Bugfixes (#340)
* new letterbox implementation * make DSP buffer larger * add new "ambient" letterbox option * remap keyboard control * enable autoplay cheat mode * fix editor settings not being applied on start * run the cursor init in editor init remove debug prints
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html><head>
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<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type"><title>Letterbox Ratio Doc</title>
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<style type="text/css">
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body {
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border: none;
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font-family: Arial,Helvetica,sans-serif;
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font-size: 1em;
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line-height: 1em;
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color: black;
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background-color: #fdf9f1;
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display: block;
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}
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</style>
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<script language="javascript"> function toggle(togglableText, title) {
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var ele = document.getElementById(togglableText);
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var text = document.getElementById(title);
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}
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} </script>
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</head>
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<body>
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||||||
<h1 style="text-align: center;"><span style="font-family: Helvetica,Arial,sans-serif;"></span>Auto Letterbox Plugin</h1>
|
|
||||||
<div style="margin-left: 40px;">Welcome to the Auto Letterbox Plugin, for fixing your Camera Aspect Ratio! The fastest way to get started is to go to the <span style="text-decoration: underline;"><span style="font-weight: bold;">GameObject</span></span>
|
|
||||||
menu and click <span style="text-decoration: underline;"><span style="font-weight: bold;">Create Force Camera Ratios Object</span></span>.<br>
|
|
||||||
This will set your scene up for displaying in a set
|
|
||||||
ratio (<span style="font-style: italic;">Target Viewport
|
|
||||||
Ratio</span>) by creating Letterboxes to fit your Screen. You can
|
|
||||||
edit the system using the 'Force Camera Ratios' GameObject you've just
|
|
||||||
created.<br>
|
|
||||||
<br>
|
|
||||||
This documentation will delve into the rest of the options you have on
|
|
||||||
the Component.</div>
|
|
||||||
<p style="text-align: center;"><img style="border: 1px solid ; width: 1101px; height: 546px;" alt="" title="Clicking the "Create Force Camera Ratios Object" Button under the GameObject Menu is the fastest way to get started" src="Imgs/CreatePic.png" hspace="3" vspace="3"></p>
|
|
||||||
<table style="width: 90%; height: 166px; text-align: left; margin-left: auto; margin-right: auto;" border="2" cellpadding="2" cellspacing="2">
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|
||||||
<tbody>
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|
||||||
<tr>
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|
||||||
<td>
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|
||||||
<h2 style="text-align: left; margin-left: 40px;"><a style="font-family: Helvetica,Arial,sans-serif; color: rgb(127, 118, 102); font-weight: bold;" id="displayText1" href="javascript:toggle('toggleText1', 'displayText1');">Standard
|
|
||||||
Use</a></h2>
|
|
||||||
<div id="toggleText1" style="display: none;">
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|
||||||
<div style="text-align: center;">
|
|
||||||
<div style="text-align: left;"><img style="width: 356px; height: 76px; float: right;" alt="" src="Imgs/Setup.png"> <span style="font-weight: bold; text-decoration: underline;">Target
|
|
||||||
Viewport Ratio<br>
|
|
||||||
</span>A Vector2 which sets the Viewport ratio for all
|
|
||||||
Cameras. You can set this using the provided interface or access this
|
|
||||||
publically and safely in code. The default is 16:9.<br>
|
|
||||||
<br>
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Ratio on Awake<br>
|
|
||||||
</span></span>Forces each Camera Viewport to a
|
|
||||||
re-calculated Viewport when this components' <span style="font-style: italic;">Start()</span> function
|
|
||||||
runs at
|
|
||||||
the start of the scene. By default this is on as other-wise you would
|
|
||||||
have to call <span style="font-style: italic;">CalculateAndSetAllCameraRatios()</span>
|
|
||||||
through your own code (though
|
|
||||||
this function can be called at any time).<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-weight: bold;"><br>
|
|
||||||
<br>
|
|
||||||
</span></span></span></span>
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Ratio in Realtime</span></span><br>
|
|
||||||
Forces each Camera Viewport to recalculate its Viewport every frame.
