(currenPos.x * Screen.width, (1 - currenPos.y) * Screen.height);
return currenPos; return currenPos;
} }
@ -134,26 +100,21 @@ public class FrozenScreenToWorldSpace : MonoBehaviour {
position -= transform.position; position -= transform.position;
Vector2 roi = Vector2.zero; Vector2 roi = Vector2.zero;
switch (area) switch (area)
{ {
case Area.TopWall: case Area.TopWall:
{ roi.x = (position.x + width * 0.5f) / width;
roi.x = (position.x + width * 0.5f) / width; roi.y = position.y / height;
roi.y = position.y / height;
}
break; break;
case Area.LeftWall: case Area.LeftWall:
{ roi.x = (position.z + depth * 0.5f) / depth;
roi.x = (position.z + length * 0.5f) / length; roi.y = position.y / height;
roi.y = position.y / height;
}
break; break;
case Area.RightWall: case Area.RightWall:
{ roi.x = (position.z + depth * 0.5f) / depth;
roi.x = (position.z + length * 0.5f) / length; roi.y = position.y / height;
roi.y = position.y / height;
}
break; break;
} }
// Debug.Log($"{area} {position.ToString()} {roi.ToString()}");
return roi; return roi;
} }

@ -3,6 +3,8 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using UltraCombos.Utility; using UltraCombos.Utility;
using System.Linq;
using UltraCombos.Utility.Attributes;
namespace UltraCombos.Frozen namespace UltraCombos.Frozen
{ {
@ -18,53 +20,24 @@ namespace UltraCombos.Frozen
public State state = State.Standby; public State state = State.Standby;
public float standbyTime = 10.0f; public float standbyTime = 10.0f;
[Range(0, 1)]
public float rate = 0.0f;
// [SerializeField]
// UniformBlendedStructuredBuffer uniform;
//[SerializeField]
public List<Material> spaceMaterials = new List<Material>();
[SerializeField, Range(0.0f, 0.1f)]
float daySnowSize = 0.01f;
[SerializeField, Range(0.0f, 0.1f)]
float nightSnowSize = 0.01f;
[SerializeField]
Material snowMaterial;
// [SerializeField]
// BlendedCosineGradient cosineGradient;
// [SerializeField]
// KinectOpticalFlow kinect;
[SerializeField]
float nightKinectAmount = 30.0f;
// [SerializeField]
// ParticleViewerProcedural particleViewer;
[SerializeField, Range(0, 1)]
float dayParticleRate = 1.0f;
List<CharacterBehaviour> characters;
float target_rate = 0.0f;
public UnityEvent onSceneStandby = new UnityEvent(); public UnityEvent onSceneStandby = new UnityEvent();
public UnityEvent onSceneDay = new UnityEvent(); public UnityEvent onSceneDay = new UnityEvent();
public UnityEvent onSceneNight = new UnityEvent(); public UnityEvent onSceneNight = new UnityEvent();
[SerializeField, Header("Debug")] [Header("Debug")]
bool mode = false; [SerializeField]
float stamp = 0.0f; float stamp = 0.0f;
[Range(0, 1), ReadOnly]
public float rate = 0.0f;
float target_rate = 0.0f;
[ReadOnly]
public List<Material> spaceMaterials = new List<Material>();
[ReadOnly, SerializeField]
List<CharacterBehaviour> characters;
private void Start() private void Start()
{ {
var cbs = FindObjectsOfType<CharacterBehaviour>(); characters = FindObjectsOfType<CharacterBehaviour>().ToList();
characters = new List<CharacterBehaviour>(cbs);
//debug = false;
} }
private void Update() private void Update()
@ -81,63 +54,21 @@ namespace UltraCombos.Frozen
} }
} }
if (state == State.Standby) if (state == State.Standby || state == State.Day)
{
target_rate = 0.0f; target_rate = 0.0f;
if (GetKeyDown(KeyCode.DownArrow))
{
GoDay();
}
}
else if (state == State.Day)
{
target_rate = 0.0f;
if (GetKeyDown(KeyCode.UpArrow))
{
GoStandby();
}
else if (GetKeyDown(KeyCode.DownArrow))
{
GoNight();
}
}
else if (state == State.Night) else if (state == State.Night)
{
target_rate = 1.0f; target_rate = 1.0f;
if (GetKeyDown(KeyCode.UpArrow))
{
GoStandby();
}
else if (GetKeyDown(KeyCode.DownArrow))
{
GoStandby();
}
}
rate = Mathf.Lerp(rate, target_rate, 0.02f); rate = Mathf.Lerp(rate, target_rate, 0.02f);
// uniform.rate = rate;
foreach (var mat in spaceMaterials) foreach (var mat in spaceMaterials)
mat.SetFloat("_Rate", rate); mat.SetFloat("_Rate", rate);
//snowMaterial.SetFloat("_Size", Mathf.Lerp(0.0f, snowSize, rate));
snowMaterial.SetFloat("_Size", Mathf.Lerp(daySnowSize, nightSnowSize, rate));
// cosineGradient.rate = rate;
// kinect.kinectAmount = Mathf.Lerp(1.0f, nightKinectAmount, rate);
// particleViewer.VertexCount = (int)(Mathf.Lerp(dayParticleRate, 1.0f, rate) * particleViewer.buffer.count);
foreach (var chr in characters) foreach (var chr in characters)
{ {
chr.Active = chr.appearSataes.Contains(state); chr.Active = chr.appearSataes.List.Contains(state);
} }
} }
private bool GetKeyDown(KeyCode key)
{
return Input.GetKeyDown(key);
}
public void GoStandby() public void GoStandby()
{ {
state = State.Standby; state = State.Standby;
@ -156,8 +87,5 @@ namespace UltraCombos.Frozen
state = State.Night; state = State.Night;
onSceneNight.Invoke(); onSceneNight.Invoke();
} }
} }
} }

@ -27,7 +27,7 @@ namespace UltraCombos.Frozen
private void Start() private void Start()
{ {
update = true; update = true;
if (Application.isPlaying) if (Application.isPlaying)
{ {
var renderers = GetComponentsInChildren<MeshRenderer>(); var renderers = GetComponentsInChildren<MeshRenderer>();
@ -49,15 +49,13 @@ namespace UltraCombos.Frozen
{ {
mp.gameObject.SetActive(true); mp.gameObject.SetActive(true);
} }
var texture_applys = GetComponentsInChildren<MovieTextureApply>(true); var texture_applys = GetComponentsInChildren<MovieTextureApply>(true);
foreach (var ta in texture_applys) foreach (var ta in texture_applys)
{ {
ta.materials.Clear(); ta.materials.Clear();
ta.materials.Add(renderers[1].material); ta.materials.Add(renderers[1].material);
} }
} }
} }
} }
@ -165,7 +163,7 @@ namespace UltraCombos.Frozen
uvs.Add(new Vector2(0.0f, height * 2.0f / tex_size.y)); uvs.Add(new Vector2(0.0f, height * 2.0f / tex_size.y));
uvs.Add(new Vector2(length / tex_size.x, height * 3.0f / tex_size.y)); uvs.Add(new Vector2(length / tex_size.x, height * 3.0f / tex_size.y));
uvs.Add(new Vector2(length / tex_size.x, height * 2.0f / tex_size.y)); uvs.Add(new Vector2(length / tex_size.x, height * 2.0f / tex_size.y));
if (isAnimated == false) if (isAnimated == false)
{ {
for (int i = 0; i < uvs.Count; i++) for (int i = 0; i < uvs.Count; i++)

