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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; using UnityEngine.Events; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary>A <see cref="CreatureState"/> which plays a "landing on the ground" animation.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/landing">3D Game Kit/Landing</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/LandingState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Landing State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(LandingState))] public sealed class LandingState : CreatureState { /************************************************************************************************************************/ [SerializeField] private MixerState.Transition2D _SoftLanding; [SerializeField] private ClipState.Transition _HardLanding; [SerializeField] private float _HardLandingForwardSpeed = 5; [SerializeField] private float _HardLandingVerticalSpeed = -10; [SerializeField] private UnityEvent _PlayAudio;// See the Read Me. private bool _IsSoftLanding; /************************************************************************************************************************/ private void Awake() { _SoftLanding.Events.OnEnd = _HardLanding.Events.OnEnd = () => Creature.CheckMotionState(); } /************************************************************************************************************************/ public override bool CanEnterState => Creature.IsGrounded; /************************************************************************************************************************/ /// <summary> /// Performs either a hard or soft landing depending on the current speed (both horizontal and vertical). /// </summary> private void OnEnable() { Creature.ForwardSpeed = Creature.DesiredForwardSpeed; if (Creature.VerticalSpeed <= _HardLandingVerticalSpeed && Creature.ForwardSpeed >= _HardLandingForwardSpeed) { _IsSoftLanding = false; Creature.Animancer.Play(_HardLanding); } else { _IsSoftLanding = true; Creature.Animancer.Play(_SoftLanding); _SoftLanding.State.Parameter = new Vector2(Creature.ForwardSpeed, Creature.VerticalSpeed); } // The landing sounds in the full 3D Game Kit have different variations based on the ground material, just // like the footstep sounds as discussed in the LocomotionState. _PlayAudio.Invoke(); } /************************************************************************************************************************/ public override bool FullMovementControl => _IsSoftLanding; /************************************************************************************************************************/ private void FixedUpdate() { if (!Creature.IsGrounded && Creature.StateMachine.TrySetState(Creature.Airborne)) return; Creature.UpdateSpeedControl(); if (_IsSoftLanding) { // Update the horizontal speed but keep the initial vertical speed from when you first landed. var parameter = _SoftLanding.State.Parameter; parameter.x = Creature.ForwardSpeed; _SoftLanding.State.Parameter = parameter; } } /************************************************************************************************************************/ } }
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// Copyright Unity Technologies 2019 // https://github.com/Unity-Technologies/animation-jobs-samples // // This file has not been modified other to put it in the Animancer.Examples.Jobs namespace and add this message and the comment on the struct. using UnityEngine; #if UNITY_2019_3_OR_NEWER using UnityEngine.Animations; #else using UnityEngine.Experimental.Animations; #endif namespace Animancer.Examples.Jobs { /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/jobs/two-bone-ik">Two Bone IK</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/TwoBoneIKJob /// public struct TwoBoneIKJob : IAnimationJob { public TransformSceneHandle effector; public TransformStreamHandle top; public TransformStreamHandle mid; public TransformStreamHandle low; public void Setup(Animator animator, Transform topX, Transform midX, Transform lowX, Transform effectorX) { top = animator.BindStreamTransform(topX); mid = animator.BindStreamTransform(midX); low = animator.BindStreamTransform(lowX); effector = animator.BindSceneTransform(effectorX); } public void ProcessRootMotion(AnimationStream stream) { } public void ProcessAnimation(AnimationStream stream) { Solve(stream, top, mid, low, effector); } /// <summary> /// Returns the angle needed between v1 and v2 so that their extremities are /// spaced with a specific length. /// </summary> /// <returns>The angle between v1 and v2.</returns> /// <param name="aLen">The desired length between the extremities of v1 and v2.</param> /// <param name="v1">First triangle edge.</param> /// <param name="v2">Second triangle edge.</param> private static float TriangleAngle(float aLen, Vector3 v1, Vector3 v2) { float aLen1 = v1.magnitude; float aLen2 = v2.magnitude; float c = Mathf.Clamp((aLen1 * aLen1 + aLen2 * aLen2 - aLen * aLen) / (aLen1 * aLen2) / 2.0f, -1.0f, 1.0f); return Mathf.Acos(c); } private static void Solve(AnimationStream stream, TransformStreamHandle topHandle, TransformStreamHandle midHandle, TransformStreamHandle lowHandle, TransformSceneHandle effectorHandle) { Quaternion aRotation = topHandle.GetRotation(stream); Quaternion bRotation = midHandle.GetRotation(stream); Quaternion eRotation = effectorHandle.GetRotation(stream); Vector3 aPosition = topHandle.GetPosition(stream); Vector3 bPosition = midHandle.GetPosition(stream); Vector3 cPosition = lowHandle.GetPosition(stream); Vector3 ePosition = effectorHandle.GetPosition(stream); Vector3 ab = bPosition - aPosition; Vector3 bc = cPosition - bPosition; Vector3 ac = cPosition - aPosition; Vector3 ae = ePosition - aPosition; float abcAngle = TriangleAngle(ac.magnitude, ab, bc); float abeAngle = TriangleAngle(ae.magnitude, ab, bc); float angle = (abcAngle - abeAngle) * Mathf.Rad2Deg; Vector3 axis = Vector3.Cross(ab, bc).normalized; Quaternion fromToRotation = Quaternion.AngleAxis(angle, axis); Quaternion worldQ = fromToRotation * bRotation; midHandle.SetRotation(stream, worldQ); cPosition = lowHandle.GetPosition(stream); ac = cPosition - aPosition; Quaternion fromTo = Quaternion.FromToRotation(ac, ae); topHandle.SetRotation(stream, fromTo * aRotation); lowHandle.SetRotation(stream, eRotation); } } }
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using System; using Unity.Collections; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Experimental.Animations; namespace Animancer.Examples.Jobs { /// <summary> /// A wrapper that manages an Animation Job (the <see cref="Job"/> struct nested inside this class) which rotates a /// set of bones to allow the character to dynamically lean over independantly of their animations. /// </summary> /// /// <remarks> /// The axis around which the bones are rotated can be set to achieve several different effects: /// <list type="number"> /// <item>The right axis allows bending forwards and backwards.</item> /// <item>The up axis allows turning to either side.</item> /// <item>The forward axis allows leaning to either side.</item> /// </list> /// <see cref="https://github.com/KybernetikGames/animancer/issues/48#issuecomment-632336377"> /// This script is based on an implementation by ted-hou on GitHub.</see> /// </remarks> /// /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/jobs/lean">Lean</see></example> /// /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Jobs/SimpleLean /// public sealed class SimpleLean : AnimancerJob<SimpleLean.Job>, IDisposable { /************************************************************************************************************************/ #region Initialisation /************************************************************************************************************************/ public SimpleLean(AnimancerPlayable animancer, Vector3 axis, NativeArray<TransformStreamHandle> leanBones) { var animator = animancer.Component.Animator; _Job = new Job { root = animator.BindStreamTransform(animator.transform), bones = leanBones, axis = axis, angle = AnimancerUtilities.CreateNativeReference<float>(), }; CreatePlayable(animancer); animancer.Disposables.Add(this); } /************************************************************************************************************************/ public SimpleLean(AnimancerPlayable animancer) : this(animancer, Vector3.forward, GetDefaultHumanoidLeanBones(animancer.Component.Animator)) { } /************************************************************************************************************************/ public static NativeArray<TransformStreamHandle> GetDefaultHumanoidLeanBones(Animator animator) { var leanBones = new NativeArray<TransformStreamHandle>(2, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); leanBones[0] = animator.BindStreamTransform(animator.GetBoneTransform(HumanBodyBones.Spine)); leanBones[1] = animator.BindStreamTransform(animator.GetBoneTransform(HumanBodyBones.Chest)); return leanBones; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Control /************************************************************************************************************************/ // The Axis probably won't change often so the setter can just get the job data and change it. /************************************************************************************************************************/ public Vector3 Axis { get => _Job.axis; set { if (_Job.axis == value) return; _Job.axis = value; _Playable.SetJobData(_Job); } } /************************************************************************************************************************/ // But since the Angle could change all the time, we can exploit the fact that arrays are actualy references to avoid // copying the entire struct out of the job playable then back in every time. /************************************************************************************************************************/ public float Angle { get => _Job.angle[0]; set => _Job.angle[0] = value; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Clean Up /************************************************************************************************************************/ void IDisposable.Dispose() => Dispose(); /// <summary>Cleans up the <see cref="NativeArray{T}"/>s.</summary> /// <remarks>Called by <see cref="AnimancerPlayable.OnPlayableDestroy"/>.</remarks> private void Dispose() { if (_Job.angle.IsCreated) _Job.angle.Dispose(); if (_Job.bones.IsCreated) _Job.bones.Dispose(); } /// <summary>Destroys the <see cref="_Playable"/> and restores the graph connection it was intercepting.</summary> public override void Destroy() { Dispose(); base.Destroy(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Job /************************************************************************************************************************/ /// <summary>An <see cref="IAnimationJob"/> that applies a lean effect to an <see cref="AnimationStream"/>.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/jobs/lean">Lean</see></example> public struct Job : IAnimationJob { /************************************************************************************************************************/ public TransformStreamHandle root; public NativeArray<TransformStreamHandle> bones; public Vector3 axis; public NativeArray<float> angle; /************************************************************************************************************************/ public void ProcessRootMotion(AnimationStream stream) { } /************************************************************************************************************************/ public void ProcessAnimation(AnimationStream stream) { var angle = this.angle[0] / bones.Length; var worldAxis = root.GetRotation(stream) * axis; var offset = Quaternion.AngleAxis(angle, worldAxis); for (int i = bones.Length - 1; i >= 0; i--) { var bone = bones[i]; bone.SetRotation(stream, offset * bone.GetRotation(stream)); } } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
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fileFormatVersion: 2 guid: 289a266921b90344fa42bebb00880d63 labels: - Bot - Example - Generic - MineBot - Spider NativeFormatImporter: externalObjects: {} mainObjectFileID: 7400000 userData: assetBundleName: assetBundleVariant:
jynew/jyx2/Assets/3rd/Animancer/Examples/Art/Spider Bot/SpiderBot-MoveRight.anim.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using UnityEngine; namespace Animancer { /// <summary>[Pro-Only] A <see cref="ControllerState"/> which manages one float parameter.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers">Animator Controllers</see> /// </remarks> /// <seealso cref="Float2ControllerState"/> /// <seealso cref="Float3ControllerState"/> /// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerState /// public sealed class Float1ControllerState : ControllerState { /************************************************************************************************************************/ private ParameterID _ParameterID; /// <summary>The identifier of the parameter which <see cref="Parameter"/> will get and set.</summary> public new ParameterID ParameterID { get => _ParameterID; set { _ParameterID = value; _ParameterID.ValidateHasParameter(Controller, AnimatorControllerParameterType.Float); } } /// <summary> /// Gets and sets a float parameter in the <see cref="ControllerState.Controller"/> using the /// <see cref="ParameterID"/>. /// </summary> public float Parameter { get => Playable.GetFloat(_ParameterID.Hash); set => Playable.SetFloat(_ParameterID.Hash, value); } /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Float1ControllerState"/> to play the `controller`.</summary> public Float1ControllerState(RuntimeAnimatorController controller, ParameterID parameter, bool keepStateOnStop = false) : base(controller, keepStateOnStop) { _ParameterID = parameter; _ParameterID.ValidateHasParameter(controller, AnimatorControllerParameterType.Float); } /************************************************************************************************************************/ /// <inheritdoc/> public override int ParameterCount => 1; /// <inheritdoc/> public override int GetParameterHash(int index) => _ParameterID; /************************************************************************************************************************/ #region Transition /************************************************************************************************************************/ /// <summary> /// A serializable <see cref="ITransition"/> which can create a <see cref="Float1ControllerState"/> /// when passed into <see cref="AnimancerPlayable.Play(ITransition)"/>. /// </summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Transition</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Transition /// [Serializable] public new class Transition : Transition<Float1ControllerState> { /************************************************************************************************************************/ [SerializeField] private string _ParameterName; /// <summary>[<see cref="SerializeField"/>] The name that will be used to access <see cref="Parameter"/>.</summary> public ref string ParameterName => ref _ParameterName; /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Transition"/>.</summary> public Transition() { } /// <summary>Creates a new <see cref="Transition"/> with the specified Animator Controller and parameter.