|
|
||||||
This is useful if you wish to change the <span style="font-style: italic;">Target Viewport Ratio</span>
|
|
||||||
in real
|
|
||||||
time or if you allow the user to resize the Game window.</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td>
|
|
||||||
<h2 style="text-align: left; margin-left: 40px;"><a style="font-family: Helvetica,Arial,sans-serif; color: rgb(127, 118, 102); font-weight: bold;" id="displayText2" href="javascript:toggle('toggleText2', 'displayText2');">Letterbox
|
|
||||||
Camera</a></h2>
|
|
||||||
<div id="toggleText2" style="display: none;">
|
|
||||||
<div style="text-align: center;">
|
|
||||||
<div style="text-align: left;"><img style="width: 367px; height: 49px; float: right;" alt="" src="Imgs/AutoCreateBorderCam.png"> The Letterbox Camera
|
|
||||||
renders the bars at the sides of the screen which appear when
|
|
||||||
the <span style="font-style: italic;">Target
|
|
||||||
Viewport Ratio</span> doesn't match the screen ratio. Not having
|
|
||||||
a Letterbox Camera could cause ugly artefacts when changing the screen
|
|
||||||
size or altering the camera ratio.<br>
|
|
||||||
<br>
|
|
||||||
There are two ways of creating a Letterbox Camera:<br>
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Automatically Create Border Camera<br>
|
|
||||||
</span></span>When <span style="font-style: italic;">Create Border Camera</span>
|
|
||||||
is true a Letterbox Camera will automatically be created on <span style="font-style: italic;">Start()</span> at a depth
|
|
||||||
of -100 and render to a color of your choosing. This is the default
|
|
||||||
option.<br>
|
|
||||||
<br>
|
|
||||||
<img style="width: 367px; height: 48px; float: right;" alt="" src="Imgs/CustomBorderCam.png">
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Custom Letterbox Camera</span></span><br>
|
|
||||||
When <span style="font-style: italic;">Create Border
|
|
||||||
Camera</span> is false you must assign your own in-scene Camera
|
|
||||||
to be a Letterbox Camera. This Camera will be ignored by the <span style="font-style: italic;">FindAllCamerasInScene()</span>
|
|
||||||
function so you can do whatever you want with it's viewport. This is
|
|
||||||
useful if you want to do something clever with your Letterbox bars like
|
|
||||||
render an image in the empty space (For an example try the <span style="font-style: italic;">Bitey Dragon</span> Demo
|
|
||||||
scene included with the package.)</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td>
|
|
||||||
<h2 style="text-align: left; margin-left: 40px;"><a style="font-family: Helvetica,Arial,sans-serif; color: rgb(127, 118, 102); font-weight: bold;" id="displayText3" href="javascript:toggle('toggleText3', 'displayText3');">Managing
|
|
||||||
your Cameras</a></h2>
|
|
||||||
<div id="toggleText3" style="display: none;">
|
|
||||||
<div style="text-align: center;">
|
|
||||||
<div style="text-align: left;"><img style="width: 360px; height: 67px; float: right;" alt="" src="Imgs/AutoSeekCameras.png">
|
|
||||||
<span style="font-weight: bold; text-decoration: underline;">Auto
|
|
||||||
seek Cameras<br>
|
|
||||||
</span>When <span style="font-style: italic;">Auto
|
|
||||||
seek Cameras</span> is true, the <span style="font-style: italic;">Force Camera Ratios</span>
|
|
||||||
component will search for cameras in your scene on <span style="font-style: italic;">Start()</span> and apply
|
|
||||||
the same Viewport anchor to each. This is the default setting.<br>
|
|
||||||
<br>
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Manual Camera Managment</span></span><img style="width: 360px; height: 340px; float: left;" alt="" src="Imgs/FinAllCameras.png"><br>
|
|
||||||
When <span style="font-style: italic;">Auto seek Cameras</span>
|
|
||||||
is false, you may manually assign and manage each Camera that needs
|
|
||||||
Letterboxing. The <span style="font-style: italic;">Find
|
|
||||||
All Cameras in scene</span> button will call <span style="font-style: italic;">FindAllCamerasInScene()</span>
|
|
||||||
filling the Camera array quickly and defaulting each Camera Anchor to <span style="font-style: italic;">Center.</span><span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="text-decoration: underline;"><span style="font-weight: bold;"></span></span></span></span><span style="text-decoration: underline;"><span style="font-weight: bold;"><br>
|
|
||||||
<br>
|
|
||||||
</span></span><span style="font-weight: bold;"><span style="font-weight: bold;"> </span></span><span style="font-weight: bold; text-decoration: underline;"><span style="font-weight: bold;"></span>Camera Anchor<br>
|
|
||||||