@ -0,0 +1,55 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using Random = UnityEngine.Random;
public class TestTouch : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler, IPointerExitHandler
{
public bool MouseOnly = false;
[System.Serializable]
public class PointerEvent : UnityEvent<PointerEventData> { };
public PointerEvent onPointerDown = new PointerEvent();
public PointerEvent onPointerUp = new PointerEvent();
public PointerEvent onPointerDrag = new PointerEvent();
public PointerEvent onPointerExit = new PointerEvent();
public void OnPointerDown(PointerEventData eventData)
{
LogPointerEvent(eventData);
onPointerDown.Invoke(eventData);
}
public void OnPointerUp(PointerEventData eventData)
{
LogPointerEvent(eventData);
onPointerUp.Invoke(eventData);
}
public void OnDrag(PointerEventData eventData)
{
LogPointerEvent(eventData);
onPointerDrag.Invoke(eventData);
}
public void OnPointerExit(PointerEventData eventData)
{
LogPointerEvent(eventData);
// if (skip_on_mouse_only(eventData))
// return;
onPointerExit.Invoke(eventData);
}
void LogPointerEvent(PointerEventData eventData)
{
// Debug.Log(eventData);
}
// private bool skip_on_mouse_only(PointerEventData eventData)
// {
// return MouseOnly && eventData.pointerId != -1;
// }
}

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 977dba8f8a298824fb413e7f143abbd4 guid: 03a44ad9104fd3349addf7d3ff2435a6
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

@ -5,7 +5,7 @@ using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.Events; using UnityEngine.Events;
using UnityEngine.UI; using UnityEngine.UI;
public class TouchArea : MonoBehaviour ,IPointerDownHandler,IDragHandler,IPointerExitHandler, IPointerUpHandler public class TouchArea : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerExitHandler, IPointerUpHandler
{ {
[HideInInspector] [HideInInspector]
public Image img; public Image img;

@ -1,41 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TuioDrawer : MonoBehaviour
{
List<Button> buttons;
void Start()
{
//var btn = GetComponentInChildren<Button>();
//btn.gameObject.SetActive(false);
buttons = new List<Button>();
//buttons.Add(btn);
buttons.AddRange(GetComponentsInChildren<Button>());
}
void Update()
{
foreach (var btn in buttons)
{
btn.gameObject.SetActive(false);
}
var touches = TUIOManager.Instance.touches;
int i = 0;
foreach (var t in touches.Values)
{
if (i < buttons.Count)
{
buttons[i].gameObject.SetActive(true);
var rt = buttons[i].transform as RectTransform;
rt.anchoredPosition = t.position;//.Scale(new Vector2(1280, 800));
i++;
}
}
}
}

@ -1,13 +0,0 @@
fileFormatVersion: 2
guid: e14988301cb7dbb4d8025f9576b3d588
timeCreated: 1529738981
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