</summary> public Transition(RuntimeAnimatorController controller, string parameterName) { Controller = controller; _ParameterName = parameterName; } /************************************************************************************************************************/ /// <summary>Creates and returns a new <see cref="Float1ControllerState"/>.</summary> /// <remarks> /// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call /// <see cref="ITransition.Apply"/>, so if you call this method manually you may want to call that method /// as well. Or you can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>. /// <para></para> /// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>. /// </remarks> public override Float1ControllerState CreateState() => State = new Float1ControllerState(Controller, _ParameterName, KeepStateOnStop); /************************************************************************************************************************/ #region Drawer #if UNITY_EDITOR /************************************************************************************************************************/ /// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="Transition"/>.</summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Drawer</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> [UnityEditor.CustomPropertyDrawer(typeof(Transition), true)] public class Drawer : ControllerState.Transition.Drawer { /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="Drawer"/> and sets the /// <see cref="ControllerState.Transition.Drawer.Parameters"/>. /// </summary> public Drawer() : base(nameof(_ParameterName)) { } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif #endregion /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Controller States/Float1ControllerState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; namespace Animancer.Editor { /// <summary>[Editor-Only] /// Causes an Inspector field in an <see cref="ITransition"/> to be drawn after its events where the events would /// normally be drawn last. /// </summary> /// https://kybernetik.com.au/animancer/api/Animancer.Editor/DrawAfterEventsAttribute /// [AttributeUsage(AttributeTargets.Field)] public sealed class DrawAfterEventsAttribute : Attribute { } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/DrawAfterEventsAttribute.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] /// A custom Inspector for <see cref="Sprite"/>s allows you to directly edit them instead of just showing their /// details like the default one does. /// </summary> /// https://kybernetik.com.au/animancer/api/Animancer.Editor/SpriteEditor /// [CustomEditor(typeof(Sprite), true), CanEditMultipleObjects] public class SpriteEditor : UnityEditor.Editor { /************************************************************************************************************************/ private const string NameTooltip = "The asset name of the sprite", RectTooltip = "The texture area occupied by the sprite", PivotTooltip = "The origin point of the sprite relative to its Rect", BorderTooltip = "The edge sizes used when 9-Slicing the sprite for the UI system (ignored by SpriteRenderers)"; [NonSerialized] private SerializedProperty _Name, _Rect, _Pivot, _Border; [NonSerialized] private TwinFloatField[] _RectFields, _PivotFields, _BorderFields; [NonSerialized] private bool _HasBeenModified; /************************************************************************************************************************/ private void OnEnable() { InitialisePreview(); _Name = serializedObject.FindProperty($"m{nameof(_Name)}"); _Rect = serializedObject.FindProperty($"m{nameof(_Rect)}"); if (_Rect != null) { _RectFields = new TwinFloatField[] { new TwinFloatField(_Rect.FindPropertyRelative(nameof(Rect.x)), new GUIContent("X (Left)", "The distance from the left edge of the texture to the left edge of the sprite"), false), new TwinFloatField(_Rect.FindPropertyRelative(nameof(Rect.y)), new GUIContent("Y (Bottom)", "The distance from the bottom edge of the texture to the bottom edge of the sprite"), false), new TwinFloatField(_Rect.FindPropertyRelative(nameof(Rect.width)), new GUIContent("Width", "The horizontal size of the sprite"), false), new TwinFloatField(_Rect.FindPropertyRelative(nameof(Rect.height)), new GUIContent("Height", "The vertical size of the sprite"), false), }; } _Pivot = serializedObject.FindProperty($"m{nameof(_Pivot)}"); if (_Pivot != null) { _PivotFields = new TwinFloatField[] { new TwinFloatField(_Pivot.FindPropertyRelative(nameof(Vector2.x)), new GUIContent("X", "The horizontal distance from the left edge of the sprite to the pivot point"), true), new TwinFloatField(_Pivot.FindPropertyRelative(nameof(Vector2.y)), new GUIContent("Y", "The vertical distance from the bottom edge of the sprite to the pivot point"), true), }; } _Border = serializedObject.FindProperty($"m{nameof(_Border)}"); if (_Border != null) { _BorderFields = new TwinFloatField[] { new TwinFloatField(_Border.FindPropertyRelative(nameof(Vector4.x)), new GUIContent("Left", BorderTooltip), false), new TwinFloatField(_Border.FindPropertyRelative(nameof(Vector4.y)), new GUIContent("Bottom", BorderTooltip), false), new TwinFloatField(_Border.FindPropertyRelative(nameof(Vector4.z)), new GUIContent("Right", BorderTooltip), false), new TwinFloatField(_Border.FindPropertyRelative(nameof(Vector4.w)), new GUIContent("Top", BorderTooltip), false), }; } } /************************************************************************************************************************/ private void OnDisable() { CleanUpPreview(); if (_HasBeenModified) { var sprite = target as Sprite; if (sprite == null) return; if (EditorUtility.DisplayDialog("Unapplied Import Settings", $"Unapplied import settings for '{sprite.name}' in '{AssetDatabase.GetAssetPath(sprite)}'", nameof(Apply), nameof(Revert))) Apply(); } } /************************************************************************************************************************/ #region Inspector /************************************************************************************************************************/ /// <summary>Called by the Unity editor to draw the custom Inspector GUI elements.</summary> public override void OnInspectorGUI() { EditorGUI.BeginChangeCheck(); DoNameGUI(); DoRectGUI(); DoPivotGUI(); DoBorderGUI(); if (EditorGUI.EndChangeCheck()) _HasBeenModified = true; GUILayout.Space(AnimancerGUI.StandardSpacing); GUILayout.BeginHorizontal(); { GUILayout.FlexibleSpace(); GUI.enabled = _HasBeenModified; if (GUILayout.Button(nameof(Revert))) Revert(); if (GUILayout.Button(nameof(Apply))) Apply(); } GUILayout.EndHorizontal(); } /************************************************************************************************************************/ private void DoNameGUI() { GUILayout.BeginHorizontal(); var enabled = GUI.enabled; if (_Name.hasMultipleDifferentValues) GUI.enabled = false; EditorGUILayout.PropertyField(_Name, AnimancerGUI.TempContent("Name", NameTooltip), true); GUI.enabled = true; var changed = EditorGUI.EndChangeCheck();// Exclude the Rename button from the main change check. if (GUILayout.Button("Rename Tool", EditorStyles.miniButton, AnimancerGUI.DontExpandWidth)) AnimancerToolsWindow.Open(typeof(AnimancerToolsWindow.RenameSprites)); EditorGUI.BeginChangeCheck(); if (changed) GUI.changed = true; GUI.enabled = enabled; GUILayout.EndHorizontal(); } /************************************************************************************************************************/ private static ConversionCache<float, string> _NormalizedSuffixCache, _PixelSuffixCache; private static float DoTwinFloatFieldGUI(Rect area, GUIContent label, float value, float normalizeMultiplier, bool isNormalized) { if (_PixelSuffixCache == null) { _PixelSuffixCache = new ConversionCache<float, string>((s) => s + "px"); _NormalizedSuffixCache = new ConversionCache<float, string>((x) => x + "x"); } var split = (area.width - EditorGUIUtility.labelWidth - AnimancerGUI.StandardSpacing) * 0.5f; var normalizedArea = AnimancerGUI.StealFromRight(ref area, Mathf.Floor(split), AnimancerGUI.StandardSpacing); var pixels = isNormalized ? value / normalizeMultiplier : value; var normalized = isNormalized ? value : value * normalizeMultiplier; EditorGUI.BeginChangeCheck(); pixels = AnimancerGUI.DoSpecialFloatField(area, label, pixels, _PixelSuffixCache); if (EditorGUI.EndChangeCheck()) value = isNormalized ? pixels * normalizeMultiplier : pixels; EditorGUI.BeginChangeCheck(); normalized = AnimancerGUI.DoSpecialFloatField(normalizedArea, null, normalized, _NormalizedSuffixCache); if (EditorGUI.EndChangeCheck()) value = isNormalized ? normalized : normalized / normalizeMultiplier; return value; } /************************************************************************************************************************/ private void DoRectGUI() { var texture = ((Sprite)target).texture; _RectFields[0].normalizeMultiplier = _RectFields[2].normalizeMultiplier = 1f / texture.width; _RectFields[1].normalizeMultiplier = _RectFields[3].normalizeMultiplier = 1f / texture.height; TwinFloatField.DoGroupGUI(_Rect, AnimancerGUI.TempContent("Rect", RectTooltip), _RectFields); } /************************************************************************************************************************/ private void DoPivotGUI() { var showMixedValue = EditorGUI.showMixedValue; var targets = this.targets; var size = targets[0] is Sprite sprite ? sprite.rect.size : Vector2.one; for (int i = 1; i < targets.Length; i++) { sprite = targets[i] as Sprite; if (sprite == null || sprite.rect.size != size) EditorGUI.showMixedValue = true; } _PivotFields[0].normalizeMultiplier = 1f / size.x; _PivotFields[1].normalizeMultiplier = 1f / size.y; TwinFloatField.DoGroupGUI(_Pivot, AnimancerGUI.TempContent("Pivot", PivotTooltip), _PivotFields); EditorGUI.showMixedValue = showMixedValue; } /************************************************************************************************************************/ private void DoBorderGUI() { var size = _Rect.rectValue.size; _BorderFields[0].normalizeMultiplier = _BorderFields[2].normalizeMultiplier = 1f / size.x; _BorderFields[1].normalizeMultiplier = _BorderFields[3].normalizeMultiplier = 1f / size.y; TwinFloatField.DoGroupGUI(_Border, AnimancerGUI.TempContent("Border", BorderTooltip), _BorderFields); } /************************************************************************************************************************/ private void Revert() { AnimancerGUI.Deselect(); _HasBeenModified = false; serializedObject.Update(); } /************************************************************************************************************************/ private void Apply() { AnimancerGUI.Deselect(); _HasBeenModified = false; var targets = this.targets; var path = AssetDatabase.GetAssetPath(targets[0]); var importer = (TextureImporter)AssetImporter.GetAtPath(path); var spriteSheet = importer.spritesheet; var hasError = false; for (int i = 0; i < targets.Length; i++) Apply((Sprite)targets[i], spriteSheet, ref hasError); serializedObject.Update(); if (!hasError) { importer.spritesheet = spriteSheet; EditorUtility.SetDirty(importer); importer.SaveAndReimport(); } } /************************************************************************************************************************/ private void Apply(Sprite sprite, SpriteMetaData[] spriteSheet, ref bool hasError) { for (int i = 0; i < spriteSheet.Length; i++) { ref var spriteData = ref spriteSheet[i]; if (spriteData.name == sprite.name && spriteData.rect == sprite.rect) { if (!_Name.hasMultipleDifferentValues) spriteData.name = _Name.stringValue; if (!_Rect.hasMultipleDifferentValues) spriteData.rect = _Rect.rectValue; if (!_Pivot.hasMultipleDifferentValues) spriteData.pivot = _Pivot.vector2Value; if (!_Border.hasMultipleDifferentValues) spriteData.border = _Border.vector4Value; if (spriteData.rect.xMin < 0 || spriteData.rect.yMin < 0 || spriteData.rect.xMax > sprite.texture.width || spriteData.rect.yMax > sprite.texture.height) { hasError = true; Debug.LogError($"This modification would have put '{sprite.name}' out of bounds" + $" so these modifications were not applied."); } return; } } Debug.LogError($"Unable to find data for {sprite.name}", sprite); } /************************************************************************************************************************/ #region Twin Float Field /************************************************************************************************************************/ /// <summary> /// A wrapper around a <see cref="SerializedProperty"/> to display it using two float fields where one is /// normalized and the other is not. /// </summary> public sealed class TwinFloatField { /************************************************************************************************************************/ /// <summary>The target property.</summary> public readonly SerializedProperty Property; /// <summary>The label to display next to the property.</summary> public readonly GUIContent Label; /// <summary>Is the serialized property value normalized?</summary> public readonly bool IsNormalized; /// <summary>The multiplier to turn a non-normalized value into a normalized one.</summary> public float normalizeMultiplier; /************************************************************************************************************************/ /// <summary>Creates a new <see cref="TwinFloatField"/>.</summary> public TwinFloatField(SerializedProperty property, GUIContent label, bool isNormalized) { Property = property; Label = label; IsNormalized = isNormalized; } /************************************************************************************************************************/ /// <summary>Draws a group of <see cref="TwinFloatField"/>s.</summary> public static void DoGroupGUI(SerializedProperty baseProperty, GUIContent label, TwinFloatField[] fields) { var height = (AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing) * (fields.Length + 1); var area = GUILayoutUtility.GetRect(0, height); area.height = AnimancerGUI.LineHeight; label = EditorGUI.BeginProperty(area, label, baseProperty); GUI.Label(area, label); EditorGUI.EndProperty(); EditorGUI.indentLevel++; for (int i = 0; i < fields.Length; i++) { AnimancerGUI.NextVerticalArea(ref area); fields[i].DoTwinFloatFieldGUI(area); } EditorGUI.indentLevel--; } /************************************************************************************************************************/ /// <summary>Draws this <see cref="TwinFloatField"/>.</summary> public void DoTwinFloatFieldGUI(Rect area) { var label = EditorGUI.BeginProperty(area, Label, Property); EditorGUI.BeginChangeCheck(); var value = Property.floatValue; value = DoTwinFloatFieldGUI(area, label, value, normalizeMultiplier, IsNormalized); if (EditorGUI.EndChangeCheck()) Property.floatValue = value; EditorGUI.EndProperty(); } /************************************************************************************************************************/ private static ConversionCache<float, string> _NormalizedSuffixCache, _PixelSuffixCache; /// <summary>Draws two float fields.