</span>The <span style="font-style: italic;">Anchor
|
|
||||||
</span>enum anchors each camera when its' resized due to a
|
|
||||||
viewport ratio recalculation. This is useful for when you have multiple
|
|
||||||
cameras on screen, for example, split screen multiplayer. By setting up
|
|
||||||
Player one's and Player two's Viewports adjacently and setting their
|
|
||||||
respective Anchors to <span style="font-style: italic;">Left</span>
|
|
||||||
and <span style="font-style: italic;">Right</span>,
|
|
||||||
the plug-in will re-calculate their ratio and seamlessly keep their
|
|
||||||
Viewports to the left and right of each other. It works similarly to
|
|
||||||
Unitys' UI Anchoring system.<br>
|
|
||||||
<br>
|
|
||||||
(For an example of this in action, try the <span style="font-style: italic;">Multi Camera Demo </span>scene
|
|
||||||
included with the package.)<br>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
<tr>
|
|
||||||
<td>
|
|
||||||
<h2 style="text-align: left; margin-left: 40px;"><a style="font-family: Helvetica,Arial,sans-serif; color: rgb(127, 118, 102); font-weight: bold;" id="displayText4" href="javascript:toggle('toggleText4', 'displayText4');">Contact</a></h2>
|
|
||||||
<div id="toggleText4" style="display: none;">
|
|
||||||
<div style="text-align: center;">
|
|
||||||
<div style="text-align: left;"><img style="width: 232px; height: 232px; float: right;" alt="" src="Imgs/mug.png"> <span style="font-weight: bold; text-decoration: underline;">Stuck?<br>
|
|
||||||
</span>If you're having trouble or have a question, further
|
|
||||||
support is available. Feel free to send me an email via <a href="mailto:tom@tomsayshi.com">tom@tomsayshi.com</a>
|
|
||||||
or tweet at me via <a href="https://twitter.com/Tom_SaysHi">@Tom_SaysHi</a>.<br>
|
|
||||||
<br>
|
|
||||||
This document is still a work in progress and your experiences are very
|
|
||||||
much part of it so don't be shy! Speaking of which;<br>
|
|
||||||
<br>
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Got an Opinion?</span></span><br>
|
|
||||||
STILL feel free to e-mail me via <a href="mailto:tom@tomsayshi.com">tom@tomsayshi.com </a>or
|
|
||||||
tweet at me via <a href="https://twitter.com/Tom_SaysHi">@Tom_SaysHi</a>.<br>
|
|
||||||
<br>
|
|
||||||
Feedback, good or bad, is always welcome for incorporation into future
|
|
||||||
updates and products!<br>
|
|
||||||
<br>
|
|
||||||
<span style="text-decoration: underline;"><span style="font-weight: bold;">Hey kid, wanna' play some Video
|
|
||||||
Games?</span></span><br>
|
|
||||||
I'm just gonna' leave this <a href="http://store.steampowered.com/app/391210/">here</a>.
|
|
||||||
It's an arena game with laser swords called <span style="font-weight: bold;">Arclight Cascade</span>.
|
|
||||||
What? It's my docs and I'll plug what I want to!<br>
|
|
||||||
<br>
|
|
||||||
<h3 style="text-align: center;"><span style="text-decoration: underline;">Thank you so much for
|
|
||||||
using the Auto Letterbox Plug-in! I hope you have a swell day!</span></h3>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
</tbody>
|
|
||||||
</table>
|
|
||||||
<div style="text-align: center;"><a href="http://tomsayshi.com"><img style="border: 0px solid ; width: 100px; height: 100px; float: right;" alt="" title="Oh to be a smol sensitive boi" src="Imgs/TomRound.png"></a><br>
|
|
||||||
<a href="http://tomsayshi.com">Written by Tom Elliott 2020</a><br>
|
|
||||||
tom@tomsayshi.com<br>
|
|
||||||
<a href="http://littlegrimlight.daportfolio.com/">Bitey Dragon Demo Art by Matthew Seprini</a><br>
|
|
||||||
</div>
|
|
||||||
</body></html>
|
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@ -1,87 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
using UnityEditor;
|
|
||||||
using System.Collections;
|
|
||||||
using AutoLetterbox;
|
|
||||||
|
|
||||||
namespace AutoLetterbox
|
|
||||||
{
|
|
||||||
|
|
||||||
/* ForceCameraRatioEditor.cs
|
|
||||||
*
|
|
||||||
* An Editor script for ForceCameraRatio
|
|
||||||
*
|
|
||||||
* Originally made by Milo Keeble, source can be found on Github @ https://github.com/Ragepyro/EditorFileMaker */
|
|
||||||
|
|
||||||
[CustomEditor(typeof(ForceCameraRatio))]
|
|
||||||
public class ForceCameraRatioEditor : Editor
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Create a ForceCameraRatio Object in the current scene
|
|
||||||
/// </summary>
|
|
||||||
[MenuItem("GameObject/Create Force Camera Ratios Object", false, 11)]
|
|
||||||
public static void ForceCameraRatios () {
|
|
||||||
ForceCameraRatio myCameraForcer = new GameObject("Force Camera Ratios").AddComponent<ForceCameraRatio>();
|
|
||||||
Selection.activeGameObject = myCameraForcer.gameObject;