@ -1,221 +0,0 @@
#pragma kernel CSMain
#include "UnityCG.cginc"
#include "../../ParticleWorks/Shader/Inc/Defines.cginc"
#include "../../ParticleWorks/Shader/Inc/Math.cginc"
#include "../../ParticleWorks/Shader/Noise/noise3Dgrad.cginc"
#include "../../ParticleWorks/Shader/ParticleUniforms.cginc"
CBUFFER_START(Variables)
float timeStep;
float timeValue;
float bufferCount;
int home_count;
float3 coeffsA;
float3 coeffsB;
float3 coeffsC;
float3 coeffsD;
float4 FluidGridDim;
float4 FluidGridRoot;
float4 FluidGridSize;
CBUFFER_END
RWStructuredBuffer<Particle> ssbo;
RWStructuredBuffer<ParticleUniforms> uniform_buffer;
RWStructuredBuffer<float4> home_position_buffer;
RWStructuredBuffer<float4> home_velocity_buffer;
RWStructuredBuffer<float3> fluid_velocity_buffer;
Texture3D<float4> DFVolume;
SamplerState samplerDFVolume;
float4 SampleVolume(float3 p)
{
return DFVolume.SampleLevel(samplerDFVolume, p, 0);
}
[numthreads(WORK_GROUP_SIZE, 1, 1)]
void CSMain(uint3 id : SV_DispatchThreadID)
{
uint idx = id.x;
Particle p = ssbo[idx];
float4 home_position = (home_count > 0) ? home_position_buffer[p.seed * home_count] : float4(0, 0, 0, 1);
float4 home_velocity = (home_count > 0) ? home_velocity_buffer[p.seed * home_count] : float4(0, 0, 0, 1);
ParticleUniforms uni = uniform_buffer[0];
float factor = p.color.a;
float3 acc = float3(0, 0, 0);
float3 F = float3(0, 0, 0);
if (home_count > 0)
{
float duration = uni.lifeDuration * (1.0f + factor * uni.lifeVariation);
float current_life = p.life * duration + timeStep;
//bool is_reset = false;
//if (current_life > duration)
//{
// current_life -= duration;
// is_reset = true;
//}
//if (is_reset || p.life < 0.0f)
if (current_life > duration && uni.lifeDuration > 0.1f)
{
current_life -= duration;
//if (isEmit == 0 && current_life > 0.0) current_life -= duration;
p.position = home_position.xyz;
p.color.rgb = float3(1, 1, 1);
p.velocity = home_velocity.xyz * 20.0f * pow(length(home_velocity.xyz), 2.0f);
//p.velocity = forceDirection * 3.0f;
}
p.life = current_life / duration;
}
// noise
{
//float n_seed = p.seed * 0.12f;
//float time_seed = timeValue * noiseTimeScale;
float3 np = p.position * uni.noiseFrequency;
float3 n1, n2;
snoise(np, n1);
snoise(np + float3(uni.noiseSeed, p.seed * 0.12f, timeValue * uni.noiseTimeScale), n2);
F = cross(n1, n2);
acc += F * uni.noiseStrength;
}
// convergence
{
F = -p.position;
acc += F * uni.convergence;
}
// home as tangential
{
F = cross(p.position, float3(0, 1, 0));
float d = clamp(abs(p.position.y), 1, 100);
F = normalize(F) * 10.0f / pow(d, 2 * 2);
acc += F * uni.homeStrength;
}
// force
{
F = float3(0, 0, 0);
if (length(uni.forceDirection) > 0.1f)
F = normalize(uni.forceDirection) * 10.0f;
acc += F * uni.forceStrength;
}
// impulse
{
//F = uni.impulsePosition - p.position;
//float mag = F.x*F.x + F.y*F.y + F.z*F.z;
//float rad2 = uni.impulseRadius * uni.impulseRadius;
//acc += F * exp(-mag / rad2) * uni.impulseStrength;
}
// fluid
{
float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * FluidGridDim;
dim = clamp(dim, float3(0, 0, 0), FluidGridDim - 1);
int idx = (int)dim.x + (int)dim.y * FluidGridDim.x + (int)dim.z * FluidGridDim.x * FluidGridDim.y;
float3 F = fluid_velocity_buffer[idx].xyz * 5.0f;
acc += F * uni.impulseStrength;
}
float3 volume_cc = float3(0.0, 0.424, 2.853);
// volume
{
//float3 volume_dim = float3(50, 50, 50);
//float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * volume_dim;
//dim = clamp(dim, float3(0, 0, 0), volume_dim - 1);
//int idx = (int)dim.x + (int)dim.y * volume_dim.x + (int)dim.z * volume_dim.x * volume_dim.y;
float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize);
float3 F = -df.xyz * pow(saturate(df.w / 1.0), 1.0 / 2.2) * 0.9;
float3 np = p.position * uni.noiseFrequency;
float3 n1 = float3(0, 0, 0);
snoise(np + float3(uni.noiseSeed, p.seed, timeValue * 5.0), n1);
//F = float3(0, 0, 0);
//F += cross(-df.xyz, float3(0, -1, 0)) * (1.0 - saturate(df.w / 0.1)) * 0.95;
F += cross(-df.xyz, n1) * (1.0 - saturate(df.w / 0.1)) * 0.15;
//float4 data = volume_data[idx];
//float3 F = -data.xyz * pow(data.w, 2.2);
//F += cross(-data.xyz, float3(1, 0, 0)) * (1.0 - saturate(data.w)) * 0.1;
//if (data.w < 0.1) F += data.xyz * 10.0;
//float3 F = lerp(cross(data.xyz, p.velocity), -data.xyz, saturate(data.w));
acc += F * 10.0;
//float th = 0.01;
//acc += float3(1, 0, 0) * (1.0 - saturate(df.w / th)) * 12.0;
if (abs(p.position.z - volume_cc.z) < 0.8)
acc += float3(1, 0, 0) * 7.0;
}
acc *= uni.movement;
p.velocity += acc * timeStep;
{
float4 df = SampleVolume((p.position - FluidGridRoot) / FluidGridSize);
float th = 0.01;
float3 dp = p.position - df.xyz * df.w;
p.velocity = lerp(df.xyz, p.velocity, saturate(df.w / th));
if (dot(p.position - dp, volume_cc - dp) > 0.0) p.position = dp + df.xyz * th;
}
p.position += p.velocity * timeStep;
//float damping = lerp(0.965f, 0.985f, p.seed) * velocityDamping;
p.velocity *= lerp(0.965f, 0.985f, p.seed) * uni.velocityDamping;
// calculate rotate quat
{
float vel = length(p.velocity);
float a = (1 + factor) * vel * 0.05f;
float4 q = quat_from_axis_angle(normalize(p.velocity + float3(0, FLT_EPSILON, 0)), a);
q = quat_mult(p.quat, q);
q = normalize(q);
p.quat = lerp(p.quat, q, saturate(vel - 0.01f));
}
// calculate model matrix
{
float size = uni.geomSize * lerp(1, pow(1.0f - saturate(p.life), 1.0f / 2.2f), any(uni.lifeDuration));
size *= lerp(0.5, 1.0, p.seed);
if (idx > (uint)(uni.numRate * bufferCount) || (p.life < 0.0f && uni.lifeDuration > 0.1f))
{
size = 0.0f;
}
float4x4 mat = make_translation_matrix(p.position);
mat = mul(mat, quat_to_rotation_matrix(p.quat));
mat = mul(mat, make_scaling_matrix(size));
p.model_matrix = mat;
}
// ground collision
{
float3 pos = mul(p.model_matrix, float4(p.position, 1.0f)).xyz;
pos = p.position;
if (pos.y < 0.0f)
{
p.velocity.y = abs(p.velocity.y) * 0.8f;
p.position.y = 0.0f;
}
}
// cosine gradient
{
float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : factor;
half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t);
#if !defined(UNITY_COLORSPACE_GAMMA)
rgb = GammaToLinearSpace(rgb);
#endif
p.color.rgb = rgb;
}
ssbo[id.x] = p;
}

@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: 8233b22e9c5d09d43ab3350ff5ed572a
timeCreated: 1513318067
licenseType: Free
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 4
userData:
assetBundleName:
assetBundleVariant:

@ -1,99 +0,0 @@
Shader "UltraCombos/Frozen/ParticleUnlitPoint"
{
Properties
{
_Emission("Emission", Range(0, 5)) = 0.0
_Size("Size", Range(0.0, 0.1)) = 0.01
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
LOD 100
Blend OneMinusDstColor One
//Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma geometry geom
#pragma fragment frag
#pragma multi_compile_fog
#include "../../ParticleWorks/Shader/Inc/Defines.cginc"
#include "UnityCG.cginc"
struct v2g
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
struct g2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD;
float4 color : COLOR;
UNITY_FOG_COORDS(1)
};
fixed4 _Color;
half _Emission;
half _Size;
float4x4 model_matrix;
#ifdef SHADER_API_D3D11
StructuredBuffer<Particle> ssbo;
#endif
v2g vert(appdata_base v, uint vid : SV_VertexID)
{
v2g o = (v2g)0;
#ifdef SHADER_API_D3D11
o.vertex = mul(model_matrix, float4(ssbo[vid].position, 1.0));
o.vertex.w = ssbo[vid].life;
o.color = ssbo[vid].color;
#endif
return o;
}
[maxvertexcount(3)]
void geom(point v2g input[1], inout TriangleStream<g2f> OutputStream)
{
float3 position = input[0].vertex.xyz;
position = UnityObjectToViewPos(position);
float size = _Size * pow(saturate(1.0f - input[0].vertex.w), 1.0f / 2.2f);
const int side = 3;
g2f o = (g2f)0;
o.color = input[0].color;
float delta_a = UNITY_PI * 2.0f / side;
for (int i = 0; i < side; i++)
{
float a = delta_a * i;
float x = cos(-a);
float y = sin(-a);
o.vertex = mul(UNITY_MATRIX_P, float4(position + float3(x * size, y * size, 0), 1.0f));
o.uv = float2(x, y);
UNITY_TRANSFER_FOG(o, o.vertex);
OutputStream.Append(o);
}
OutputStream.RestartStrip();
}
fixed4 frag(g2f i) : SV_Target
{
clip(0.5f / sqrt(2.0f) - length(i.uv));
fixed4 col = i.color;
col.rgb *= 1 + _Emission;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: 44b738c16dcfd5445b9019d3c98e1a3c
timeCreated: 1519897326
licenseType: Free
ShaderImporter:
externalObjects: {}
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