</summary> public static float DoTwinFloatFieldGUI(Rect area, GUIContent label, float value, float normalizeMultiplier, bool isNormalized) { if (_PixelSuffixCache == null) { _PixelSuffixCache = new ConversionCache<float, string>((s) => s + "px"); _NormalizedSuffixCache = new ConversionCache<float, string>((x) => x + "x"); } var split = (area.width - EditorGUIUtility.labelWidth - AnimancerGUI.StandardSpacing) * 0.5f; var normalizedArea = AnimancerGUI.StealFromRight(ref area, Mathf.Floor(split), AnimancerGUI.StandardSpacing); var pixels = isNormalized ? value / normalizeMultiplier : value; var normalized = isNormalized ? value : value * normalizeMultiplier; EditorGUI.BeginChangeCheck(); pixels = AnimancerGUI.DoSpecialFloatField(area, label, pixels, _PixelSuffixCache); if (EditorGUI.EndChangeCheck()) value = isNormalized ? pixels * normalizeMultiplier : pixels; EditorGUI.BeginChangeCheck(); normalized = AnimancerGUI.DoSpecialFloatField(normalizedArea, null, normalized, _NormalizedSuffixCache); if (EditorGUI.EndChangeCheck()) value = isNormalized ? normalized : normalized / normalizeMultiplier; return value; } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Preview /************************************************************************************************************************/ private static readonly Type DefaultEditorType = typeof(UnityEditor.Editor).Assembly.GetType("UnityEditor.SpriteInspector"); private readonly Dictionary<Object, UnityEditor.Editor> TargetToDefaultEditor = new Dictionary<Object, UnityEditor.Editor>(); /************************************************************************************************************************/ private void InitialisePreview() { foreach (var target in targets) { if (!TargetToDefaultEditor.ContainsKey(target)) { var editor = CreateEditor(target, DefaultEditorType); TargetToDefaultEditor.Add(target, editor); } } } /************************************************************************************************************************/ private void CleanUpPreview() { foreach (var editor in TargetToDefaultEditor.Values) DestroyImmediate(editor); TargetToDefaultEditor.Clear(); } /************************************************************************************************************************/ private bool TryGetDefaultEditor(out UnityEditor.Editor editor) => TargetToDefaultEditor.TryGetValue(target, out editor); /************************************************************************************************************************/ /// <inheritdoc/> public override string GetInfoString() { if (!TryGetDefaultEditor(out var editor)) return null; return editor.GetInfoString(); } /************************************************************************************************************************/ /// <inheritdoc/> public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) { if (!TryGetDefaultEditor(out var editor)) return null; return editor.RenderStaticPreview(assetPath, subAssets, width, height); } /************************************************************************************************************************/ /// <inheritdoc/> public override bool HasPreviewGUI() { return TryGetDefaultEditor(out var editor) && editor.HasPreviewGUI(); } /************************************************************************************************************************/ /// <inheritdoc/> public override void OnPreviewGUI(Rect area, GUIStyle background) { if (TryGetDefaultEditor(out var editor)) editor.OnPreviewGUI(area, background); var sprite = target as Sprite; if (sprite == null) return; EditorGUI.BeginChangeCheck(); FitAspectRatio(ref area, sprite); DoPivotDotGUI(area, sprite); if (EditorGUI.EndChangeCheck()) _HasBeenModified = true; } /************************************************************************************************************************/ private static void FitAspectRatio(ref Rect area, Sprite sprite) { var areaAspect = area.width / area.height; var spriteAspect = sprite.rect.width / sprite.rect.height; if (areaAspect != spriteAspect) { if (areaAspect > spriteAspect) { var width = area.height * spriteAspect; area.x += (area.width - width) * 0.5f; area.width = width; } else { var height = area.width / spriteAspect; area.y += (area.height - height) * 0.5f; area.height = height; } } } /************************************************************************************************************************/ private static readonly int PivotDotControlIDHint = "PivotDot".GetHashCode(); private static GUIStyle _PivotDot; private static GUIStyle _PivotDotActive; private Vector2 _MouseDownPivot; private void DoPivotDotGUI(Rect area, Sprite sprite) { if (_PivotDot == null) _PivotDot = "U2D.pivotDot"; if (_PivotDotActive == null) _PivotDotActive = "U2D.pivotDotActive"; Vector2 pivot; if (_Pivot.hasMultipleDifferentValues) { pivot = sprite.pivot; pivot.x /= sprite.rect.width; pivot.y /= sprite.rect.height; } else { pivot = _Pivot.vector2Value; } pivot.x *= area.width; pivot.y *= area.height; var pivotArea = new Rect( area.x + pivot.x - _PivotDot.fixedWidth * 0.5f, area.yMax - pivot.y - _PivotDot.fixedHeight * 0.5f, _PivotDot.fixedWidth, _PivotDot.fixedHeight); var controlID = GUIUtility.GetControlID(PivotDotControlIDHint, FocusType.Keyboard); var currentEvent = Event.current; switch (currentEvent.GetTypeForControl(controlID)) { case EventType.MouseDown: if (currentEvent.button == 0 && pivotArea.Contains(Event.current.mousePosition) && !currentEvent.alt) { GUIUtility.hotControl = GUIUtility.keyboardControl = controlID; _MouseDownPivot = pivot; EditorGUIUtility.SetWantsMouseJumping(1); currentEvent.Use(); } break; case EventType.MouseDrag: if (GUIUtility.hotControl == controlID) { pivot = Event.current.mousePosition; pivot.x = InverseLerpUnclamped(area.x, area.xMax, pivot.x); pivot.y = InverseLerpUnclamped(area.yMax, area.y, pivot.y); if (currentEvent.control) { pivot.x = Mathf.Round(pivot.x * sprite.rect.width) / sprite.rect.width; pivot.y = Mathf.Round(pivot.y * sprite.rect.height) / sprite.rect.height; } _Pivot.vector2Value = pivot; GUI.changed = true; currentEvent.Use(); } break; case EventType.MouseUp: if (GUIUtility.hotControl == controlID && (currentEvent.button == 0 || currentEvent.button == 2)) { EditorGUIUtility.SetWantsMouseJumping(0); GUIUtility.hotControl = 0; currentEvent.Use(); } break; case EventType.KeyDown: if (GUIUtility.hotControl == controlID && currentEvent.keyCode == KeyCode.Escape) { _Pivot.vector2Value = _MouseDownPivot; GUIUtility.hotControl = 0; GUI.changed = true; currentEvent.Use(); } break; case EventType.Repaint: EditorGUIUtility.AddCursorRect(pivotArea, MouseCursor.Arrow, controlID); var style = GUIUtility.hotControl == controlID ? _PivotDotActive : _PivotDot; style.Draw(pivotArea, GUIContent.none, controlID); break; } } /************************************************************************************************************************/ /// <summary>The opposite of <see cref="Mathf.LerpUnclamped(float, float, float)"/>.</summary> public static float InverseLerpUnclamped(float a, float b, float value) { if (a == b) return 0; else return (value - a) / (b - a); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Inspector/SpriteEditor.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Serialization/Serialization.PropertyReference.cs.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] [Pro-Only] /// An <see cref="EditorWindow"/> which allows the user to preview animation transitions separately from the rest /// of the scene in Edit Mode or Play Mode. /// </summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions#previews">Previews</see> /// </remarks> internal sealed partial class TransitionPreviewWindow : EditorWindow { /************************************************************************************************************************/ #region Public API /************************************************************************************************************************/ private static Texture _Icon; /// <summary>The icon image used by this window.</summary> public static Texture Icon { get { if (_Icon == null) { // Possible icons: "UnityEditor.LookDevView", "SoftlockInline", "ViewToolOrbit". #if UNITY_2019_3_OR_NEWER const string IconName = "ViewToolOrbit"; #else const string IconName = "UnityEditor.LookDevView"; #endif _Icon = AnimancerGUI.LoadIcon(IconName); if (_Icon == null) _Icon = EditorGUIUtility.whiteTexture; } return _Icon; } } /************************************************************************************************************************/ /// <summary>Focusses the <see cref="TransitionPreviewWindow"/> or creates one if none exists.</summary> public static void Open(SerializedProperty transitionProperty, bool open) { if (open) { GetWindow<TransitionPreviewWindow>(typeof(SceneView)) .SetTargetProperty(transitionProperty); } else if (IsPreviewingCurrentProperty()) { EditorApplication.delayCall += _Instance.Close; } } /************************************************************************************************************************/ /// <summary> /// The <see cref="AnimancerState.NormalizedTime"/> of the current transition. Can only be set if the property /// being previewed matches the current <see cref="TransitionDrawer.Context"/>. /// </summary> public static float PreviewNormalizedTime { get => _Instance._Scene.NormalizedTime; set { if (float.IsNaN(value) || !IsPreviewingCurrentProperty()) return; _Instance._Scene.NormalizedTime = value; UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); } } /************************************************************************************************************************/ /// <summary> /// Returns the <see cref="AnimancerState"/> of the current transition if the property being previewed matches /// the <see cref="TransitionDrawer.Context"/>. Otherwise returns null. /// </summary> public static AnimancerState GetCurrentState() { if (!IsPreviewingCurrentProperty() || _Instance._Scene.InstanceAnimancer == null) return null; var transition = _Instance.GetTransition(); _Instance._Scene.InstanceAnimancer.States.TryGet(transition, out var state); return state; } /************************************************************************************************************************/ /// <summary> /// Indicates whether the current <see cref="TransitionDrawer.TransitionContext.Property"/> is being previewed /// at the moment. /// </summary> public static bool IsPreviewingCurrentProperty() { return _Instance != null && TransitionDrawer.Context != null && _Instance._TransitionProperty.IsValid() && Serialization.AreSameProperty(TransitionDrawer.Context.Property, _Instance._TransitionProperty); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Messages /************************************************************************************************************************/ private static TransitionPreviewWindow _Instance; [SerializeField] private Inspector _Inspector; [SerializeField] private Scene _Scene; /************************************************************************************************************************/ private void OnEnable() { _Instance = this; titleContent = new GUIContent("Transition Preview", Icon); autoRepaintOnSceneChange = true; AnimancerUtilities.NewIfNull(ref _Inspector); AnimancerUtilities.NewIfNull(ref _Scene); if (_TransitionProperty.IsValid() && !CanBePreviewed(_TransitionProperty)) { DestroyTransitionProperty(); } _Scene.OnEnable(); } /************************************************************************************************************************/ private void OnDisable() { _Scene.OnDisable(); _Instance = null; } /************************************************************************************************************************/ private void OnDestroy() { _Scene.OnDestroy(); DestroyTransitionProperty(); UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); } /************************************************************************************************************************/ private void OnGUI() { // Maximising then un-maximising the window causes it to lose the _Instance for some reason. _Instance = this; GUILayout.BeginHorizontal(); { _Scene.DoPreviewGUI(); _Inspector.DoInspectorGUI(); } GUILayout.EndHorizontal(); } /************************************************************************************************************************/ private void Update() { _Instance = this; if (Settings.AutoClose && !_TransitionProperty.IsValid()) { Close(); return; } _Scene.Update(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Transition Property /************************************************************************************************************************/ [SerializeField] private Serialization.PropertyReference _TransitionProperty; /************************************************************************************************************************/ /// <summary>Indicates whether the `property` is able to be previewed by this system.</summary> public static bool CanBePreviewed(SerializedProperty property) { var type = property.GetAccessor().FieldType; return typeof(ITransitionDetailed).IsAssignableFrom(type); } /************************************************************************************************************************/ private void SetTargetProperty(SerializedProperty property) { if (property.serializedObject.targetObjects.Length != 1) { Close(); throw new ArgumentException($"{nameof(TransitionPreviewWindow)} does not support multi-object selection."); } if (!CanBePreviewed(property)) { Close(); throw new ArgumentException($"The specified property does not implement {nameof(ITransitionDetailed)}."); } DestroyTransitionProperty(); _TransitionProperty = property; _Scene.OnTargetPropertyChanged(); } /************************************************************************************************************************/ private ITransitionDetailed GetTransition() { if (!_TransitionProperty.IsValid()) return null; return _TransitionProperty.Property.GetValue<ITransitionDetailed>(); } /************************************************************************************************************************/ private void DestroyTransitionProperty() { if (_TransitionProperty == null) return; _Scene.DestroyModelInstance(); _TransitionProperty.Dispose(); _TransitionProperty = null; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Transition Preview Window/TransitionPreviewWindow.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs/AnimancerJob.cs.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using static UnityEngine.Mathf; using NormalizedDelegate = System.Func<float, float>; namespace Animancer { /// <summary>A set of common <see href="https://easings.net">easing functions</see>.</summary> /// <remarks> /// There are several different types of functions: /// <list type="bullet"> /// <item>In: accelerating from zero velocity.</item> /// <item>Out: decelerating to zero velocity.</item> /// <item>InOut: uses the corresponding In function until halfway, then the Out function after that.</item> /// <item>Normalized: methods with a single parameter (<see cref="float"/> value) expect values from 0 to 1.</item> /// <item>Ranged: methods with 3 parameters (<see cref="float"/> start, <see cref="float"/> end, /// <see cref="float"/> value) use the specified range instead ot 0 to 1.</item> /// <item>Derivative: calculates the gradient of their corresponding non-derivative function. /// The more complex derivative functions were made with 'https://www.derivative-calculator.net'.</item> /// </list> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Easing /// public static class Easing { /************************************************************************************************************************/ #region Delegates /************************************************************************************************************************/ /// <summary>The natural log of 2.