|
|
||||||
Undo.RegisterCreatedObjectUndo(myCameraForcer.gameObject, "Created A ForceCameraRatios Manager Obejct");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Display an editor friendly interface for the ForceCameraRatio Component
|
|
||||||
/// </summary>
|
|
||||||
public override void OnInspectorGUI () {
|
|
||||||
|
|
||||||
ForceCameraRatio myTarget = (ForceCameraRatio)target;
|
|
||||||
Undo.RecordObject(myTarget, "Force Camera Ratio");
|
|
||||||
|
|
||||||
myTarget.ratio = EditorGUILayout.Vector2Field(new GUIContent("Target Viewport Ratio", "The ratio that the Letterbox will display at"), myTarget.ratio);
|
|
||||||
myTarget.forceRatioOnAwake = EditorGUILayout.Toggle(new GUIContent("Ratio on Awake", "Enable the Letterbox effect automatically on Awake"), myTarget.forceRatioOnAwake);
|
|
||||||
myTarget.listenForWindowChanges = EditorGUILayout.Toggle(new GUIContent("Ratio in Realtime", "Recalculate the Letterbox effect every time the game window is resized"), myTarget.listenForWindowChanges);
|
|
||||||
|
|
||||||
EditorGUILayout.Separator();
|
|
||||||
|
|
||||||
// Letterbox Camera
|
|
||||||
myTarget.createCameraForLetterBoxRendering = EditorGUILayout.Toggle(new GUIContent("Create Border Camera", "Generate a Camera which renders the Letterbox borders"), myTarget.createCameraForLetterBoxRendering);
|
|
||||||
if (myTarget.createCameraForLetterBoxRendering) {
|
|
||||||
myTarget.letterBoxCameraColor = EditorGUILayout.ColorField(new GUIContent("Border Color", "The color of the Letterbox borders"), myTarget.letterBoxCameraColor);
|
|
||||||
} else {
|
|
||||||
myTarget.letterBoxCamera = (Camera)EditorGUILayout.ObjectField("Letterbox Camera", myTarget.letterBoxCamera, typeof(Camera), true);
|
|
||||||
if (myTarget.letterBoxCamera == null) {
|
|
||||||
EditorGUILayout.HelpBox("Without a Letterbox Border Camera, things may render but never clear in the letterbox borders. A generated Border Camera would occupy a Camera depth of -100", MessageType.Warning);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUILayout.Separator();
|
|
||||||
|
|
||||||
// Registered Cameras for ratio calculation
|
|
||||||
myTarget.findCamerasAutomatically = EditorGUILayout.Toggle(new GUIContent("Auto seek Cameras", "If true, will automatically find all cameras in scene on Awake"), myTarget.findCamerasAutomatically);
|
|
||||||
|
|
||||||
if (myTarget.findCamerasAutomatically) {
|
|
||||||
EditorGUILayout.HelpBox("Any Cameras that exist in the scene when this script Awakes will be forced to the given aspect ratio", MessageType.Info);
|
|
||||||
} else {
|
|
||||||
|
|
||||||
if (GUILayout.Button("Find All Cameras in scene")) {
|
|
||||||
myTarget.FindAllCamerasInScene();
|
|
||||||
}
|
|
||||||
|
|
||||||
// If there is no array of cameras (as in null, empty arrays don't count) create one with the cameras in scene
|
|
||||||
if (myTarget.GetCameras() == null) {
|
|
||||||
myTarget.FindAllCamerasInScene();
|
|
||||||
}
|
|
||||||
|
|
||||||
// If ther is STILL no array of cameras, just create an empty one
|
|
||||||
if (myTarget.GetCameras() == null) {
|
|
||||||
myTarget.cameras = new System.Collections.Generic.List<CameraRatio>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Display Array of Cameras
|
|
||||||
SerializedObject serialObj = new SerializedObject(myTarget);
|
|
||||||
SerializedProperty cams = serialObj.FindProperty("cameras");
|
|
||||||
EditorGUILayout.PropertyField(cams, true);
|
|
||||||
serialObj.ApplyModifiedProperties();
|
|
||||||
|
|
||||||
EditorGUILayout.HelpBox("Only the Cameras in this array will be forced to the given aspect ratio", MessageType.Info);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,12 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 629f2622bb706044d8955aa41abc65da
|
|
||||||
timeCreated: 1446637256
|
|
||||||
licenseType: Store
|
|
||||||
MonoImporter:
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,294 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using AutoLetterbox;
|
|
||||||
|
|
||||||
namespace AutoLetterbox
|
|
||||||
{
|
|
||||||
/* ForceCameraRatio.cs
|
|
||||||
*
|
|
||||||
* Forces the assigned Cameras to a given Aspect Ratio by Letterboxing them horizontally or vertically
|
|
||||||
*
|
|
||||||
* 2015
|
|
||||||
* Written by Tom Elliott */
|
|
||||||
|
|
||||||
// A class for tracking individual Cameras and their Viewports
|
|
||||||
[System.Serializable]
|
|
||||||
public class CameraRatio
|
|
||||||
{
|
|
||||||
public enum CameraAnchor
|
|
||||||
{
|
|
||||||
Center,
|
|
||||||
Top,
|
|
||||||
Bottom,
|
|
||||||
Left,
|
|
||||||
Right,
|
|
||||||
TopLeft,
|
|
||||||
TopRight,
|
|
||||||