@ -13,15 +13,16 @@
LOD 100 LOD 100
ZWrite Off ZWrite Off
Cull off Cull off
Blend SrcAlpha OneMinusSrcAlpha // Blend SrcAlpha OneMinusSrcAlpha
//Blend One OneMinusSrcAlpha //Blend One OneMinusSrcAlpha
Blend SrcAlpha OneMinusSrcAlpha, Zero One
Pass Pass
{ {
CGPROGRAM CGPROGRAM
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "UnityCG.cginc" #include "UnityCG.cginc"
struct appdata struct appdata
@ -41,7 +42,7 @@
float4 _Color; float4 _Color;
float _Rate; float _Rate;
float _isGamma; float _isGamma;
v2f vert (appdata v) v2f vert (appdata v)
{ {
v2f o; v2f o;
@ -49,7 +50,7 @@
o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o; return o;
} }
fixed4 frag (v2f i) : SV_Target fixed4 frag (v2f i) : SV_Target
{ {
fixed4 frag_color = tex2D(_MainTex, i.uv); fixed4 frag_color = tex2D(_MainTex, i.uv);

@ -1,39 +0,0 @@
#pragma kernel CSMain
#include "UnityCG.cginc"
#include "../../ParticleWorks/Shader/Inc/Defines.cginc"
struct Vertex
{
float3 position;
float3 normal;
float4 color;
float4 uv;
//float2 uv2;
//float4 tangent;
};
RWStructuredBuffer<Particle> ssbo;
RWStructuredBuffer<Vertex> origin_buffer;
RWStructuredBuffer<Vertex> vertex_buffer;
[numthreads(WORK_GROUP_SIZE, 1, 1)]
void CSMain(uint3 id : SV_DispatchThreadID)
{
Vertex o = origin_buffer[id.x];
Vertex v = vertex_buffer[id.x];
int index = o.uv.z;
Particle p = ssbo[index];
v.position = mul(p.model_matrix, float4(o.position.xzy, 1)).xyz;
v.normal = mul((float3x3)p.model_matrix, o.normal);
v.color = p.color;
v.uv = float4(o.uv.xy, p.seed, 0);
float space_height = 3.0;
float limit_height = 0.1;
v.position.y = saturate(v.position.y / space_height) * limit_height;
vertex_buffer[id.x] = v;
}

@ -1,192 +0,0 @@
#pragma kernel CSMain
#include "UnityCG.cginc"
#include "../../ParticleWorks/Shader/Inc/Defines.cginc"
#include "../../ParticleWorks/Shader/Inc/Math.cginc"
#include "../../ParticleWorks/Shader/Noise/noise3Dgrad.cginc"
#include "../../ParticleWorks/Shader/ParticleUniforms.cginc"
CBUFFER_START(Variables)
float timeStep;
float timeValue;
float bufferCount;
float3 coeffsA;
float3 coeffsB;
float3 coeffsC;
float3 coeffsD;
float4 FluidGridDim;
float4 FluidGridRoot;
float4 FluidGridSize;
CBUFFER_END
RWStructuredBuffer<Particle> ssbo;
RWStructuredBuffer<ParticleUniforms> uniform_buffer;
StructuredBuffer<int> home_count_buffer;
StructuredBuffer<float4> home_position_buffer;
StructuredBuffer<float4> home_velocity_buffer;
StructuredBuffer<float3> fluid_velocity_buffer;
float rand(float2 co)
{
return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
}
float rand(float a, float b)
{
return rand(float2(a, b));
}
[numthreads(WORK_GROUP_SIZE, 1, 1)]
void CSMain(uint3 id : SV_DispatchThreadID)
{
int home_count = home_count_buffer[0];
uint idx = id.x;
Particle p = ssbo[idx];
float4 home_position = (home_count > 0) ? home_position_buffer[p.seed * home_count] : float4(0, 0, 0, 1);
float4 home_velocity = (home_count > 0) ? home_velocity_buffer[p.seed * home_count] : float4(0, 0, 0, 1);
ParticleUniforms uni = uniform_buffer[0];
float3 acc = float3(0, 0, 0);
float3 F = float3(0, 0, 0);
if (home_count > 0)
{
float duration = uni.lifeDuration * (1.0f + p.seed * uni.lifeVariation);
float current_life = p.life * duration + timeStep;
//bool is_reset = false;
//if (current_life > duration)
//{
// current_life -= duration;
// is_reset = true;
//}
//if (is_reset || p.life < 0.0f)
if (current_life > duration && uni.lifeDuration > 0.1f)
{
current_life -= duration;
//if (isEmit == 0 && current_life > 0.0) current_life -= duration;
p.position = home_position.xyz;
p.color.rgb = float3(1, 1, 1);
//p.velocity = home_velocity.xyz * 20.0f * pow(length(home_velocity.xyz), 2.0f);
p.velocity = home_velocity.xyz * 100.0f;// * uni.homeStrength;
//p.velocity = forceDirection * 3.0f;
}
p.life = current_life / duration;
}
// noise
{
//float n_seed = p.seed * 0.12f;
//float time_seed = timeValue * noiseTimeScale;
float3 np = p.position * uni.noiseFrequency;
float3 n1, n2;
snoise(np, n1);
snoise(np + float3(uni.noiseSeed, p.seed * 0.12f, timeValue * uni.noiseTimeScale), n2);
F = cross(n1, n2);
acc += F * uni.noiseStrength;
}
// convergence
{
F = -p.position;
acc += F * uni.convergence;
}
// home as tangential
/*
{
F = cross(p.position, float3(0, 1, 0));
float d = clamp(abs(p.position.y), 1, 100);
F = normalize(F) * 10.0f / pow(d, 2 * 2);
acc += F * uni.homeStrength;
}
*/
// force
{
F = float3(0, 0, 0);
if (length(uni.forceDirection) > 0.1f)
F = normalize(uni.forceDirection) * 10.0f;
acc += F * uni.forceStrength;
}
// impulse
{
//F = uni.impulsePosition - p.position;
//float mag = F.x*F.x + F.y*F.y + F.z*F.z;
//float rad2 = uni.impulseRadius * uni.impulseRadius;
//acc += F * exp(-mag / rad2) * uni.impulseStrength;
}
// fluid
{
float3 dim = ((p.position - FluidGridRoot) / FluidGridSize) * FluidGridDim;
dim = clamp(dim, float3(0, 0, 0), FluidGridDim - 1);
int idx = (int)dim.x + (int)dim.y * FluidGridDim.x + (int)dim.z * FluidGridDim.x * FluidGridDim.y;
float3 F = fluid_velocity_buffer[idx].xyz * 5.0f;
acc += F * uni.impulseStrength;
}
acc *= uni.movement;
p.velocity += acc * timeStep;
p.position += p.velocity * timeStep;
//float damping = lerp(0.965f, 0.985f, p.seed) * velocityDamping;
p.velocity *= lerp(0.965f, 0.985f, p.seed) * uni.velocityDamping;
// calculate rotate quat
{
float vel = length(p.velocity);
float a = (1 + p.seed) * vel * 0.05f;
float4 q = quat_from_axis_angle(normalize(p.velocity + float3(0, FLT_EPSILON, 0)), a);
q = quat_mult(p.quat, q);
q = normalize(q);
p.quat = lerp(p.quat, q, saturate(vel - 0.01f));
}
// calculate model matrix
{
//float life = saturate(p.life);
//float th = 0.05f;
//size = (life < th) ? (life / th) : ((1.0 - life) / (1.0 - th));
//size = lerp(1, sin(size * UNITY_HALF_PI), any(uni.lifeDuration));
float size = sin(saturate(p.life / 0.1f) * UNITY_HALF_PI);
size = lerp(1, size, any(uni.lifeDuration));
size *= uni.geomSize * lerp(0.5, 1.0, rand(p.seed, 5.4687));
if (idx > (uint)(uni.numRate * bufferCount) || (p.life < 0.0f && uni.lifeDuration > 0.1f))
{
size = 0.0f;
}
float4x4 mat = make_translation_matrix(p.position);
//mat = mul(mat, quat_to_rotation_matrix(p.quat));
mat = mul(mat, quat_to_rotation_matrix(float4(0, p.quat.y, 0, 1)));
mat = mul(mat, make_scaling_matrix(size));
p.model_matrix = mat;
}
// ground collision
{
float3 pos = mul(p.model_matrix, float4(p.position, 1.0f)).xyz;
pos = p.position;
if (pos.y < 0.0f)
{
p.velocity.y = abs(p.velocity.y) * 0.8f;
p.position.y = 0.0f;
}
}
// cosine gradient
{
float t = (uni.lifeDuration > 0.1f) ? clamp(p.life, 0.0f, 1.0f) : rand(p.seed, 1.2487);
half3 rgb = cosine_gradient(coeffsA, coeffsB, coeffsC, coeffsD, t);
#if !defined(UNITY_COLORSPACE_GAMMA)
rgb = GammaToLinearSpace(rgb);
#endif
p.color.rgb = rgb;
}
p.color.a = cos(saturate(p.life) * UNITY_HALF_PI);
ssbo[id.x] = p;
}