</summary> public const float Ln2 = 0.693147180559945f; /************************************************************************************************************************/ /// <summary>A variant of a <see cref="NormalizedDelegate"/> with a custom range instead of 0 to 1.</summary> public delegate float RangedDelegate(float start, float end, float value); /************************************************************************************************************************/ /// <summary>The name of an easing function.</summary> /// <remarks>The <see cref="Easing"/> class contains various extension methods for this enum.</remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Function /// public enum Function { /// <summary><see cref="Easing.Linear(float)"/></summary> Linear, /// <summary><see cref="Quadratic.In(float)"/></summary> QuadraticIn, /// <summary><see cref="Quadratic.Out(float)"/></summary> QuadraticOut, /// <summary><see cref="Quadratic.InOut(float)"/></summary> QuadraticInOut, /// <summary><see cref="Cubic.In(float)"/></summary> CubicIn, /// <summary><see cref="Cubic.Out(float)"/></summary> CubicOut, /// <summary><see cref="Cubic.InOut(float)"/></summary> CubicInOut, /// <summary><see cref="Quartic.In(float)"/></summary> QuarticIn, /// <summary><see cref="Quartic.Out(float)"/></summary> QuarticOut, /// <summary><see cref="Quartic.InOut(float)"/></summary> QuarticInOut, /// <summary><see cref="Quintic.In(float)"/></summary> QuinticIn, /// <summary><see cref="Quintic.Out(float)"/></summary> QuinticOut, /// <summary><see cref="Quintic.InOut(float)"/></summary> QuinticInOut, /// <summary><see cref="Sine.In(float)"/></summary> SineIn, /// <summary><see cref="Sine.Out(float)"/></summary> SineOut, /// <summary><see cref="Sine.InOut(float)"/></summary> SineInOut, /// <summary><see cref="Exponential.In(float)"/></summary> ExponentialIn, /// <summary><see cref="Exponential.Out(float)"/></summary> ExponentialOut, /// <summary><see cref="Exponential.InOut(float)"/></summary> ExponentialInOut, /// <summary><see cref="Circular.In(float)"/></summary> CircularIn, /// <summary><see cref="Circular.Out(float)"/></summary> CircularOut, /// <summary><see cref="Circular.InOut(float)"/></summary> CircularInOut, /// <summary><see cref="Back.In(float)"/></summary> BackIn, /// <summary><see cref="Back.Out(float)"/></summary> BackOut, /// <summary><see cref="Back.InOut(float)"/></summary> BackInOut, /// <summary><see cref="Bounce.In(float)"/></summary> BounceIn, /// <summary><see cref="Bounce.Out(float)"/></summary> BounceOut, /// <summary><see cref="Bounce.InOut(float)"/></summary> BounceInOut, /// <summary><see cref="Elastic.In(float)"/></summary> ElasticIn, /// <summary><see cref="Elastic.Out(float)"/></summary> ElasticOut, /// <summary><see cref="Elastic.InOut(float)"/></summary> ElasticInOut, } /// <summary>The total number of <see cref="Function"/> values.</summary> public const int FunctionCount = (int)Function.ElasticInOut + 1; /************************************************************************************************************************/ private static NormalizedDelegate[] _FunctionDelegates; /// <summary>Returns a cached delegate representing the specified `function` with a normalized range.</summary> public static NormalizedDelegate GetDelegate(this Function function) { var i = (int)function; NormalizedDelegate del; if (_FunctionDelegates == null) { _FunctionDelegates = new NormalizedDelegate[FunctionCount]; } else { del = _FunctionDelegates[i]; if (del != null) return del; } switch (function) { case Function.Linear: del = Linear; break; case Function.QuadraticIn: del = Quadratic.In; break; case Function.QuadraticOut: del = Quadratic.Out; break; case Function.QuadraticInOut: del = Quadratic.InOut; break; case Function.CubicIn: del = Cubic.In; break; case Function.CubicOut: del = Cubic.Out; break; case Function.CubicInOut: del = Cubic.InOut; break; case Function.QuarticIn: del = Quartic.In; break; case Function.QuarticOut: del = Quartic.Out; break; case Function.QuarticInOut: del = Quartic.InOut; break; case Function.QuinticIn: del = Quintic.In; break; case Function.QuinticOut: del = Quintic.Out; break; case Function.QuinticInOut: del = Quintic.InOut; break; case Function.SineIn: del = Sine.In; break; case Function.SineOut: del = Sine.Out; break; case Function.SineInOut: del = Sine.InOut; break; case Function.ExponentialIn: del = Exponential.In; break; case Function.ExponentialOut: del = Exponential.Out; break; case Function.ExponentialInOut: del = Exponential.InOut; break; case Function.CircularIn: del = Circular.In; break; case Function.CircularOut: del = Circular.Out; break; case Function.CircularInOut: del = Circular.InOut; break; case Function.BackIn: del = Back.In; break; case Function.BackOut: del = Back.Out; break; case Function.BackInOut: del = Back.InOut; break; case Function.BounceIn: del = Bounce.In; break; case Function.BounceOut: del = Bounce.Out; break; case Function.BounceInOut: del = Bounce.InOut; break; case Function.ElasticIn: del = Elastic.In; break; case Function.ElasticOut: del = Elastic.Out; break; case Function.ElasticInOut: del = Elastic.InOut; break; default: throw new ArgumentOutOfRangeException(nameof(function)); } _FunctionDelegates[i] = del; return del; } /************************************************************************************************************************/ private static NormalizedDelegate[] _DerivativeDelegates; /// <summary>Returns a cached delegate representing the derivative of the specified `function` with a normalized range.</summary> public static NormalizedDelegate GetDerivativeDelegate(this Function function) { var i = (int)function; NormalizedDelegate del; if (_DerivativeDelegates == null) { _DerivativeDelegates = new NormalizedDelegate[FunctionCount]; } else { del = _DerivativeDelegates[i]; if (del != null) return del; } switch (function) { case Function.Linear: del = LinearDerivative; break; case Function.QuadraticIn: del = Quadratic.InDerivative; break; case Function.QuadraticOut: del = Quadratic.OutDerivative; break; case Function.QuadraticInOut: del = Quadratic.InOutDerivative; break; case Function.CubicIn: del = Cubic.InDerivative; break; case Function.CubicOut: del = Cubic.OutDerivative; break; case Function.CubicInOut: del = Cubic.InOutDerivative; break; case Function.QuarticIn: del = Quartic.InDerivative; break; case Function.QuarticOut: del = Quartic.OutDerivative; break; case Function.QuarticInOut: del = Quartic.InOutDerivative; break; case Function.QuinticIn: del = Quintic.InDerivative; break; case Function.QuinticOut: del = Quintic.OutDerivative; break; case Function.QuinticInOut: del = Quintic.InOutDerivative; break; case Function.SineIn: del = Sine.InDerivative; break; case Function.SineOut: del = Sine.OutDerivative; break; case Function.SineInOut: del = Sine.InOutDerivative; break; case Function.ExponentialIn: del = Exponential.InDerivative; break; case Function.ExponentialOut: del = Exponential.OutDerivative; break; case Function.ExponentialInOut: del = Exponential.InOutDerivative; break; case Function.CircularIn: del = Circular.InDerivative; break; case Function.CircularOut: del = Circular.OutDerivative; break; case Function.CircularInOut: del = Circular.InOutDerivative; break; case Function.BackIn: del = Back.InDerivative; break; case Function.BackOut: del = Back.OutDerivative; break; case Function.BackInOut: del = Back.InOutDerivative; break; case Function.BounceIn: del = Bounce.InDerivative; break; case Function.BounceOut: del = Bounce.OutDerivative; break; case Function.BounceInOut: del = Bounce.InOutDerivative; break; case Function.ElasticIn: del = Elastic.InDerivative; break; case Function.ElasticOut: del = Elastic.OutDerivative; break; case Function.ElasticInOut: del = Elastic.InOutDerivative; break; default: throw new ArgumentOutOfRangeException(nameof(function)); } _DerivativeDelegates[i] = del; return del; } /************************************************************************************************************************/ private static RangedDelegate[] _RangedFunctionDelegates; /// <summary>Returns a cached delegate representing the specified `function` with a custom range.</summary> public static RangedDelegate GetRangedDelegate(this Function function) { var i = (int)function; RangedDelegate del; if (_RangedFunctionDelegates == null) { _RangedFunctionDelegates = new RangedDelegate[FunctionCount]; } else { del = _RangedFunctionDelegates[i]; if (del != null) return del; } switch (function) { case Function.Linear: del = Linear; break; case Function.QuadraticIn: del = Quadratic.In; break; case Function.QuadraticOut: del = Quadratic.Out; break; case Function.QuadraticInOut: del = Quadratic.InOut; break; case Function.CubicIn: del = Cubic.In; break; case Function.CubicOut: del = Cubic.Out; break; case Function.CubicInOut: del = Cubic.InOut; break; case Function.QuarticIn: del = Quartic.In; break; case Function.QuarticOut: del = Quartic.Out; break; case Function.QuarticInOut: del = Quartic.InOut; break; case Function.QuinticIn: del = Quintic.In; break; case Function.QuinticOut: del = Quintic.Out; break; case Function.QuinticInOut: del = Quintic.InOut; break; case Function.SineIn: del = Sine.In; break; case Function.SineOut: del = Sine.Out; break; case Function.SineInOut: del = Sine.InOut; break; case Function.ExponentialIn: del = Exponential.In; break; case Function.ExponentialOut: del = Exponential.Out; break; case Function.ExponentialInOut: del = Exponential.InOut; break; case Function.CircularIn: del = Circular.In; break; case Function.CircularOut: del = Circular.Out; break; case Function.CircularInOut: del = Circular.InOut; break; case Function.BackIn: del = Back.In; break; case Function.BackOut: del = Back.Out; break; case Function.BackInOut: del = Back.InOut; break; case Function.BounceIn: del = Bounce.In; break; case Function.BounceOut: del = Bounce.Out; break; case Function.BounceInOut: del = Bounce.InOut; break; case Function.ElasticIn: del = Elastic.In; break; case Function.ElasticOut: del = Elastic.Out; break; case Function.ElasticInOut: del = Elastic.InOut; break; default: throw new ArgumentOutOfRangeException(nameof(function)); } _RangedFunctionDelegates[i] = del; return del; } /************************************************************************************************************************/ private static RangedDelegate[] _RangedDerivativeDelegates; /// <summary>Returns a cached delegate representing the derivative of the specified `function` with a custom range.</summary> public static RangedDelegate GetRangedDerivativeDelegate(this Function function) { var i = (int)function; RangedDelegate del; if (_RangedDerivativeDelegates == null) { _RangedDerivativeDelegates = new RangedDelegate[FunctionCount]; } else { del = _RangedDerivativeDelegates[i]; if (del != null) return del; } switch (function) { case Function.Linear: del = LinearDerivative; break; case Function.QuadraticIn: del = Quadratic.InDerivative; break; case Function.QuadraticOut: del = Quadratic.OutDerivative; break; case Function.QuadraticInOut: del = Quadratic.InOutDerivative; break; case Function.CubicIn: del = Cubic.InDerivative; break; case Function.CubicOut: del = Cubic.OutDerivative; break; case Function.CubicInOut: del = Cubic.InOutDerivative; break; case Function.QuarticIn: del = Quartic.InDerivative; break; case Function.QuarticOut: del = Quartic.OutDerivative; break; case Function.QuarticInOut: del = Quartic.InOutDerivative; break; case Function.QuinticIn: del = Quintic.InDerivative; break; case Function.QuinticOut: del = Quintic.OutDerivative; break; case Function.QuinticInOut: del = Quintic.InOutDerivative; break; case Function.SineIn: del = Sine.InDerivative; break; case Function.SineOut: del = Sine.OutDerivative; break; case Function.SineInOut: del = Sine.InOutDerivative; break; case Function.ExponentialIn: del = Exponential.InDerivative; break; case Function.ExponentialOut: del = Exponential.OutDerivative; break; case Function.ExponentialInOut: del = Exponential.InOutDerivative; break; case Function.CircularIn: del = Circular.InDerivative; break; case Function.CircularOut: del = Circular.OutDerivative; break; case Function.CircularInOut: del = Circular.InOutDerivative; break; case Function.BackIn: del = Back.InDerivative; break; case Function.BackOut: del = Back.OutDerivative; break; case Function.BackInOut: del = Back.InOutDerivative; break; case Function.BounceIn: del = Bounce.InDerivative; break; case Function.BounceOut: del = Bounce.OutDerivative; break; case Function.BounceInOut: del = Bounce.InOutDerivative; break; case Function.ElasticIn: del = Elastic.InDerivative; break; case Function.ElasticOut: del = Elastic.OutDerivative; break; case Function.ElasticInOut: del = Elastic.InOutDerivative; break; default: throw new ArgumentOutOfRangeException(nameof(function)); } _RangedDerivativeDelegates[i] = del; return del; } /************************************************************************************************************************/ /// <summary>Returns a linearly interpolated value between the `start` and `end` based on a normalized `value`.</summary> /// <remarks> /// <list type="bullet"> /// <item><c>value = 0</c> returns <c>start</c>.</item> /// <item><c>value = 0.5</c> returns <c>(start + end) / 2</c>.</item> /// <item><c>value = 1</c> returns <c>end</c>.</item> /// </list> /// This method is identical to <see cref="LerpUnclamped"/>. /// </remarks> public static float Lerp(float start, float end, float value) => start + (end - start) * value; /// <summary>Returns a normalized value indicating how far the `value` is between the `start` and `end`.</summary> /// <remarks> /// <list type="bullet"> /// <item><c>value = start</c> returns <c>0</c>.</item> /// <item><c>value = (start + end) / 2</c> returns <c>0.5</c>.</item> /// <item><c>value = end</c> returns <c>1</c>.</item> /// <item><c>start = end</c> returns <c>0</c>.</item> /// </list> /// This method is like <see cref="InverseLerp"/> except that it doesn't clamp the result between 0 and 1. /// </remarks> public static float UnLerp(float start, float end, float value) => start == end ? 0 : (value - start) / (end - start); /************************************************************************************************************************/ /// <summary>Re-scales the result of the `function` to use a custom range instead of 0 to 1.</summary> public static float ReScale(float start, float end, float value, NormalizedDelegate function) => Lerp(start, end, function(UnLerp(start, end, value))); /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Linear /************************************************************************************************************************/ /// <summary>Directly returns the `value`. Interpolates the `value` based on the line <c>y = x</c>.</summary> public static float Linear(float value) => value; /************************************************************************************************************************/ /// <summary>Returns 1. The derivative of <see cref="Linear(float)"/>.</summary> public static float LinearDerivative(float value) => 1; /************************************************************************************************************************/ /// <summary>Directly returns the `value`. Interpolates the `value` based on the line <c>y = x</c>.</summary> public static float Linear(float start, float end, float value) => value; /************************************************************************************************************************/ /// <summary>Returns <c>end - start</c>. The derivative of <see cref="Linear(float, float, float)"/>.