BottomLeft,
|
|
||||||
BottomRight
|
|
||||||
}
|
|
||||||
|
|
||||||
[Tooltip("The Camera assigned to have an automatically calculated Viewport Ratio")]
|
|
||||||
public Camera camera;
|
|
||||||
[Tooltip("When a Camera Viewport is shrunk to fit a ratio, it will anchor the new Viewport Rectangle at the given point (relative to the original, unshrunk Viewport)")]
|
|
||||||
public CameraAnchor anchor = CameraAnchor.Center;
|
|
||||||
|
|
||||||
[HideInInspector]
|
|
||||||
public Vector2 vectorAnchor;
|
|
||||||
private Rect originViewPort;
|
|
||||||
|
|
||||||
public CameraRatio (Camera _camera, Vector2 _anchor) {
|
|
||||||
camera = _camera;
|
|
||||||
vectorAnchor = _anchor;
|
|
||||||
originViewPort = camera.rect;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sets the Camera's current Viewport as the viewport measurements to fill on resizing
|
|
||||||
/// </summary>
|
|
||||||
public void ResetOriginViewport () {
|
|
||||||
originViewPort = camera.rect;
|
|
||||||
SetAnchorBasedOnEnum(anchor);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sets the Anchor for this Camera when it is resized based on a given enum description
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_anchor"></param>
|
|
||||||
public void SetAnchorBasedOnEnum (CameraAnchor _anchor) {
|
|
||||||
switch (_anchor) {
|
|
||||||
case CameraAnchor.Center:
|
|
||||||
vectorAnchor = new Vector2(0.5f, 0.5f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.Top:
|
|
||||||
vectorAnchor = new Vector2(0.5f, 1f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.Bottom:
|
|
||||||
vectorAnchor = new Vector2(0.5f, 0f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.Left:
|
|
||||||
vectorAnchor = new Vector2(0f, 0.5f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.Right:
|
|
||||||
vectorAnchor = new Vector2(1f, 0.5f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.TopLeft:
|
|
||||||
vectorAnchor = new Vector2(0f, 1f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.TopRight:
|
|
||||||
vectorAnchor = new Vector2(1f, 1f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.BottomLeft:
|
|
||||||
vectorAnchor = new Vector2(0f, 0f);
|
|
||||||
break;
|
|
||||||
case CameraAnchor.BottomRight:
|
|
||||||
vectorAnchor = new Vector2(1f, 0f);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Forces a camera to render at a given ratio
|
|
||||||
/// Creates a letter box effect if the new viewport does not match the current Window ratio
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_targetAspect"></param>
|
|
||||||
/// <param name="_currentAspect"></param>
|
|
||||||
public void CalculateAndSetCameraRatio (float _width, float _height, bool _horizontalLetterbox) {
|
|
||||||
|
|
||||||
Rect localViewPort = new Rect();
|
|
||||||
|
|
||||||
// Force the viewport to a width and height accurate to the target ratio
|
|
||||||
if (_horizontalLetterbox) { // current aspect is wider than target aspect so shorten down height of the viewport
|
|
||||||
localViewPort.height = _height;
|
|
||||||
localViewPort.width = 1;
|
|
||||||
|
|
||||||
} else { // current aspect is taller than target aspect so thin down width of the viewport
|
|
||||||
localViewPort.height = 1f;
|
|
||||||
localViewPort.width = _width;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Resize and position the viewport to fit in it's original position on screen (adhering to a given anchor point)
|
|
||||||
Rect screenViewPortHorizontal = new Rect();
|
|
||||||
Rect screenViewPortVertical = new Rect();
|
|
||||||
|
|
||||||
// Calculate both a horizontally and vertically resized viewport
|
|
||||||
screenViewPortHorizontal.width = originViewPort.width;
|
|
||||||
screenViewPortHorizontal.height = originViewPort.width * (localViewPort.height / localViewPort.width);
|
|
||||||
screenViewPortHorizontal.x = originViewPort.x;
|
|
||||||
screenViewPortHorizontal.y = Mathf.Lerp(originViewPort.y, originViewPort.y + (originViewPort.height - screenViewPortHorizontal.height), vectorAnchor.y);
|
|
||||||
|
|
||||||
screenViewPortVertical.width = originViewPort.height * (localViewPort.width / localViewPort.height);
|
|
||||||
screenViewPortVertical.height = originViewPort.height;
|
|
||||||
screenViewPortVertical.x = Mathf.Lerp(originViewPort.x, originViewPort.x + (originViewPort.width - screenViewPortVertical.width), vectorAnchor.x);
|
|
||||||
screenViewPortVertical.y = originViewPort.y;
|
|
||||||
|
|
||||||
// Use the best fitting of the two
|
|
||||||
if (screenViewPortHorizontal.height >= screenViewPortVertical.height && screenViewPortHorizontal.width >= screenViewPortVertical.width) {
|
|
||||||