@ -1,10 +0,0 @@
fileFormatVersion: 2
guid: d6604fabdbb13e9428c849c59feccdac
timeCreated: 1513318067
licenseType: Free
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 4
userData:
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@ -16,7 +16,8 @@ SubShader {
LOD 100 LOD 100
ZWrite Off ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha // Blend SrcAlpha OneMinusSrcAlpha
Blend SrcAlpha OneMinusSrcAlpha, Zero One
Pass { Pass {
CGPROGRAM CGPROGRAM
@ -58,7 +59,7 @@ SubShader {
fixed4 frag (v2f i) : SV_Target fixed4 frag (v2f i) : SV_Target
{ {
fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
UNITY_APPLY_FOG(i.fogCoord, col); UNITY_APPLY_FOG(i.fogCoord, col);
return col; return col;
} }

@ -1,10 +0,0 @@
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iconMap: {}
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settings:
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Exclude Linux64: 0
Exclude LinuxUniversal: 0
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- first:
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settings: {}
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OS: Windows
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@ -1,80 +0,0 @@
using System;
using UnityEngine;
public class Drawing
{
//****************************************************************************************************
// static function DrawLine(rect : Rect) : void
// static function DrawLine(rect : Rect, color : Color) : void
// static function DrawLine(rect : Rect, width : float) : void
// static function DrawLine(rect : Rect, color : Color, width : float) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB, color : Color) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB, width : float) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB, color : Color, width : float) : void
//
// Draws a GUI line on the screen.
//
// DrawLine makes up for the severe lack of 2D line rendering in the Unity runtime GUI system.
// This function works by drawing a 1x1 texture filled with a color, which is then scaled
// and rotated by altering the GUI matrix. The matrix is restored afterwards.
//****************************************************************************************************
public static Texture2D lineTex;
public static void DrawLine(Rect rect) { DrawLine(rect, GUI.contentColor, 1.0f); }
public static void DrawLine(Rect rect, Color color) { DrawLine(rect, color, 1.0f); }
public static void DrawLine(Rect rect, float width) { DrawLine(rect, GUI.contentColor, width); }
public static void DrawLine(Rect rect, Color color, float width) { DrawLine(new Vector2(rect.x, rect.y), new Vector2(rect.x + rect.width, rect.y + rect.height), color, width); }
public static void DrawLine(Vector2 pointA, Vector2 pointB) { DrawLine(pointA, pointB, GUI.contentColor, 1.0f); }
public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color) { DrawLine(pointA, pointB, color, 1.0f); }
public static void DrawLine(Vector2 pointA, Vector2 pointB, float width) { DrawLine(pointA, pointB, GUI.contentColor, width); }
public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color, float width)
{
// Save the current GUI matrix, since we're going to make changes to it.
Matrix4x4 matrix = GUI.matrix;
// Generate a single pixel texture if it doesn't exist
if (!lineTex) { lineTex = new Texture2D(1, 1); }
// Store current GUI color, so we can switch it back later,
// and set the GUI color to the color parameter
Color savedColor = GUI.color;
GUI.color = color;
// Determine the angle of the line.
float angle = Vector3.Angle(pointB - pointA, Vector2.right);
// Vector3.Angle always returns a positive number.
// If pointB is above pointA, then angle needs to be negative.
if (pointA.y > pointB.y) { angle = -angle; }
// Use ScaleAroundPivot to adjust the size of the line.
// We could do this when we draw the texture, but by scaling it here we can use
// non-integer values for the width and length (such as sub 1 pixel widths).
// Note that the pivot point is at +.5 from pointA.y, this is so that the width of the line
// is centered on the origin at pointA.
GUIUtility.ScaleAroundPivot(new Vector2((pointB - pointA).magnitude, width), new Vector2(pointA.x, pointA.y + 0.5f));
// Set the rotation for the line.
// The angle was calculated with pointA as the origin.
GUIUtility.RotateAroundPivot(angle, pointA);
// Finally, draw the actual line.
// We're really only drawing a 1x1 texture from pointA.
// The matrix operations done with ScaleAroundPivot and RotateAroundPivot will make this
// render with the proper width, length, and angle.
GUI.DrawTexture(new Rect(pointA.x, pointA.y, 1, 1), lineTex);
// We're done. Restore the GUI matrix and GUI color to whatever they were before.
GUI.matrix = matrix;
GUI.color = savedColor;
}
public static void DrawPoint(Vector2 point, float size) { DrawPoint(point, GUI.contentColor, size); }
public static void DrawPoint(Vector2 point, Color color, float size)
{
var offset = new Vector2(size, 0);
DrawLine(point - offset, point + offset, color, size * 2);
}
}

@ -1,11 +0,0 @@
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@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UltraCombos.Utility
{
public sealed class NativeBufferPool : Singleton<NativeBufferPool>
{
private NativeBufferPool() { }
Dictionary<System.IntPtr, System.IntPtr> references = new Dictionary<System.IntPtr, System.IntPtr>();
public System.IntPtr GetReference(System.IntPtr bufferHandle)
{
if (references.ContainsKey(bufferHandle) == false)
references.Add(bufferHandle, Buffer.Create(bufferHandle));
return references[bufferHandle];
}
private void OnDestroy()
{
foreach (var buf in references.Values)
{
Buffer.Release(buf);
}
}
}
}