</summary> public static float LinearDerivative(float start, float end, float value) => end - start; /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Quadratic /************************************************************************************************************************/ /// <summary>Functions based on quadratic equations (<c>x^2</c>).</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Quadratic /// public static class Quadratic { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on the line <c>y = x^2</c>.</summary> /// <remarks><see href="https://easings.net/#easeInQuad">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => value * value; /// <summary>Interpolates the `value` based on the line <c>y = 1 - (x - 1)^2</c>.</summary> /// <remarks><see href="https://easings.net/#easeOutQuad">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { value--; return -value * value + 1; } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutQuad">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return 0.5f * value * value; } else { value -= 2; return 0.5f * (-value * value + 2); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/> (<c>y = 2x</c>).</summary> public static float InDerivative(float value) => 2 * value; /// <summary>Returns the derivative of <see cref="Out(float)"/> (<c>y = -2x + 2</c>).</summary> public static float OutDerivative(float value) => 2 - 2 * value; /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return 2 * value; } else { value--; return 2 - 2 * value; } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Cubic /************************************************************************************************************************/ /// <summary>Functions based on cubic equations (<c>x^3</c>).</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Cubic /// public static class Cubic { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on the line <c>y = x^3</c>.</summary> /// <remarks><see href="https://easings.net/#easeInCubic">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => value * value * value; /// <summary>Interpolates the `value` based on the line <c>y = 1 + (x - 1)^3</c>.</summary> /// <remarks><see href="https://easings.net/#easeOutCubic">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { value--; return value * value * value + 1; } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutCubic">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return 0.5f * value * value * value; } else { value -= 2; return 0.5f * (value * value * value + 2); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/> (<c>y = 3x</c>).</summary> public static float InDerivative(float value) => 3 * value * value; /// <summary>Returns the derivative of <see cref="Out(float)"/> (<c>y = 3 * (x - 1)</c>).</summary> public static float OutDerivative(float value) { value--; return 3 * value * value; } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return 3 * value * value; } else { value -= 2; return 3 * value * value; } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Quartic /************************************************************************************************************************/ /// <summary>Functions based on quartic equations (<c>x^4</c>).</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Quartic /// public static class Quartic { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on the line <c>y = x^4</c>.</summary> /// <remarks><see href="https://easings.net/#easeInQuart">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => value * value * value * value; /// <summary>Interpolates the `value` based on the line <c>y = 1 - (x - 1)^4</c>.</summary> /// <remarks><see href="https://easings.net/#easeOutQuart">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { value--; return -value * value * value * value + 1; } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutQuart">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return 0.5f * value * value * value * value; } else { value -= 2; return 0.5f * (-value * value * value * value + 2); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/> (<c>y = 4x</c>).</summary> public static float InDerivative(float value) => 4 * value * value * value; /// <summary>Returns the derivative of <see cref="Out(float)"/> (<c>y = -4 * (x - 1)</c>).</summary> public static float OutDerivative(float value) { value--; return -4 * value * value * value; } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return 4 * value * value * value; } else { value -= 2; return -4 * value * value * value; } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Quintic /************************************************************************************************************************/ /// <summary>Functions based on quintic equations (<c>x^5</c>).</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Quintic /// public static class Quintic { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on the line <c>y = x^5</c>.</summary> /// <remarks><see href="https://easings.net/#easeInQuint">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => value * value * value * value * value; /// <summary>Interpolates the `value` based on the line <c>y = 1 + (x - 1)^5</c>.</summary> /// <remarks><see href="https://easings.net/#easeOutQuint">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { value--; return value * value * value * value * value + 1; } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutQuint">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return 0.5f * value * value * value * value * value; } else { value -= 2; return 0.5f * (value * value * value * value * value + 2); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/> (<c>y = 5x</c>).</summary> public static float InDerivative(float value) => 5 * value * value * value * value; /// <summary>Returns the derivative of <see cref="Out(float)"/> (<c>y = -5 * (x - 1)</c>).</summary> public static float OutDerivative(float value) { value--; return 5 * value * value * value * value; } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return 5 * value * value * value * value; } else { value -= 2; return 5 * value * value * value * value; } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Sine /************************************************************************************************************************/ /// <summary>Functions based on sinusoidal equations.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Sine /// public static class Sine { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on a quarter-cycle of a sine wave.</summary> /// <remarks><see href="https://easings.net/#easeInSine">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => -Cos(value * (PI * 0.5f)) + 1; /// <summary>Interpolates the `value` based on a quarter-cycle of a sine wave.</summary> /// <remarks><see href="https://easings.net/#easeOutSine">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) => Sin(value * (PI * 0.5f)); /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutSine">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) => -0.5f * (Cos(PI * value) - 1); /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/>.</summary> public static float InDerivative(float value) => 0.5f * PI * Sin(0.5f * PI * value); /// <summary>Returns the derivative of <see cref="Out(float)"/>.</summary> public static float OutDerivative(float value) => PI * 0.5f * Cos(value * (PI * 0.5f)); /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) => 0.5f * PI * Sin(PI * value); /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Exponential /************************************************************************************************************************/ /// <summary>Functions based on exponential equations (<c>2^(10(x))</c>).</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Exponential /// public static class Exponential { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on the line (<c>y = 2^(10 * (x - 1))</c>).</summary> /// <remarks><see href="https://easings.net/#easeInExpo">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => Pow(2, 10 * (value - 1)); /// <summary>Interpolates the `value` based on the line (<c>y = -2^(-10x) + 1</c>).</summary> /// <remarks><see href="https://easings.net/#easeOutExpo">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) => -Pow(2, -10 * value) + 1; /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutExpo">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return 0.5f * Pow(2, 10 * (value - 1)); } else { value--; return 0.5f * (-Pow(2, -10 * value) + 2); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/> (<c>y = 10 * ln(2) * 2^(10 * (x - 1))</c>).</summary> public static float InDerivative(float value) => 10 * Ln2 * Pow(2, 10 * (value - 1)); /// <summary>Returns the derivative of <see cref="Out(float)"/> (<c>y = 5 * ln(2) * 2^(-10 * (x - 1) + 1)</c>).</summary> public static float OutDerivative(float value) => 5 * Ln2 * Pow(2, 1 - 10 * value); /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return 10 * Ln2 * Pow(2, 10 * (value - 1)); } else { value--; return 5 * Ln2 * Pow(2, 1 - 10 * value); } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Circular /************************************************************************************************************************/ /// <summary>Functions based on circular equations.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Circular /// public static class Circular { /************************************************************************************************************************/ /// <summary>Interpolates the `value` based on a shifted quadrant IV of a unit circle.</summary> /// <remarks><see href="https://easings.net/#easeInCirc">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => -(Sqrt(1 - value * value) - 1); /// <summary>Interpolates the `value` based on a shifted quadrant II of a unit circle.</summary> /// <remarks><see href="https://easings.net/#easeOutCirc">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { value--; return Sqrt(1 - value * value); } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutCirc">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return -0.5f * (Sqrt(1 - value * value) - 1); } else { value -= 2; return 0.5f * (Sqrt(1 - value * value) + 1); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/>.</summary> public static float InDerivative(float value) => value / Sqrt(1 - value * value); /// <summary>Returns the derivative of <see cref="Out(float)"/>.</summary> public static float OutDerivative(float value) { value--; return -value / Sqrt(1 - value * value); } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return value / (2 * Sqrt(1 - value * value)); } else { value -= 2; return -value / (2 * Sqrt(1 - value * value)); } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Back /************************************************************************************************************************/ /// <summary>Functions based on equations which go out of bounds then come back.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Back /// public static class Back { /************************************************************************************************************************/ private const float C = 1.758f; /************************************************************************************************************************/ /// <remarks><see href="https://easings.net/#easeInBack">Easings.net has a graph of this function.</see></remarks> public static float In(float value) => value * value * ((C + 1) * value - C); /// <remarks><see href="https://easings.net/#easeOutBack">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { value -= 1; return value * value * ((C + 1) * value + C) + 1; } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutBack">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { value *= 2; if (value <= 1) { return 0.5f * value * value * ((C + 1) * value - C); } else { value -= 2; return 0.5f * (value * value * ((C + 1) * value + C) + 2); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/>.</summary> public static float InDerivative(float value) => 3 * (C + 1) * value * value - 2 * C * value; /// <summary>Returns the derivative of <see cref="Out(float)"/>.</summary> public static float OutDerivative(float value) { value -= 1; return (C + 1) * value * value + 2 * value * ((C + 1) * value + C); } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) { return 3 * (C + 1) * value * value - 2 * C * value; } else { value -= 2; return (C + 1) * value * value + 2 * value * ((C + 1) * value + C); } } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Bounce /************************************************************************************************************************/ /// <summary>Functions based on equations with sharp bounces.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Bounce /// public static class Bounce { /************************************************************************************************************************/ /// <remarks><see href="https://easings.net/#easeInBounce">Easings.net has a graph of this function.</see></remarks> public static float In(float value) { return 1 - Out(1 - value); } /// <remarks><see href="https://easings.net/#easeOutBounce">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { switch (value) { case 0: return 0; case 1: return 1; } if (value < (1f / 2.75f)) { return 7.5625f * value * value; } else if (value < (2f / 2.75f)) { value -= 1.5f / 2.75f; return 7.5625f * value * value + 0.75f; } else if (value < (2.5f / 2.75f)) { value -= 2.25f / 2.75f; return 7.5625f * value * value + 0.9375f; } else { value -= 2.625f / 2.75f; return 7.5625f * value * value + 0.984375f; } } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutBounce">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { if (value < 0.5f) return 0.5f * In(value * 2); else return 0.5f + 0.5f * Out(value * 2 - 1); } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/>.</summary> public static float InDerivative(float value) => OutDerivative(1 - value); /// <summary>Returns the derivative of <see cref="Out(float)"/>.</summary> public static float OutDerivative(float value) { if (value < (1f / 2.75f)) { return 2 * 7.5625f * value; } else if (value < (2f / 2.75f)) { value -= 1.5f / 2.75f; return 2 * 7.5625f * value; } else if (value < (2.5f / 2.75f)) { value -= 2.25f / 2.75f; return 2 * 7.5625f * value; } else { value -= 2.625f / 2.75f; return 2 * 7.5625f * value; } } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) return OutDerivative(1 - value); else return OutDerivative(value - 1); } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Elastic /************************************************************************************************************************/ /// <summary>Functions based on equations with soft bounces.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Elastic /// public static class Elastic { /************************************************************************************************************************/ /// <summary><c>2 / 3 * pi</c></summary> public const float TwoThirdsPi = 2f / 3f * PI; /************************************************************************************************************************/ /// <remarks><see href="https://easings.net/#easeInElastic">Easings.net has a graph of this function.</see></remarks> public static float In(float value) { switch (value) { case 0: return 0; case 1: return 1; } return -Pow(2, 10 * value - 10) * Sin((value * 10 - 10.75f) * TwoThirdsPi); } /// <remarks><see href="https://easings.net/#easeOutElastic">Easings.net has a graph of this function.