if (screenViewPortHorizontal.height <= originViewPort.height && screenViewPortHorizontal.width <= originViewPort.width) {
|
|
||||||
camera.rect = screenViewPortHorizontal;
|
|
||||||
} else {
|
|
||||||
camera.rect = screenViewPortVertical;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (screenViewPortVertical.height <= originViewPort.height && screenViewPortVertical.width <= originViewPort.width) {
|
|
||||||
camera.rect = screenViewPortVertical;
|
|
||||||
} else {
|
|
||||||
camera.rect = screenViewPortHorizontal;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// A class for tracking all cameras in a scene
|
|
||||||
[System.Serializable]
|
|
||||||
public class ForceCameraRatio : MonoBehaviour
|
|
||||||
{
|
|
||||||
public Vector2 ratio = new Vector2(16, 9);
|
|
||||||
public bool forceRatioOnAwake = true;
|
|
||||||
public bool listenForWindowChanges = true;
|
|
||||||
public bool createCameraForLetterBoxRendering = true;
|
|
||||||
public bool findCamerasAutomatically = true;
|
|
||||||
public Color letterBoxCameraColor = new Color(0, 0, 0, 1);
|
|
||||||
|
|
||||||
public List<CameraRatio> cameras;
|
|
||||||
|
|
||||||
public Camera letterBoxCamera;
|
|
||||||
|
|
||||||
private void Start () {
|
|
||||||
// If no cameras have been assigned in editor, search for cameras in the scene
|
|
||||||
if (findCamerasAutomatically) {
|
|
||||||
FindAllCamerasInScene();
|
|
||||||
} else if (cameras == null || cameras.Count == 0) {
|
|
||||||
cameras = new List<CameraRatio>();
|
|
||||||
}
|
|
||||||
|
|
||||||
ValidateCameraArray();
|
|
||||||
|
|
||||||
// Set the origin viewport space for each Camera
|
|
||||||
for (int i = 0; i < cameras.Count; i++) {
|
|
||||||
cameras[i].ResetOriginViewport();
|
|
||||||
}
|
|
||||||
|
|
||||||
// If requested, a Camera will be generated that renders a letter box Color
|
|
||||||
if (createCameraForLetterBoxRendering) {
|
|
||||||
letterBoxCamera = new GameObject().AddComponent<Camera>();
|
|
||||||
letterBoxCamera.backgroundColor = letterBoxCameraColor;
|
|
||||||
letterBoxCamera.cullingMask = 0;
|
|
||||||
letterBoxCamera.depth = -100;
|
|
||||||
letterBoxCamera.farClipPlane = 1;
|
|
||||||
letterBoxCamera.useOcclusionCulling = false;
|
|
||||||
letterBoxCamera.allowHDR = false;
|
|
||||||
letterBoxCamera.clearFlags = CameraClearFlags.Color;
|
|
||||||
letterBoxCamera.name = "Letter Box Camera";
|
|
||||||
|
|
||||||
for (int i = 0; i < cameras.Count; i++) {
|
|
||||||
if (cameras[i].camera.depth == -100) {
|
|
||||||
Debug.LogError(cameras[i].camera.name + " has a depth of -100 and may conflict with the Letter Box Camera in Forced Camera Ratio!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (forceRatioOnAwake) {
|
|
||||||
CalculateAndSetAllCameraRatios();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update () {
|
|
||||||
if (listenForWindowChanges) {
|
|
||||||
// Recalculate the viewport size if the window size has changed
|
|
||||||
CalculateAndSetAllCameraRatios();
|
|
||||||
if (letterBoxCamera != null) {
|
|
||||||
letterBoxCamera.backgroundColor = letterBoxCameraColor;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the container class for a Camera and it's ratio by the _camera it contains
|
|
||||||
/// Returns null if the given _camera is not being tracked
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_camera"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
private CameraRatio GetCameraRatioByCamera (Camera _camera) {
|
|
||||||
if (cameras == null) {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < cameras.Count; i++) {
|
|
||||||
if (cameras[i] != null && cameras[i].camera == _camera) {
|
|
||||||
return cameras[i];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes any null elements from the CameraRatio Array
|
|
||||||
/// </summary>
|
|
||||||
private void ValidateCameraArray() {
|
|
||||||
for (int i = cameras.Count - 1; i >= 0; i--) {
|
|
||||||
if (cameras[i].camera == null) {
|
|
||||||
cameras.RemoveAt(i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Populates the tracked Camera Array with every Camera currently in the scene
|
|
||||||
/// </summary>
|
|
||||||
public void FindAllCamerasInScene () {
|
|
||||||
Camera[] allCameras = FindObjectsOfType<Camera>();
|
|
||||||
cameras = new List<CameraRatio>();
|
|
||||||
|
|
||||||
for (int i = 0; i < allCameras.Length; i++) {
|
|
||||||
if ((createCameraForLetterBoxRendering || allCameras[i] != letterBoxCamera)) { // Ignore the Custom LetterBox Camera
|
|
||||||
cameras.Add(new CameraRatio(allCameras[i], new Vector2(0.5f, 0.5f)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Loops through all cameras in scene (or that have been set in editor)
|
|
||||||