@ -1,158 +0,0 @@
// Only works on ARGB32, RGB24 and Alpha8 textures that are marked readable
using System.Threading;
using UnityEngine;
public class TextureScale
{
public class ThreadData
{
public int start;
public int end;
public ThreadData(int s, int e)
{
start = s;
end = e;
}
}
private static Color[] texColors;
private static Color[] newColors;
private static int w;
private static float ratioX;
private static float ratioY;
private static int w2;
private static int finishCount;
private static Mutex mutex;
public static void Point(Texture2D tex, int newWidth, int newHeight)
{
ThreadedScale(tex, newWidth, newHeight, false);
}
public static void Bilinear(Texture2D tex, int newWidth, int newHeight)
{
ThreadedScale(tex, newWidth, newHeight, true);
}
private static void ThreadedScale(Texture2D tex, int newWidth, int newHeight, bool useBilinear)
{
texColors = tex.GetPixels();
newColors = new Color[newWidth * newHeight];
if (useBilinear)
{
ratioX = 1.0f / ((float)newWidth / (tex.width - 1));
ratioY = 1.0f / ((float)newHeight / (tex.height - 1));
}
else
{
ratioX = ((float)tex.width) / newWidth;
ratioY = ((float)tex.height) / newHeight;
}
w = tex.width;
w2 = newWidth;
var cores = Mathf.Min(SystemInfo.processorCount, newHeight);
var slice = newHeight / cores;
finishCount = 0;
if (mutex == null)
{
mutex = new Mutex(false);
}
if (cores > 1)
{
int i = 0;
ThreadData threadData;
for (i = 0; i < cores - 1; i++)
{
threadData = new ThreadData(slice * i, slice * (i + 1));
ParameterizedThreadStart ts = useBilinear ? new ParameterizedThreadStart(BilinearScale) : new ParameterizedThreadStart(PointScale);
Thread thread = new Thread(ts);
thread.Start(threadData);
}
threadData = new ThreadData(slice * i, newHeight);
if (useBilinear)
{
BilinearScale(threadData);
}
else
{
PointScale(threadData);
}
while (finishCount < cores)
{
Thread.Sleep(1);
}
}
else
{
ThreadData threadData = new ThreadData(0, newHeight);
if (useBilinear)
{
BilinearScale(threadData);
}
else
{
PointScale(threadData);
}
}
tex.Resize(newWidth, newHeight);
tex.SetPixels(newColors);
tex.Apply();
texColors = null;
newColors = null;
}
public static void BilinearScale(System.Object obj)
{
ThreadData threadData = (ThreadData)obj;
for (var y = threadData.start; y < threadData.end; y++)
{
int yFloor = (int)Mathf.Floor(y * ratioY);
var y1 = yFloor * w;
var y2 = (yFloor + 1) * w;
var yw = y * w2;
for (var x = 0; x < w2; x++)
{
int xFloor = (int)Mathf.Floor(x * ratioX);
var xLerp = x * ratioX - xFloor;
newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor + 1], xLerp),
ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor + 1], xLerp),
y * ratioY - yFloor);
}
}
mutex.WaitOne();
finishCount++;
mutex.ReleaseMutex();
}
public static void PointScale(System.Object obj)
{
ThreadData threadData = (ThreadData)obj;
for (var y = threadData.start; y < threadData.end; y++)
{
var thisY = (int)(ratioY * y) * w;
var yw = y * w2;
for (var x = 0; x < w2; x++)
{
newColors[yw + x] = texColors[(int)(thisY + ratioX * x)];
}
}
mutex.WaitOne();
finishCount++;
mutex.ReleaseMutex();
}
private static Color ColorLerpUnclamped(Color c1, Color c2, float value)
{
return new Color(c1.r + (c2.r - c1.r) * value,
c1.g + (c2.g - c1.g) * value,
c1.b + (c2.b - c1.b) * value,
c1.a + (c2.a - c1.a) * value);
}
}

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@ -1,117 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
namespace UltraCombos.Utility
{
public class D3D
{
const string dllName = "UnityUtilityNativePlugin";
[DllImport(dllName, EntryPoint = "GetDevice")]
public static extern IntPtr GetDevice();
[DllImport(dllName, EntryPoint = "GetContext")]
public static extern IntPtr GetContext();
[DllImport(dllName, EntryPoint = "ReleaseContext")]
public static extern void ReleaseContext(IntPtr context);
}
public class Buffer
{
const string dllName = "UnityUtilityNativePlugin";
[DllImport(dllName, EntryPoint = "CreateBuffer")]
public static extern IntPtr Create(IntPtr bufferHandle);
[DllImport(dllName, EntryPoint = "SetBufferData")]
public static extern bool SetData(IntPtr bufferHandle, IntPtr data, int dataSize);
[DllImport(dllName, EntryPoint = "GetBufferData")]
public static extern bool GetData(IntPtr bufferHandle, IntPtr data, int dataSize);
[DllImport(dllName, EntryPoint = "CopyResource")]
public static extern void Copy(IntPtr dstHandle, IntPtr srcHandle);
[DllImport(dllName, EntryPoint = "ReleaseBuffer")]
public static extern void Release(IntPtr bufferHandle);
[DllImport(dllName, EntryPoint = "GetBufferSize")]
public static extern int GetSize(IntPtr bufferHandle);
[DllImport(dllName, EntryPoint = "GetBufferStride")]
public static extern int GetStride(IntPtr bufferHandle);
public static void GetDataImpl(IntPtr bufferHandle, IntPtr data, int dataSize)
{
IntPtr handle = NativeBufferPool.Instance.GetReference(bufferHandle);
Copy(handle, bufferHandle);
if (GetData(handle, data, dataSize) == false)
Debug.Log("GetDataImpl fail");
}
public static void SetDataImpl(IntPtr bufferHandle, IntPtr data, int dataSize)
{
IntPtr handle = NativeBufferPool.Instance.GetReference(bufferHandle);
if (SetData(handle, data, dataSize))
Copy(bufferHandle, handle);
else Debug.Log("SetDataImpl fail");
}
}
public class Texture
{
const string dllName = "UnityUtilityNativePlugin";
[DllImport(dllName, EntryPoint = "CreateTexture")]
public static extern IntPtr Create(IntPtr textureHandle, ref int height, ref int width);
[DllImport(dllName, EntryPoint = "SetTextureData")]
public static extern void SetData(IntPtr textureHandle, IntPtr data, int height, int width);
[DllImport(dllName, EntryPoint = "GetTextureData")]
public static extern void GetData(IntPtr textureHandle, IntPtr data, int height, int width);
[DllImport(dllName, EntryPoint = "CopyResource")]
public static extern void Copy(IntPtr dstHandle, IntPtr srcHandle);
[DllImport(dllName, EntryPoint = "ReleaseTexture")]
public static extern void Release(IntPtr textureHandle);
/*
public static void SetDataImpl(IntPtr bufferHandle, IntPtr data, int dataSize)
{
IntPtr handle = NativeBufferPool.Instance.GetReference(bufferHandle);
SetData(handle, data, dataSize);
Copy(bufferHandle, handle);
}
*/
}
public class Flatbuffers
{
const string dllName = "UnityUtilityNativePlugin";
[DllImport(dllName, EntryPoint = "FlatbuffersParse")]
public static extern IntPtr Parse([MarshalAs(UnmanagedType.LPStr)]string schemafile, IntPtr flatbuffer);
}
public class Memory
{
[DllImport("msvcrt.dll", EntryPoint = "memcpy")]
public static extern void Copy(IntPtr dst, IntPtr src, int size);
[DllImport("msvcrt.dll", EntryPoint = "memset")]
public static extern void Set(IntPtr dst, int val, int size);
public static void Swap<T>(ref T lhs, ref T rhs)
{
T temp = lhs;
lhs = rhs;
rhs = temp;
}
}
}