</see></remarks> public static float Out(float value) { switch (value) { case 0: return 0; case 1: return 1; } return 1 + Pow(2, -10 * value) * Sin((value * -10 - 0.75f) * TwoThirdsPi); } /// <summary>Interpolate using <see cref="In"/> (0 to 0.5) or <see cref="Out"/> (0.5 to 1).</summary> /// <remarks><see href="https://easings.net/#easeInOutElastic">Easings.net has a graph of this function.</see></remarks> public static float InOut(float value) { switch (value) { case 0: return 0; case 0.5f: return 0.5f; case 1: return 1; } value *= 2; if (value <= 1) { return 0.5f * (-Pow(2, 10 * value - 10) * Sin((value * 10 - 10.75f) * TwoThirdsPi)); } else { value--; return 0.5f + 0.5f * (1 + Pow(2, -10 * value) * Sin((value * -10 - 0.75f) * TwoThirdsPi)); } } /************************************************************************************************************************/ /// <summary>Returns the derivative of <see cref="In(float)"/>.</summary> public static float InDerivative(float value) { return -(5 * Pow(2, 10 * value - 9) * (3 * Ln2 * Sin(PI * (40 * value - 43) / 6) + 2 * PI * Cos(PI * (40 * value - 43) / 6))) / 3; } /// <summary>Returns the derivative of <see cref="Out(float)"/>.</summary> public static float OutDerivative(float value) { return -(30 * Ln2 * Sin(2 * PI * (10 * value - 3f / 4f) / 3) - 20 * PI * Cos(2 * PI * (10 * value - 3f / 4f) / 3)) / (3 * Pow(2, 10 * value)); } /// <summary>Returns the derivative of <see cref="InOut(float)"/>.</summary> public static float InOutDerivative(float value) { value *= 2; if (value <= 1) return OutDerivative(1 - value); else return OutDerivative(value - 1); } /************************************************************************************************************************/ // Ranged Variants. /************************************************************************************************************************/ /// <summary>A variant of <see cref="In(float)"/> with a custom range instead of 0 to 1.</summary> public static float In(float start, float end, float value) => Lerp(start, end, In(UnLerp(start, end, value))); /// <summary>A variant of <see cref="Out(float)"/> with a custom range instead of 0 to 1.</summary> public static float Out(float start, float end, float value) => Lerp(start, end, Out(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InOut(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOut(float start, float end, float value) => Lerp(start, end, InOut(UnLerp(start, end, value))); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InDerivative(float start, float end, float value) => InDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float OutDerivative(float start, float end, float value) => OutDerivative(UnLerp(start, end, value)) * (end - start); /// <summary>A variant of <see cref="InDerivative(float)"/> with a custom range instead of 0 to 1.</summary> public static float InOutDerivative(float start, float end, float value) => InOutDerivative(UnLerp(start, end, value)) * (end - start); /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/Easing.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary>A <see cref="ScriptableObject"/> which holds a <see cref="Float1ControllerState.Transition"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions/types#transition-assets">Transition Assets</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerTransition /// [CreateAssetMenu(menuName = Strings.MenuPrefix + "Controller Transition/Float 1", order = Strings.AssetMenuOrder + 5)] [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(Float1ControllerTransition))] public class Float1ControllerTransition : AnimancerTransition<Float1ControllerState.Transition> { } }
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Shader "Hidden/EM-X/ChannerRemover" { Properties{ _MainTex("Texture", Any) = "white" {} _Mask("Mask", Color) = (1,1,1,1) } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 clipUV : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _Mask; uniform float4 _MainTex_ST; uniform fixed4 _Color; uniform float4x4 unity_GUIClipTextureMatrix; v2f vert(appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); float3 eyePos = UnityObjectToViewPos(v.vertex); o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } uniform bool _ManualTex2SRGB; sampler2D _MainTex; sampler2D _GUIClipTexture; fixed4 frag(v2f i) : SV_Target { fixed4 colTex = tex2D(_MainTex, i.texcoord); if (_ManualTex2SRGB) colTex.rgb = LinearToGammaSpace(colTex.rgb); fixed4 col; col.rgb = colTex.rgb * i.color.rgb; fixed alpha = i.color.a * tex2D(_GUIClipTexture, i.clipUV).a; if (_Mask.r == 0 || _Mask.g == 0 || _Mask.b == 0 || _Mask.a == 0) { fixed t = 0; if (_Mask.r != 0) t = colTex.r; else if (_Mask.g != 0) t = colTex.g; else if (_Mask.b != 0) t = colTex.b; else if (_Mask.a != 0) t = colTex.a; t *= i.color.rgb; return fixed4(t, t, t, alpha); } return float4(col.rgb, alpha); //return float4(col.rgb, tex2D(_GUIClipTexture, i.texcoord).a * alpha); } ENDCG SubShader { Tags{ "ForceSupported" = "True" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha, One One Cull Off ZWrite Off ZTest Always Pass{ CGPROGRAM ENDCG } } SubShader { Tags{ "ForceSupported" = "True" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass{ CGPROGRAM ENDCG } } }
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ [email protected] **********************************************/ using UnityEngine; using System.Collections; using UnityEngine.Events; using UnityEngine.EventSystems; using HedgehogTeam.EasyTouch; namespace HedgehogTeam.EasyTouch{ [AddComponentMenu("EasyTouch/Quick Drag")] public class QuickDrag: QuickBase { #region Events [System.Serializable] public class OnDragStart : UnityEvent<Gesture>{} [System.Serializable] public class OnDrag : UnityEvent<Gesture>{} [System.Serializable] public class OnDragEnd : UnityEvent<Gesture>{} [SerializeField] public OnDragStart onDragStart; [SerializeField] public OnDrag onDrag; [SerializeField] public OnDragEnd onDragEnd; #endregion #region Members public bool isStopOncollisionEnter = false; private Vector3 deltaPosition; private bool isOnDrag = false; private Gesture lastGesture; #endregion #region Monobehaviour CallBack public QuickDrag(){ quickActionName = "QuickDrag"+ System.Guid.NewGuid().ToString().Substring(0,7); axesAction = AffectedAxesAction.XY; } public override void OnEnable(){ base.OnEnable(); EasyTouch.On_TouchStart += On_TouchStart; EasyTouch.On_TouchDown += On_TouchDown; EasyTouch.On_TouchUp += On_TouchUp; EasyTouch.On_Drag += On_Drag; EasyTouch.On_DragStart += On_DragStart; EasyTouch.On_DragEnd += On_DragEnd; } public override void OnDisable(){ base.OnDisable(); UnsubscribeEvent(); } void OnDestroy(){ UnsubscribeEvent(); } void UnsubscribeEvent(){ EasyTouch.On_TouchStart -= On_TouchStart; EasyTouch.On_TouchDown -= On_TouchDown; EasyTouch.On_TouchUp -= On_TouchUp; EasyTouch.On_Drag -= On_Drag; EasyTouch.On_DragStart -= On_DragStart; EasyTouch.On_DragEnd -= On_DragEnd; } void OnCollisionEnter(){ if (isStopOncollisionEnter && isOnDrag){ StopDrag(); } } #endregion #region EasyTouch Event void On_TouchStart (Gesture gesture){ if ( realType == GameObjectType.UI){ if (gesture.isOverGui ){ if ((gesture.pickedUIElement == gameObject || gesture.pickedUIElement.transform.IsChildOf( transform)) && fingerIndex==-1){ fingerIndex = gesture.fingerIndex; transform.SetAsLastSibling(); onDragStart.Invoke(gesture); isOnDrag = true; } } } } void On_TouchDown (Gesture gesture){ if (isOnDrag && fingerIndex == gesture.fingerIndex && realType == GameObjectType.UI){ if (gesture.isOverGui ){ if ((gesture.pickedUIElement == gameObject || gesture.pickedUIElement.transform.IsChildOf( transform)) ){ transform.position += (Vector3)gesture.deltaPosition; if (gesture.deltaPosition != Vector2.zero){ onDrag.Invoke(gesture); } lastGesture = gesture; } } } } void On_TouchUp (Gesture gesture){ if (fingerIndex == gesture.fingerIndex && realType == GameObjectType.UI){ lastGesture = gesture; StopDrag(); } } // At the drag beginning void On_DragStart( Gesture gesture){ if (realType != GameObjectType.UI){ if ((!enablePickOverUI && gesture.pickedUIElement == null) || enablePickOverUI){ if (gesture.pickedObject == gameObject && !isOnDrag){ isOnDrag = true; fingerIndex = gesture.fingerIndex; // the world coordinate from touch Vector3 position = gesture.GetTouchToWorldPoint(gesture.pickedObject.transform.position); deltaPosition = position - transform.position; // if (resetPhysic){ if (cachedRigidBody){ cachedRigidBody.isKinematic = true; } if (cachedRigidBody2D){ cachedRigidBody2D.isKinematic = true; } } onDragStart.Invoke(gesture); } } } } // During the drag void On_Drag(Gesture gesture){ if (fingerIndex == gesture.fingerIndex){ if (realType == GameObjectType.Obj_2D || realType == GameObjectType.Obj_3D){ // Verification that the action on the object if (gesture.pickedObject == gameObject && fingerIndex == gesture.fingerIndex){ // the world coordinate from touch Vector3 position = gesture.GetTouchToWorldPoint(gesture.pickedObject.transform.position)-deltaPosition; transform.position = GetPositionAxes( position); if (gesture.deltaPosition != Vector2.zero){ onDrag.Invoke(gesture); } lastGesture = gesture; } } } } // End of drag void On_DragEnd(Gesture gesture){ if (fingerIndex == gesture.fingerIndex){ lastGesture = gesture; StopDrag(); } } #endregion #region Private Method private Vector3 GetPositionAxes(Vector3 position){ Vector3 axes = position; switch (axesAction){ case AffectedAxesAction.X: axes = new Vector3(position.x,transform.position.y,transform.position.z); break; case AffectedAxesAction.Y: axes = new Vector3(transform.position.x,position.y,transform.position.z); break; case AffectedAxesAction.Z: axes = new Vector3(transform.position.x,transform.position.y,position.z); break; case AffectedAxesAction.XY: axes = new Vector3(position.x,position.y,transform.position.z); break; case AffectedAxesAction.XZ: axes = new Vector3(position.x,transform.position.y,position.z); break; case AffectedAxesAction.YZ: axes = new Vector3(transform.position.x,position.y,position.z); break; } return axes; } #endregion #region Public Method public void StopDrag(){ fingerIndex = -1; if (resetPhysic){ if (cachedRigidBody){ cachedRigidBody.isKinematic = isKinematic; } if (cachedRigidBody2D){ cachedRigidBody2D.isKinematic = isKinematic2D; } } isOnDrag = false; onDragEnd.Invoke(lastGesture); } #endregion } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickDrag.cs/0
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/*********************************************** EasyTouch Controls Copyright © 2016 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ [email protected] **********************************************/ using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using UnityEngine.EventSystems; using System.Collections; using System.Collections.Generic; [System.Serializable] public abstract class ETCBase : MonoBehaviour { #region Enumeration public enum ControlType {Joystick, TouchPad, DPad, Button}; public enum RectAnchor { UserDefined,BottomLeft,BottomCenter,BottonRight,CenterLeft,Center,CenterRight,TopLeft,TopCenter, TopRight}; public enum DPadAxis{ Two_Axis, Four_Axis }; public enum CameraMode{ Follow, SmoothFollow}; public enum CameraTargetMode{ UserDefined, LinkOnTag,FromDirectActionAxisX, FromDirectActionAxisY}; #endregion #region Members protected RectTransform cachedRectTransform; protected Canvas cachedRootCanvas; #region general propertie public bool isUnregisterAtDisable = false; private bool visibleAtStart = true; private bool activatedAtStart = true; [SerializeField] protected RectAnchor _anchor; public RectAnchor anchor { get { return _anchor; } set { if (value != _anchor){ _anchor = value; SetAnchorPosition(); } } } [SerializeField] protected Vector2 _anchorOffet; public Vector2 anchorOffet { get { return _anchorOffet; } set { if (value != _anchorOffet){ _anchorOffet = value; SetAnchorPosition(); } } } [SerializeField] protected bool _visible; public bool visible { get { return _visible; } set { if (value != _visible){ _visible = value; SetVisible(); } } } [SerializeField] protected bool _activated; public bool activated { get { return _activated; } set { if (value != _activated){ _activated = value; SetActivated(); } } } #endregion #region Camera public bool enableCamera=false; public CameraMode cameraMode; public string camTargetTag ="Player"; public bool autoLinkTagCam = true; public string autoCamTag ="MainCamera"; public Transform cameraTransform; public CameraTargetMode cameraTargetMode; public bool enableWallDetection =false; public LayerMask wallLayer = 0; public Transform cameraLookAt; protected CharacterController cameraLookAtCC; public Vector3 followOffset = new Vector3(0,6,-6); public float followDistance = 10; public float followHeight = 5; public float followRotationDamping=5; public float followHeightDamping=5; #endregion #region Other public int pointId=-1; public bool enableKeySimulation; public bool allowSimulationStandalone; public bool visibleOnStandalone = true; public DPadAxis dPadAxisCount; public bool useFixedUpdate; private List<RaycastResult> uiRaycastResultCache= new List<RaycastResult>(); private PointerEventData uiPointerEventData; private EventSystem uiEventSystem; public bool isOnDrag; public bool isSwipeIn; public bool isSwipeOut; #endregion #region Inspector public bool showPSInspector; public bool showSpriteInspector; public bool showEventInspector; public bool showBehaviourInspector; public bool showAxesInspector; public bool showTouchEventInspector; public bool showDownEventInspector; public bool showPressEventInspector; public bool showCameraInspector; #endregion #endregion #region Monobehaviour callback protected virtual void Awake(){ cachedRectTransform = transform as RectTransform; cachedRootCanvas = transform.parent.GetComponent<Canvas>(); #if (!UNITY_EDITOR) if (!allowSimulationStandalone){ enableKeySimulation = false; } #endif visibleAtStart = _visible; activatedAtStart = _activated; if (!isUnregisterAtDisable){ ETCInput.instance.RegisterControl( this); } } public virtual void Start(){ if (enableCamera){ if (autoLinkTagCam){ cameraTransform = null; GameObject tmpobj = GameObject.FindGameObjectWithTag(autoCamTag); if (tmpobj){ cameraTransform = tmpobj.transform; } } } } public virtual void OnEnable(){ if (isUnregisterAtDisable){ ETCInput.instance.RegisterControl( this); } visible = visibleAtStart; activated = activatedAtStart; } void OnDisable(){ if (ETCInput._instance ){ if (isUnregisterAtDisable){ ETCInput.instance.UnRegisterControl( this ); } } visibleAtStart = _visible; activated = _activated; visible = false; activated = false; } void OnDestroy(){ if (ETCInput._instance){ ETCInput.instance.UnRegisterControl( this ); } } public virtual void Update(){ if (!useFixedUpdate){ // StartCoroutine (UpdateVirtualControl()); DoActionBeforeEndOfFrame(); } } public virtual void FixedUpdate(){ if (useFixedUpdate){ //StartCoroutine (FixedUpdateVirtualControl()); DoActionBeforeEndOfFrame(); //UpdateControlState(); } } public virtual void LateUpdate(){ if (enableCamera){ // find camera if (autoLinkTagCam && cameraTransform==null){ //cameraTransform = null; GameObject tmpobj = GameObject.FindGameObjectWithTag(autoCamTag); if (tmpobj){ cameraTransform = tmpobj.transform; } } switch (cameraMode){ case CameraMode.Follow: CameraFollow(); break; case CameraMode.SmoothFollow: CameraSmoothFollow(); break; } } UpdateControlState(); } #endregion #region Virtual & public protected virtual void UpdateControlState(){ } protected virtual void SetVisible(bool forceUnvisible=true){ } protected virtual