/// Forces each camera to render at a given ratio
|
|
||||||
/// Creates a letter box effect if the new viewport does not match the current Window ratio
|
|
||||||
/// </summary>
|
|
||||||
public void CalculateAndSetAllCameraRatios () {
|
|
||||||
float targetAspect = ratio.x / ratio.y;
|
|
||||||
float currentAspect = ((float)Screen.width) / ((float)Screen.height);
|
|
||||||
|
|
||||||
bool horizontalLetterbox = false;
|
|
||||||
float fullWidth = targetAspect / currentAspect;
|
|
||||||
float fullHeight = currentAspect / targetAspect;
|
|
||||||
|
|
||||||
if (currentAspect > targetAspect) {
|
|
||||||
horizontalLetterbox = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < cameras.Count; i++) {
|
|
||||||
cameras[i].SetAnchorBasedOnEnum(cameras[i].anchor);
|
|
||||||
cameras[i].CalculateAndSetCameraRatio(fullWidth, fullHeight, horizontalLetterbox);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set the anchor for a given Camera
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_camera"></param>
|
|
||||||
/// <param name="_anchor"></param>
|
|
||||||
public void SetCameraAnchor (Camera _camera, Vector2 _anchor) {
|
|
||||||
CameraRatio camera = GetCameraRatioByCamera(_camera);
|
|
||||||
if (camera != null) {
|
|
||||||
camera.vectorAnchor = _anchor;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public CameraRatio[] GetCameras () {
|
|
||||||
if (cameras == null) {
|
|
||||||
cameras = new List<CameraRatio>();
|
|
||||||
}
|
|
||||||
return cameras.ToArray();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: e188ee899633d0b49870a5ae38b7359d
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: -200
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,377 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Linq.Expressions;
|
|
||||||
using System.Reflection;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace AutoLetterbox {
|
|
||||||
|
|
||||||
/* Util.cs
|
|
||||||
*
|
|
||||||
* Utility Class with multiple use mathmatical functions
|
|
||||||
*
|
|
||||||
* Written by Tom Elliott and Milo Keeble */
|
|
||||||
|
|
||||||
public static class Util {
|
|
||||||
|
|
||||||
public static string GrootWhatAreYouDoing() {
|
|
||||||
return "I am Groot.";
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a value as a positive number
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static float AsPositive(float value) {
|
|
||||||
return Mathf.Abs(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a value as a negative number
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static float AsNegative(float value) {
|
|
||||||
return -Mathf.Abs(value);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Bezier Interpolation between multiple points
|
|
||||||
/// </summary>
|
|
||||||
public static float BezierCurve(float[] p, float t) {
|
|
||||||
if (p.Length > 2) {
|
|
||||||
float[] newPoints = new float[p.Length - 1];
|
|
||||||
for (int i = 0; i < newPoints.Length; i++) {
|
|
||||||
newPoints[i] = Lerp(p[i], p[i + 1], t);
|
|
||||||
}
|
|
||||||
return BezierCurve(newPoints, t);
|
|
||||||
|
|
||||||
} else if (p.Length == 2) {
|
|
||||||
return Lerp(p[0], p[1], t);
|
|
||||||
|
|
||||||
} else {
|
|
||||||
Debug.Log("WARNING: A class attempted to get a Bezier Curve with less than two points!");
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Bezier Interpolation between multiple points
|
|
||||||
/// </summary>
|
|
||||||
public static Vector3 BezierCurve(Vector3[] p, float t) {
|
|
||||||
if (p.Length > 2) {
|
|
||||||
Vector3[] newPoints = new Vector3[p.Length - 1];
|
|
||||||
for (int i = 0; i < newPoints.Length; i++) {
|
|
||||||
newPoints[i] = Lerp(p[i], p[i + 1], t);
|
|
||||||
}
|
|
||||||
return BezierCurve(newPoints, t);
|
|
||||||
|
|
||||||
} else if (p.Length == 2) {
|
|
||||||
return Lerp(p[0], p[1], t);
|
|
||||||
|
|
||||||
} else {
|
|
||||||
//Debug.Log("WARNING: A class attempted to get a Bezier Curve with less than two points!");
|
|
||||||
return Vector3.zero;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Takes an existing velocity and a point of collision relative to the center of the object traveling
|
|
||||||
/// Returns a new, reflected velocity
|
|
||||||
/// (Rough estimate, should be considered inacurrate until a truer calculation is implemented)
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="originalVelocity"></param>
|
|
||||||
/// <param name="normalOfCollision"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static Vector3 CalculateReflectedVelocity(Vector3 originalVelocity, Vector3 normalOfCollision) {
|
|
||||||
Vector3 hitDirection = -normalOfCollision;
|
|
||||||
Vector3 newDirection = originalVelocity.normalized;