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/Assets/UnityVS.meta
/Assets/UnityVS/Editor
/Assets/UnityVS/Editor.meta
/Assets/UC.meta
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/*.sln

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@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace UnityEngine.UCMobile
{
using Settings = MoveToTarget.Settings;
[UCMobileEditorAttribute(typeof(MoveToTarget))]
public class MoveToTargetEditor : UCMobileModelEditor
{
SerializedProperty Move_target;
SerializedProperty smooth;
SerializedProperty slow_down_range;
public override void OnEnable()
{
title = "MoveToTarget";
smooth = FindSetting((Settings x) => x.smooth);
slow_down_range = FindSetting((Settings x) => x.slow_down_range);
Move_target = FindSetting((Settings x) => x.target);
}
public override void OnInspectorGUI()
{
EditorGUILayout.PropertyField(Move_target);
EditorGUILayout.PropertyField(slow_down_range);
EditorGUILayout.PropertyField(smooth);
}
}
}

@ -1,12 +0,0 @@
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timeCreated: 1491383177
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@ -1,127 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.PostProcessing;
using UnityEngine.UCMobile;
using System;
using System.Reflection;
using System.Linq;
[CustomEditor(typeof(UCMobile))]
public class UCMobileEditor : Editor
{
GUIStyle header;
Dictionary<UCMobileModelEditor, UCMobileModel> m_CustomEditors = new Dictionary<UCMobileModelEditor, UCMobileModel>();
public void OnEnable()
{
if (target == null)
return;
var assembly = typeof(UCMobileEditor).Assembly;
var editorTypes = assembly.GetTypes()
.Where(x => x.IsDefined(typeof(UCMobileEditorAttribute), false));
var customEditors = new Dictionary<Type, UCMobileModelEditor>();
foreach (var editor in editorTypes)
{
var attr = (UCMobileEditorAttribute)editor.GetCustomAttributes(typeof(UCMobileEditorAttribute), false)[0];
var effectType = attr.type;
var alwaysEnabled = attr.alwaysEnabled;
var editorInst = (UCMobileModelEditor)Activator.CreateInstance(editor);
editorInst.alwaysEnabled = alwaysEnabled;
editorInst.profile = target as UCMobile;
editorInst.inspector = this;
customEditors.Add(effectType, editorInst);
}
var baseType = target.GetType();
var property = serializedObject.GetIterator();
while (property.Next(true))
{
if (!property.hasChildren)
continue;
var type = baseType;
var srcObject = UnityEngine.UCMobile.ReflectionUtils.GetFieldValueFromPath(serializedObject.targetObject, ref type, property.propertyPath);
if (srcObject == null)
continue;
UCMobileModelEditor editor;
if (customEditors.TryGetValue(type, out editor))
{
var effect = (UCMobileModel)srcObject;
if (editor.alwaysEnabled)
effect.enabled = editor.alwaysEnabled;
m_CustomEditors.Add(editor, effect);
editor.target = effect;
editor.serializedProperty = property.Copy();
editor.OnPreEnable();
}
}
}
public override void OnInspectorGUI()
{
header = new GUIStyle("ShurikenModuleTitle")
{
font = (new GUIStyle("Label")).font,
border = new RectOffset(15, 7, 4, 4),
fixedHeight = 22,
contentOffset = new Vector2(20f, -2f)
};
foreach (var editor in m_CustomEditors)
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.Separator();
GUILayout.BeginHorizontal();
SerializedProperty IsEnable = editor.Key.serializedProperty.FindPropertyRelative("m_Enabled");
SerializedProperty IsUsed = editor.Key.serializedProperty.FindPropertyRelative("IsUsed");
var rect = GUILayoutUtility.GetRect(16f, 20f, header);
GUI.Box(rect, editor.Key.title, header);
var toggleRect = new Rect(rect.x + 4f, rect.y + 1f, 12f, 12f);
IsUsed.boolValue = GUI.Toggle(toggleRect, IsUsed.boolValue, editor.Key.title);
GUILayout.EndHorizontal();
var e = Event.current;
if (e.type == EventType.MouseDown)
{
if (toggleRect.Contains(e.mousePosition))
{
e.Use();
}
else if (rect.Contains(e.mousePosition))
{
IsEnable.boolValue = !IsEnable.boolValue;
e.Use();
}
}
if (IsEnable.boolValue)
{
using (new EditorGUI.DisabledGroupScope(!IsEnable.boolValue))
{
EditorGUILayout.Separator();
editor.Key.OnInspectorGUI();
EditorGUILayout.Separator();
}
}
if (EditorGUI.EndChangeCheck())
editor.Value.OnValidate();
editor.Key.serializedProperty.serializedObject.ApplyModifiedProperties();
}
EditorGUILayout.Separator();
}
}