void SetActivated(){ } public void SetAnchorPosition(){ switch (_anchor){ case RectAnchor.TopLeft: this.rectTransform().anchorMin = new Vector2(0,1); this.rectTransform().anchorMax = new Vector2(0,1); this.rectTransform().anchoredPosition = new Vector2( this.rectTransform().sizeDelta.x/2f + _anchorOffet.x, -this.rectTransform().sizeDelta.y/2f - _anchorOffet.y); break; case RectAnchor.TopCenter: this.rectTransform().anchorMin = new Vector2(0.5f,1); this.rectTransform().anchorMax = new Vector2(0.5f,1); this.rectTransform().anchoredPosition = new Vector2( _anchorOffet.x, -this.rectTransform().sizeDelta.y/2f - _anchorOffet.y); break; case RectAnchor.TopRight: this.rectTransform().anchorMin = new Vector2(1,1); this.rectTransform().anchorMax = new Vector2(1,1); this.rectTransform().anchoredPosition = new Vector2( -this.rectTransform().sizeDelta.x/2f - _anchorOffet.x, -this.rectTransform().sizeDelta.y/2f - _anchorOffet.y); break; case RectAnchor.CenterLeft: this.rectTransform().anchorMin = new Vector2(0,0.5f); this.rectTransform().anchorMax = new Vector2(0,0.5f); this.rectTransform().anchoredPosition = new Vector2( this.rectTransform().sizeDelta.x/2f + _anchorOffet.x, _anchorOffet.y); break; case RectAnchor.Center: this.rectTransform().anchorMin = new Vector2(0.5f,0.5f); this.rectTransform().anchorMax = new Vector2(0.5f,0.5f); this.rectTransform().anchoredPosition = new Vector2( _anchorOffet.x, _anchorOffet.y); break; case RectAnchor.CenterRight: this.rectTransform().anchorMin = new Vector2(1,0.5f); this.rectTransform().anchorMax = new Vector2(1,0.5f); this.rectTransform().anchoredPosition = new Vector2( -this.rectTransform().sizeDelta.x/2f - _anchorOffet.x, _anchorOffet.y); break; case RectAnchor.BottomLeft: this.rectTransform().anchorMin = new Vector2(0,0); this.rectTransform().anchorMax = new Vector2(0,0); this.rectTransform().anchoredPosition = new Vector2( this.rectTransform().sizeDelta.x/2f + _anchorOffet.x, this.rectTransform().sizeDelta.y/2f + _anchorOffet.y); break; case RectAnchor.BottomCenter: this.rectTransform().anchorMin = new Vector2(0.5f,0); this.rectTransform().anchorMax = new Vector2(0.5f,0); this.rectTransform().anchoredPosition = new Vector2( _anchorOffet.x, this.rectTransform().sizeDelta.y/2f + _anchorOffet.y); break; case RectAnchor.BottonRight: this.rectTransform().anchorMin = new Vector2(1,0); this.rectTransform().anchorMax = new Vector2(1,0); this.rectTransform().anchoredPosition = new Vector2( -this.rectTransform().sizeDelta.x/2f - _anchorOffet.x, this.rectTransform().sizeDelta.y/2f + _anchorOffet.y); break; } } protected GameObject GetFirstUIElement( Vector2 position){ uiEventSystem = EventSystem.current; if (uiEventSystem != null){ uiPointerEventData = new PointerEventData( uiEventSystem); uiPointerEventData.position = position; uiEventSystem.RaycastAll( uiPointerEventData, uiRaycastResultCache); if (uiRaycastResultCache.Count>0){ return uiRaycastResultCache[0].gameObject; } else{ return null; } } else{ return null; } } #endregion #region Private Method protected void CameraSmoothFollow(){ if (!cameraTransform || !cameraLookAt ) return ; float wantedRotationAngle = cameraLookAt.eulerAngles.y; float wantedHeight = cameraLookAt.position.y + followHeight; float currentRotationAngle = cameraTransform.eulerAngles.y; float currentHeight = cameraTransform.position.y; currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, followRotationDamping * Time.deltaTime); currentHeight = Mathf.Lerp(currentHeight, wantedHeight, followHeightDamping * Time.deltaTime); Quaternion currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); Vector3 newPos = cameraLookAt.position; newPos -= currentRotation * Vector3.forward * followDistance; newPos = new Vector3(newPos.x ,currentHeight , newPos.z); if (enableWallDetection){ RaycastHit wallHit; if (Physics.Linecast( new Vector3(cameraLookAt.position.x,cameraLookAt.position.y+1f,cameraLookAt.position.z),newPos, out wallHit)){ newPos= new Vector3( wallHit.point.x, currentHeight,wallHit.point.z); } } cameraTransform.position = newPos; cameraTransform.LookAt(cameraLookAt); } protected void CameraFollow(){ if (!cameraTransform || !cameraLookAt ) return ; Vector3 localOffset = followOffset; //if (cameraLookAtCC){ cameraTransform.position = cameraLookAt.position + localOffset; cameraTransform.LookAt( cameraLookAt.position); //} //else{ //} } IEnumerator UpdateVirtualControl() { DoActionBeforeEndOfFrame(); yield return new WaitForEndOfFrame(); UpdateControlState(); } IEnumerator FixedUpdateVirtualControl() { DoActionBeforeEndOfFrame(); yield return new WaitForFixedUpdate(); UpdateControlState(); } protected virtual void DoActionBeforeEndOfFrame(){ } #endregion }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCBase.cs/0
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using UnityEngine; using UnityEngine.EventSystems; namespace Lean.Common.Examples { /// <summary>This component allows you to open a URL using Unity events (e.g. a button).</summary> [ExecuteInEditMode] [AddComponentMenu("Lean/Common/Lean Link To")] public class LeanLinkTo : MonoBehaviour, IPointerClickHandler { public enum LinkType { Publisher, PreviousScene, NextScene } /// <summary>The URL that will be opened.</summary> public LinkType Link { set { link = value; } get { return link; } } [SerializeField] private LinkType link; protected virtual void Update() { switch (link) { case LinkType.PreviousScene: case LinkType.NextScene: { var group = GetComponent<CanvasGroup>(); if (group != null) { var show = GetCurrentLevel() >= 0 && GetLevelCount() > 1; group.alpha = show == true ? 1.0f : 0.0f; group.blocksRaycasts = show; group.interactable = show; } } break; } } public void OnPointerClick(PointerEventData eventData) { switch (link) { case LinkType.Publisher: { Application.OpenURL("http://carloswilkes.com"); } break; case LinkType.PreviousScene: { var index = GetCurrentLevel(); if (index >= 0) { if (--index < 0) { index = GetLevelCount() - 1; } LoadLevel(index); } } break; case LinkType.NextScene: { var index = GetCurrentLevel(); if (index >= 0) { if (++index >= GetLevelCount()) { index = 0; } LoadLevel(index); } } break; } } private static int GetCurrentLevel() { var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); var index = scene.buildIndex; if (index >= 0) { if (UnityEngine.SceneManagement.SceneManager.GetSceneByBuildIndex(index).path != scene.path) { return -1; } } return index; } private static int GetLevelCount() { return UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; } private static void LoadLevel(int index) { UnityEngine.SceneManagement.SceneManager.LoadScene(index); } } } #if UNITY_EDITOR namespace Lean.Common.Examples { using UnityEditor; [CanEditMultipleObjects] [CustomEditor(typeof(LeanLinkTo))] public class LeanLinkTo_Editor : LeanInspector<LeanLinkTo> { protected override void DrawInspector() { base.DrawInspector(); } } } #endif
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Shader "MTE/Standard/5 Textures/Display Normal" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} [NoScaleOffset]_ControlExtra ("Control Extra (R)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} _Splat4 ("Layer 5", 2D) = "white" {} [NoScaleOffset]_Normal0 ("Normalmap 1", 2D) = "bump" {} [NoScaleOffset]_Normal1 ("Normalmap 2", 2D) = "bump" {} [NoScaleOffset]_Normal2 ("Normalmap 3", 2D) = "bump" {} [NoScaleOffset]_Normal3 ("Normalmap 4", 2D) = "bump" {} [NoScaleOffset]_Normal4 ("Normalmap 5", 2D) = "bump" {} } CGINCLUDE #pragma surface surf NoLighting nofog noambient noforwardadd vertex:MTE_SplatmapVert #pragma exclude_renderers d3d9 gles//TextureArray is not available on d3d9 and gles2 //#pragma enable_d3d11_debug_symbols //for debug struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float4 tc_Splat23 : TEXCOORD2; }; #define MTE_STANDARD_SHADER #include "UnityPBSLighting.cginc" #include "../../MTECommon.hlsl" sampler2D _Control,_ControlExtra; float4 _Control_ST,_ControlExtra_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4; sampler2D _Normal0,_Normal1,_Normal2,_Normal3,_Normal4; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST; void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); //Splat4 shares texcoord with Splat3 - both using tc_Splat23.zw. } void MTE_SplatmapMix(Input IN, out half4 packedNormal) { half4 splat_control = tex2D(_Control, IN.tc_Control.xy); half4 splat_control_extra = tex2D(_ControlExtra, IN.tc_Control.xy); half4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy); nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw); nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy); nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw); nrm += splat_control_extra.r * tex2D(_Normal4, IN.tc_Splat23.zw); packedNormal = nrm; } void surf(Input IN, inout SurfaceOutput o) { half4 packedNormal; MTE_SplatmapMix(IN, packedNormal); half3 normal = UnpackNormal(packedNormal); o.Albedo.rgb = normal.rgb*0.5+0.5; o.Alpha = 1.0; } half4 LightingNoLighting(SurfaceOutput s, half3 lightDir, half atten) { return half4(s.Albedo, s.Alpha); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader { CGPROGRAM #pragma target 4.0 ENDCG } } Fallback "Diffuse" }
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//NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0. Shader "MTE/Surface/3 Textures/Specular" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} _Normal2 ("Normalmap 3", 2D) = "bump" {} [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0 _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0 _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0 _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0 } CGINCLUDE #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog #pragma shader_feature ENABLE_NORMAL_INTENSITY struct Input { float4 tc_ControlSplat0 : TEXCOORD0; float4 tc_Splat12 : TEXCOORD1; UNITY_FOG_COORDS(2) }; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1,_Splat2; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST; sampler2D _Normal0,_Normal1,_Normal2; #ifdef ENABLE_NORMAL_INTENSITY fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2; #endif #include "../../MTECommon.hlsl" half _Shininess; void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_ControlSplat0.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_ControlSplat0.zw = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat12.xy = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat12.zw = TRANSFORM_TEX(v.texcoord, _Splat2); float4 pos = UnityObjectToClipPos (v.vertex); UNITY_TRANSFER_FOG(data, pos); v.tangent.xyz = cross(v.normal, float3(0,0,1)); v.tangent.w = -1; } void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal) { half4 splat_control = tex2D(_Control, IN.tc_ControlSplat0.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_ControlSplat0.zw); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat12.xy); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat12.zw); #ifdef ENABLE_NORMAL_INTENSITY fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_ControlSplat0.zw)); fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat12.xy)); fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat12.zw)); nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0); nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1); nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2); mixedNormal = normalize(nrm0 + nrm1 + nrm2); #else fixed4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, IN.tc_ControlSplat0.zw); nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat12.xy); nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat12.zw); mixedNormal = UnpackNormal(nrm); #endif } void surf(Input IN, inout SurfaceOutput o) { fixed4 mixedDiffuse; half weight; MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Gloss = mixedDiffuse.a; o.Specular = _Shininess; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } } Fallback "MTE/Surface/3 Textures/Bumped" CustomEditor "MTE.MTEShaderGUI" }
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Shader "MTE/Surface/5 Textures/Specular/Fog" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (R)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} _Splat4 ("Layer 5", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} _Normal2 ("Normalmap 3", 2D) = "bump" {} _Normal3 ("Normalmap 4", 2D) = "bump" {} _Normal4 ("Normalmap 5", 2D) = "bump" {} [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0 _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0 _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0 _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0 _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0 _NormalIntensity4 ("Normal Intensity 4", Range(0.01, 10)) = 1.0 } CGINCLUDE #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog #pragma shader_feature ENABLE_NORMAL_INTENSITY struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float4 tc_Splat23 : TEXCOORD2; UNITY_FOG_COORDS(3) }; sampler2D _Control,_ControlExtra; float4 _Control_ST,_ControlExtra_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST; sampler2D _Normal0,_Normal1,_Normal2,_Normal3,_Normal4; #ifdef ENABLE_NORMAL_INTENSITY fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3, _NormalIntensity4; #endif #include "../../MTECommon.hlsl" half _Shininess; void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); // Because the UNITY_FOG_COORDS(3) occupied one TEXCOORD, Splat4 have to share texcoord with Splat3 - both using tc_Splat23.zw. float4 pos = UnityObjectToClipPos (v.vertex); UNITY_TRANSFER_FOG(data, pos); v.tangent.xyz = cross(v.normal, float3(0,0,1)); v.tangent.w = -1; } void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal) { half4 splat_control = tex2D(_Control, IN.tc_Control.xy); half4 splat_control_extra = tex2D(_ControlExtra, IN.tc_Control.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); weight += dot(splat_control_extra.r, half(1)); splat_control /= (weight + 1e-3f); splat_control_extra /= (weight + 1e-3f); mixedDiffuse = 0; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy); mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw); mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, IN.tc_Splat23.zw); #ifdef ENABLE_NORMAL_INTENSITY fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy)); fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy)); fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy)); fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw)); fixed3 nrm4 = UnpackNormal(tex2D(_Normal4, IN.tc_Splat23.zw)); nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0); nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1); nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2); nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3); nrm4 = splat_control_extra.r * MTE_NormalIntensity_fixed(nrm4, _NormalIntensity4); mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3 + nrm4); #else fixed4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy); nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw); nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy); nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw); nrm += splat_control_extra.r * tex2D(_Normal4, IN.tc_Splat23.zw); mixedNormal = UnpackNormal(nrm); #endif } void surf(Input IN, inout SurfaceOutput o) { fixed4 mixedDiffuse; half weight; MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Gloss = mixedDiffuse.a; o.Specular = _Shininess; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } } Fallback "MTE/Surface/5 Textures/Bumped/Fog" CustomEditor "MTE.MTEShaderGUI" }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/5Textures/Specular-Fog.shader/0