@ -1,12 +0,0 @@
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timeCreated: 1490759449
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@ -1,139 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Reflection;
using System.Linq.Expressions;
using System.Text;
namespace UnityEngine.UCMobile
{
public class UCMobileEditorAttribute : Attribute
{
public readonly Type type;
public readonly bool alwaysEnabled;
public UCMobileEditorAttribute(Type type, bool alwaysEnabled = false)
{
this.type = type;
this.alwaysEnabled = alwaysEnabled;
}
}
public static class ReflectionUtils
{
static Dictionary<KeyValuePair<object, string>, FieldInfo> s_FieldInfoFromPaths = new Dictionary<KeyValuePair<object, string>, FieldInfo>();
public static FieldInfo GetFieldInfoFromPath(object source, string path)
{
FieldInfo field = null;
var kvp = new KeyValuePair<object, string>(source, path);
if (!s_FieldInfoFromPaths.TryGetValue(kvp, out field))
{
var splittedPath = path.Split('.');
var type = source.GetType();
foreach (var t in splittedPath)
{
field = type.GetField(t, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (field == null)
break;
type = field.FieldType;
}
s_FieldInfoFromPaths.Add(kvp, field);
}
return field;
}
public static string GetFieldPath<T, TValue>(Expression<Func<T, TValue>> expr)
{
MemberExpression me;
switch (expr.Body.NodeType)
{
case ExpressionType.Convert:
case ExpressionType.ConvertChecked:
var ue = expr.Body as UnaryExpression;
me = (ue != null ? ue.Operand : null) as MemberExpression;
break;
default:
me = expr.Body as MemberExpression;
break;
}
var members = new List<string>();
while (me != null)
{
members.Add(me.Member.Name);
me = me.Expression as MemberExpression;
}
var sb = new StringBuilder();
for (int i = members.Count - 1; i >= 0; i--)
{
sb.Append(members[i]);
if (i > 0) sb.Append('.');
}
return sb.ToString();
}
public static object GetFieldValue(object source, string name)
{
var type = source.GetType();
while (type != null)
{
var f = type.GetField(name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (f != null)
return f.GetValue(source);
type = type.BaseType;
}
return null;
}
public static object GetFieldValueFromPath(object source, ref Type baseType, string path)
{
var splittedPath = path.Split('.');
object srcObject = source;
foreach (var t in splittedPath)
{
var fieldInfo = baseType.GetField(t, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (fieldInfo == null)
{
baseType = null;
break;
}
baseType = fieldInfo.FieldType;
srcObject = GetFieldValue(srcObject, t);
}
return baseType == null
? null
: srcObject;
}
public static object GetParentObject(string path, object obj)
{
var fields = path.Split('.');
if (fields.Length == 1)
return obj;
var info = obj.GetType().GetField(fields[0], BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
obj = info.GetValue(obj);
return GetParentObject(string.Join(".", fields, 1, fields.Length - 1), obj);
}
}
}

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timeCreated: 1490856093
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MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace UnityEngine.UCMobile
{
[CustomEditor(typeof(UCMobile))]
public class UCMobileInspector : Editor
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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fileFormatVersion: 2
guid: 0bb82887678dc9f48b86a9b76554abcc
timeCreated: 1490861006
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defaultReferences: []
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userData:
assetBundleName:
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@ -1,89 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq.Expressions;
using UnityEditor;
using UnityEngine;
namespace UnityEngine.UCMobile
{
public class UCMobileModelEditor
{
public string title;
public UCMobileModel target { get; internal set; }
public SerializedProperty serializedProperty { get; internal set; }
protected SerializedProperty m_SettingsProperty;
protected SerializedProperty m_EnabledProperty;
internal bool alwaysEnabled = false;
internal UCMobile profile;
internal UCMobileEditor inspector;
internal void OnPreEnable()
{
m_SettingsProperty = serializedProperty.FindPropertyRelative("m_Settings");
m_EnabledProperty = serializedProperty.FindPropertyRelative("m_Enabled");
OnEnable();
}
public virtual void OnEnable()
{ }
public virtual void OnDisable()
{ }
internal void OnGUI()
{
GUILayout.Space(5);
/*
var display = alwaysEnabled
? EditorGUIHelper.Header(serializedProperty.displayName, m_SettingsProperty, Reset)
: EditorGUIHelper.Header(serializedProperty.displayName, m_SettingsProperty, m_EnabledProperty, Reset);
if (display)
{
EditorGUI.indentLevel++;
using (new EditorGUI.DisabledGroupScope(!m_EnabledProperty.boolValue))
{
OnInspectorGUI();
}
EditorGUI.indentLevel--;
}
*/
}
void Reset()
{
var obj = serializedProperty.serializedObject;
Undo.RecordObject(obj.targetObject, "Reset");
//target.Reset();
EditorUtility.SetDirty(obj.targetObject);
}
public virtual void OnInspectorGUI()
{ }
public void Repaint()
{
inspector.Repaint();
}
protected SerializedProperty FindSetting<T, TValue>(Expression<Func<T, TValue>> expr)
{
return m_SettingsProperty.FindPropertyRelative(ReflectionUtils.GetFieldPath(expr));
}
protected SerializedProperty FindSetting<T, TValue>(SerializedProperty prop, Expression<Func<T, TValue>> expr)
{
return prop.FindPropertyRelative(ReflectionUtils.GetFieldPath(expr));
}
}
}

@ -1,12 +0,0 @@
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@ -1,29 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace UnityEngine.UCMobile
{
using Settings = UCNoise.Settings;
[UCMobileEditorAttribute(typeof(UCNoise))]
public class UCNoiseEditor : UCMobileModelEditor
{
SerializedProperty pos_scale;
SerializedProperty time_scale;
public override void OnEnable()
{
title = "Noise";
pos_scale = FindSetting((Settings x) => x.pos_scale);
time_scale = FindSetting((Settings x) => x.time_scale);
}
public override void OnInspectorGUI()
{
EditorGUILayout.PropertyField(pos_scale);
EditorGUILayout.PropertyField(time_scale);
}
}
}

@ -1,12 +0,0 @@
fileFormatVersion: 2
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timeCreated: 1483614631
licenseType: Pro
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@ -1,71 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.UCMobile
{
[Serializable]
public class MoveToTarget : UCMobileModel {
[SerializeField]
Settings m_Settings = Settings.defaultSettings;
[Serializable]
public struct Settings
{
[Tooltip("slow down range to target")]
public float slow_down_range;
[Tooltip("speed smooth")]
[Range(0,1)]
public float smooth;
[Tooltip("Move Target")]
public Transform target;
public static Settings defaultSettings
{
get
{
return new Settings
{
slow_down_range = 1,
smooth = 1
};
}
}
}
public Settings settings
{
get { return m_Settings; }
set { m_Settings = value; }
}
public override void DoBehavier(GameObject obj)
{
if (settings.target == null)
return;
Vector3 to_target_dir = settings.target.position - obj.transform.position;
float dist = to_target_dir.magnitude;
float dist_weight = Mathf.Min(1.0f, dist / settings.slow_down_range);
to_target_dir.Normalize();
Vector3 new_dir = (settings.target.position - obj.transform.position).normalized * (1.0f - dist_weight);
Vector3 _direction = obj.transform.forward;
_direction += (new_dir - _direction) * Mathf.Min(1.0f, Time.deltaTime / 0.1f);
_direction.Normalize();
Vector3 vel = _direction * settings.smooth * dist_weight;
obj.transform.position += vel * Time.deltaTime;
}
public override void Reset()
{
throw new NotImplementedException();
}
}
}

@ -1,12 +0,0 @@
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@ -1,32 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.UCMobile
{
public class UCMobile : MonoBehaviour
{
public UCNoise ucNoise = new UCNoise();
public MoveToTarget moveTotarget = new MoveToTarget();
private List<UCMobileModel> mobileList;
// Use this for initialization
void Start()
{
mobileList = new List<UCMobileModel>();
mobileList.Add(ucNoise);
mobileList.Add(moveTotarget);
}
// Update is called once per frame
void Update()
{
foreach(UCMobileModel mobile in mobileList)
{
if (mobile.IsUsed)
mobile.DoBehavier(gameObject);
}
}
}
}

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