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// alpha-cutout billboard shader Shader "MTE/Grass/AlphaCutout" { Properties { _Color("Main Color", Color) = (1,1,1,1) _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 } CGINCLUDE #pragma surface surf Lambert alphatest:_Cutoff sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG Category { Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" } LOD 100 SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.5 { CGPROGRAM #pragma target 2.5 ENDCG } SubShader//for target 2.0 { CGPROGRAM #pragma target 2.0 ENDCG } } Fallback "Legacy Shaders/Transparent/Cutout/VertexLit" }
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Shader "MTE/VertexColored/ColorOnly" { Properties { } CGINCLUDE #pragma surface surf Lambert vertex:vert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float3 color: COLOR; UNITY_FOG_COORDS(0) }; #include "../../MTECommon.hlsl" void vert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); float4 pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(data, pos); } void surf (Input IN, inout SurfaceOutput o) { o.Albedo = IN.color.rgb; o.Alpha = 1.0; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.5 { CGPROGRAM #pragma target 2.5 ENDCG } SubShader//for target 2.0 { CGPROGRAM #pragma target 2.0 ENDCG } } FallBack "Diffuse" }
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using UnityEngine; using UnityEngine.AI; namespace UnityEditor.AI { [CanEditMultipleObjects] [CustomEditor(typeof(NavMeshLink))] class NavMeshLinkEditor : Editor { SerializedProperty m_AgentTypeID; SerializedProperty m_Area; SerializedProperty m_CostModifier; SerializedProperty m_AutoUpdatePosition; SerializedProperty m_Bidirectional; SerializedProperty m_EndPoint; SerializedProperty m_StartPoint; SerializedProperty m_Width; static int s_SelectedID; static int s_SelectedPoint = -1; static Color s_HandleColor = new Color(255f, 167f, 39f, 210f) / 255; static Color s_HandleColorDisabled = new Color(255f * 0.75f, 167f * 0.75f, 39f * 0.75f, 100f) / 255; void OnEnable() { m_AgentTypeID = serializedObject.FindProperty("m_AgentTypeID"); m_Area = serializedObject.FindProperty("m_Area"); m_CostModifier = serializedObject.FindProperty("m_CostModifier"); m_AutoUpdatePosition = serializedObject.FindProperty("m_AutoUpdatePosition"); m_Bidirectional = serializedObject.FindProperty("m_Bidirectional"); m_EndPoint = serializedObject.FindProperty("m_EndPoint"); m_StartPoint = serializedObject.FindProperty("m_StartPoint"); m_Width = serializedObject.FindProperty("m_Width"); s_SelectedID = 0; s_SelectedPoint = -1; NavMeshVisualizationSettings.showNavigation++; } void OnDisable() { NavMeshVisualizationSettings.showNavigation--; } static Matrix4x4 UnscaledLocalToWorldMatrix(Transform t) { return Matrix4x4.TRS(t.position, t.rotation, Vector3.one); } void AlignTransformToEndPoints(NavMeshLink navLink) { var mat = UnscaledLocalToWorldMatrix(navLink.transform); var worldStartPt = mat.MultiplyPoint(navLink.startPoint); var worldEndPt = mat.MultiplyPoint(navLink.endPoint); var forward = worldEndPt - worldStartPt; var up = navLink.transform.up; // Flatten forward -= Vector3.Dot(up, forward) * up; var transform = navLink.transform; transform.rotation = Quaternion.LookRotation(forward, up); transform.position = (worldEndPt + worldStartPt) * 0.5f; transform.localScale = Vector3.one; navLink.startPoint = transform.InverseTransformPoint(worldStartPt); navLink.endPoint = transform.InverseTransformPoint(worldEndPt); } public override void OnInspectorGUI() { serializedObject.Update(); NavMeshComponentsGUIUtility.AgentTypePopup("Agent Type", m_AgentTypeID); EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_StartPoint); EditorGUILayout.PropertyField(m_EndPoint); GUILayout.BeginHorizontal(); GUILayout.Space(EditorGUIUtility.labelWidth); if (GUILayout.Button("Swap")) { foreach (NavMeshLink navLink in targets) { var tmp = navLink.startPoint; navLink.startPoint = navLink.endPoint; navLink.endPoint = tmp; } SceneView.RepaintAll(); } if (GUILayout.Button("Align Transform")) { foreach (NavMeshLink navLink in targets) { Undo.RecordObject(navLink.transform, "Align Transform to End Points"); Undo.RecordObject(navLink, "Align Transform to End Points"); AlignTransformToEndPoints(navLink); } SceneView.RepaintAll(); } GUILayout.EndHorizontal(); EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_Width); EditorGUILayout.PropertyField(m_CostModifier); EditorGUILayout.PropertyField(m_AutoUpdatePosition); EditorGUILayout.PropertyField(m_Bidirectional); NavMeshComponentsGUIUtility.AreaPopup("Area Type", m_Area); serializedObject.ApplyModifiedProperties(); EditorGUILayout.Space(); } static Vector3 CalcLinkRight(NavMeshLink navLink) { var dir = navLink.endPoint - navLink.startPoint; return (new Vector3(-dir.z, 0.0f, dir.x)).normalized; } static void DrawLink(NavMeshLink navLink) { var right = CalcLinkRight(navLink); var rad = navLink.width * 0.5f; Gizmos.DrawLine(navLink.startPoint - right * rad, navLink.startPoint + right * rad); Gizmos.DrawLine(navLink.endPoint - right * rad, navLink.endPoint + right * rad); Gizmos.DrawLine(navLink.startPoint - right * rad, navLink.endPoint - right * rad); Gizmos.DrawLine(navLink.startPoint + right * rad, navLink.endPoint + right * rad); } [DrawGizmo(GizmoType.Selected | GizmoType.Active | GizmoType.Pickable)] static void RenderBoxGizmo(NavMeshLink navLink, GizmoType gizmoType) { if (!EditorApplication.isPlaying) navLink.UpdateLink(); var color = s_HandleColor; if (!navLink.enabled) color = s_HandleColorDisabled; var oldColor = Gizmos.color; var oldMatrix = Gizmos.matrix; Gizmos.matrix = UnscaledLocalToWorldMatrix(navLink.transform); Gizmos.color = color; DrawLink(navLink); Gizmos.matrix = oldMatrix; Gizmos.color = oldColor; Gizmos.DrawIcon(navLink.transform.position, "NavMeshLink Icon", true); } [DrawGizmo(GizmoType.NotInSelectionHierarchy | GizmoType.Pickable)] static void RenderBoxGizmoNotSelected(NavMeshLink navLink, GizmoType gizmoType) { if (NavMeshVisualizationSettings.showNavigation > 0) { var color = s_HandleColor; if (!navLink.enabled) color = s_HandleColorDisabled; var oldColor = Gizmos.color; var oldMatrix = Gizmos.matrix; Gizmos.matrix = UnscaledLocalToWorldMatrix(navLink.transform); Gizmos.color = color; DrawLink(navLink); Gizmos.matrix = oldMatrix; Gizmos.color = oldColor; } Gizmos.DrawIcon(navLink.transform.position, "NavMeshLink Icon", true); } public void OnSceneGUI() { var navLink = (NavMeshLink)target; if (!navLink.enabled) return; var mat = UnscaledLocalToWorldMatrix(navLink.transform); var startPt = mat.MultiplyPoint(navLink.startPoint); var endPt = mat.MultiplyPoint(navLink.endPoint); var midPt = Vector3.Lerp(startPt, endPt, 0.35f); var startSize = HandleUtility.GetHandleSize(startPt); var endSize = HandleUtility.GetHandleSize(endPt); var midSize = HandleUtility.GetHandleSize(midPt); var zup = Quaternion.FromToRotation(Vector3.forward, Vector3.up); var right = mat.MultiplyVector(CalcLinkRight(navLink)); var oldColor = Handles.color; Handles.color = s_HandleColor; Vector3 pos; if (navLink.GetInstanceID() == s_SelectedID && s_SelectedPoint == 0) { EditorGUI.BeginChangeCheck(); Handles.CubeHandleCap(0, startPt, zup, 0.1f * startSize, Event.current.type); pos = Handles.PositionHandle(startPt, navLink.transform.rotation); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(navLink, "Move link point"); navLink.startPoint = mat.inverse.MultiplyPoint(pos); } } else { if (Handles.Button(startPt, zup, 0.1f * startSize, 0.1f * startSize, Handles.CubeHandleCap)) { s_SelectedPoint = 0; s_SelectedID = navLink.GetInstanceID(); } } if (navLink.GetInstanceID() == s_SelectedID && s_SelectedPoint == 1) { EditorGUI.BeginChangeCheck(); Handles.CubeHandleCap(0, endPt, zup, 0.1f * startSize, Event.current.type); pos = Handles.PositionHandle(endPt, navLink.transform.rotation); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(navLink, "Move link point"); navLink.endPoint = mat.inverse.MultiplyPoint(pos); } } else { if (Handles.Button(endPt, zup, 0.1f * endSize, 0.1f * endSize, Handles.CubeHandleCap)) { s_SelectedPoint = 1; s_SelectedID = navLink.GetInstanceID(); } } EditorGUI.BeginChangeCheck(); pos = Handles.Slider(midPt + right * navLink.width * 0.5f, right, midSize * 0.03f, Handles.DotHandleCap, 0); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(navLink, "Adjust link width"); navLink.width = Mathf.Max(0.0f, 2.0f * Vector3.Dot(right, (pos - midPt))); } EditorGUI.BeginChangeCheck(); pos = Handles.Slider(midPt - right * navLink.width * 0.5f, -right, midSize * 0.03f, Handles.DotHandleCap, 0); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(navLink, "Adjust link width"); navLink.width = Mathf.Max(0.0f, 2.0f * Vector3.Dot(-right, (pos - midPt))); } Handles.color = oldColor; } [MenuItem("GameObject/AI/NavMesh Link", false, 2002)] static public void CreateNavMeshLink(MenuCommand menuCommand) { var parent = menuCommand.context as GameObject; GameObject go = NavMeshComponentsGUIUtility.CreateAndSelectGameObject("NavMesh Link", parent); go.AddComponent<NavMeshLink>(); var view = SceneView.lastActiveSceneView; if (view != null) view.MoveToView(go.transform); } } }
jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshLinkEditor.cs/0
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using UnityEngine; using UnityEditor; using System.Collections; namespace ProGrids { public class pg_ParameterWindow : EditorWindow { public pg_Editor editor; GUIContent gc_predictiveGrid = new GUIContent("Predictive Grid", "If enabled, the grid will automatically render at the optimal axis based on movement."); GUIContent gc_snapAsGroup = new GUIContent("Snap as Group", "If enabled, selected objects will keep their relative offsets when moving. If disabled, every object in the selection is snapped to grid independently."); void OnGUI() { GUILayout.Label("Snap Settings", EditorStyles.boldLabel); float snap = editor.GetSnapIncrement(); EditorGUI.BeginChangeCheck(); snap = EditorGUILayout.FloatField("Snap Value", snap); if(EditorGUI.EndChangeCheck()) editor.SetSnapIncrement(snap); EditorGUI.BeginChangeCheck(); int majorLineIncrement = EditorPrefs.GetInt(pg_Constant.MajorLineIncrement, 10); majorLineIncrement = EditorGUILayout.IntField("Major Line Increment", majorLineIncrement); majorLineIncrement = majorLineIncrement < 2 ? 2 : majorLineIncrement > 128 ? 128 : majorLineIncrement; if(EditorGUI.EndChangeCheck()) { EditorPrefs.SetInt(pg_Constant.MajorLineIncrement, majorLineIncrement); pg_GridRenderer.majorLineIncrement = majorLineIncrement; pg_Editor.ForceRepaint(); } editor.ScaleSnapEnabled = EditorGUILayout.Toggle("Snap On Scale", editor.ScaleSnapEnabled); SnapUnit _gridUnits = (SnapUnit)(EditorPrefs.HasKey(pg_Constant.GridUnit) ? EditorPrefs.GetInt(pg_Constant.GridUnit) : 0); bool snapAsGroup = editor.snapAsGroup; snapAsGroup = EditorGUILayout.Toggle(gc_snapAsGroup, snapAsGroup); if(snapAsGroup != editor.snapAsGroup) editor.snapAsGroup = snapAsGroup; EditorGUI.BeginChangeCheck(); _gridUnits = (SnapUnit)EditorGUILayout.EnumPopup("Grid Units", _gridUnits); EditorGUI.BeginChangeCheck(); editor.angleValue = EditorGUILayout.Slider("Angle", editor.angleValue, 0f, 180f); if(EditorGUI.EndChangeCheck()) SceneView.RepaintAll(); if( EditorGUI.EndChangeCheck() ) { EditorPrefs.SetInt(pg_Constant.GridUnit, (int) _gridUnits); editor.LoadPreferences(); } bool tmp = editor.predictiveGrid; tmp = EditorGUILayout.Toggle(gc_predictiveGrid, tmp); if( tmp != editor.predictiveGrid ) { editor.predictiveGrid = tmp; EditorPrefs.SetBool(pg_Constant.PredictiveGrid, tmp); } GUILayout.FlexibleSpace(); if( GUILayout.Button("Done")) this.Close(); } } }
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//forward add setup #ifndef MK_TOON_FORWARD_ADD_SETUP #define MK_TOON_FORWARD_ADD_SETUP #ifndef MK_TOON_FWD_ADD_PASS #define MK_TOON_FWD_ADD_PASS 1 #endif #include "UnityGlobalIllumination.cginc" #include "UnityCG.cginc" #include "AutoLight.cginc" #include "../Common/MKToonV.cginc" #include "../Common/MKToonInc.cginc" #include "../Forward/MKToonForwardIO.cginc" #include "../Surface/MKToonSurfaceIO.cginc" #include "../Common/MKToonLight.cginc" #include "../Surface/MKToonSurface.cginc" #endif
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//shadow input and output #ifndef MK_TOON_SHADOWCASTER_IO #define MK_TOON_SHADOWCASTER_IO ///////////////////////////////////////////////////////////////////////////////////////////// // INPUT ///////////////////////////////////////////////////////////////////////////////////////////// struct VertexInputShadowCaster { float4 vertex : POSITION; //use normals for cubemapped shadows (point lights) //#ifndef SHADOWS_CUBE float3 normal : NORMAL; //#endif UNITY_VERTEX_INPUT_INSTANCE_ID }; ///////////////////////////////////////////////////////////////////////////////////////////// // OUTPUT ///////////////////////////////////////////////////////////////////////////////////////////// struct VertexOutputShadowCaster { //float3 sv : TEXCOORD0; V2F_SHADOW_CASTER_NOPOS fixed deb : TEXCOORD7; }; #ifdef UNITY_STEREO_INSTANCING_ENABLED struct VertexOutputStereoShadowCaster { UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! * * 本文件作者:东方怂天(EasternDay) */ using System; using i18n.Ext; using i18n.TranslatorDef; using UnityEngine; using UnityEngine.UI; namespace i18n.TranslateAttacher { /// <summary> /// TextAttacher是关联到Text组件的翻译中介组件 /// Translator对于Text组件的翻译工作只能通过预先在Text组件上添加本组件才能用更小的资源浪费来获得翻译体验 /// </summary> [RequireComponent(typeof(Text))] public class TextAttacher : BaseAttacher { /// <summary> /// 与本脚本关联的Text组件 /// 添加此字段的原因在于方便得到组件,用空间换时间 /// </summary> /// <returns>当前脚本绑定的Text组件</returns> private Text TextScript => this.gameObject.GetComponent<Text>(); /// <summary> /// 组件从未激活状态到激活状态则触发 /// </summary> private void OnEnable() { Refresh(); } public override void Refresh() { //刷新翻译内容 TextScript.text = TextScript.text.GetContent(GetToken()); } public override string GetToken() { //返回注释信息 return $"来自于{transform.GetPath()}的{nameof(TextAttacher)}组件"; } } }
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// Easy Decal shader using Unity's standard pbs workflow. v1.0 Shader "Easy Decal/ED Standard (Specular, Vertex Alpha, Cutoff)" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _SpecMap ("Specular (RGB) Smoothness (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _Occlusion ("Ambient Occlusion (R)", 2D) = "white" {} _Specularity ("Specular Multiplier", Range(0,1)) = 1.0 _Smoothness ("Smoothness Multiplier", Range(0,1)) = 1.0 _Cutoff ("Cutoff", Range(0.01,1)) = 0.1 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" "ForceNoShadowCasting" = "True" } LOD 200 Offset -1,-1 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf StandardSpecular fullforwardshadows alphatest:_Cutoff // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _SpecMap; sampler2D _BumpMap; sampler2D _Occlusion; half _Specularity; half _Smoothness; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float4 color : COLOR; }; void surf (Input IN, inout SurfaceOutputStandardSpecular o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; fixed4 s = tex2D (_SpecMap, IN.uv_MainTex); fixed4 n = tex2D (_BumpMap, IN.uv_BumpMap); fixed ao = tex2D (_Occlusion, IN.uv_BumpMap).r; o.Albedo = c.rgb * IN.color.rgb * _Color; o.Specular = s.rgb * _Specularity; o.Smoothness = s.a * _Smoothness; o.Normal = UnpackNormal (n); o.Occlusion = ao; o.Alpha = c.a * IN.color.a; } ENDCG } FallBack "Transparent" }
jynew/jyx2/Assets/3rd/nu Assets/Easy Decal/Shader/EDStandardSpecularVACutoff.shader/0
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jynew/jyx2/Assets/3rd/nu Assets/Easy Decal/Shader/Legacy/ED_AlphaSimple_GPUI.shader.meta/0
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