|
|
||||||
|
|
||||||
newDirection = new Vector3(newDirection.x - hitDirection.x, newDirection.y - hitDirection.y, 0);
|
|
||||||
if (newDirection.sqrMagnitude == 0f) {
|
|
||||||
newDirection = -originalVelocity.normalized;
|
|
||||||
}
|
|
||||||
|
|
||||||
return newDirection;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a value no greater than max and no less than min
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="min"></param>
|
|
||||||
/// <param name="max"></param>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static float Clamp(float min, float max, float value) {
|
|
||||||
value = (value < min) ? min : value;
|
|
||||||
value = (value > max) ? max : value;
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a value no greater than max and no less than min
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="min"></param>
|
|
||||||
/// <param name="max"></param>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static int Clamp(int min, int max, int value) {
|
|
||||||
value = (value < min) ? min : value;
|
|
||||||
value = (value > max) ? max : value;
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Converts a unity color to a hex string
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="color">Color to convert, can be Color as well as Color32</param>
|
|
||||||
/// <returns>A hex string of the passed in color</returns>
|
|
||||||
public static string ColorToHex(Color32 color) {
|
|
||||||
string hex = color.r.ToString("X2") + color.g.ToString("X2") + color.b.ToString("X2");
|
|
||||||
return hex;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Converts an angle in Degrees to a Vector2
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>The converted Vector2</returns>
|
|
||||||
/// <param name="_angle">Angle in Degrees</param>
|
|
||||||
public static Vector2 DegreesToVector(float _angle) {
|
|
||||||
return new Vector2((float)Math.Cos(_angle * Mathf.Deg2Rad), (float)Math.Sin(_angle * Mathf.Deg2Rad));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the float difference between a and b
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="a"></param>
|
|
||||||
/// <param name="b"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static float Difference(float a, float b) {
|
|
||||||
return (a > b) ? a - b : b - a;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the integer difference between a and b
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="a"></param>
|
|
||||||
/// <param name="b"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static int Difference(int a, int b) {
|
|
||||||
return (a > b) ? a - b : b - a;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a normalized direction vector pointing at target from origin
|
|
||||||
/// </summary>
|
|
||||||
public static Vector3 DirectionVector(Vector3 origin, Vector3 target) {
|
|
||||||
return (target - origin).normalized;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Outputs a custom error message from sender
|
|
||||||
/// Use this to keep error messages consistent
|
|
||||||
/// </summary>
|
|
||||||
public static void Error(object sender, string error) {
|
|
||||||
if (sender != null) {
|
|
||||||
Debug.Log(sender.GetType().ToString() + ": " + error);
|
|
||||||
} else {
|
|
||||||
Debug.Log("NULL SENDER: " + error);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the code given name of the variable
|
|
||||||
/// </summary>
|
|
||||||
/// <typeparam name="T"></typeparam>
|
|
||||||
/// <param name="expression"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static string GetMemberName<T>(Expression<Func<T>> expression) {
|
|
||||||
MemberExpression body = (MemberExpression)expression.Body;
|
|
||||||
return body.Member.Name;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Converts a hex string to a unity color
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="hex">The hex string to convert</param>
|
|
||||||
/// <returns>A Color of the passed in Hex String</returns>
|
|
||||||
public static Color HexToColor(string hex) {
|
|
||||||
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
|
|
||||||
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
|
|
||||||
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
|
|
||||||
return new Color32(r, g, b, 255);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the flag number for an int
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_index"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static int IndexToFlags(int _index) {
|
|
||||||
switch (_index) {
|
|
||||||
case 0: return 1;
|
|
||||||
case 1: return 2;
|
|
||||||
case 2: return 4;
|
|
||||||
case 3: return 8;
|
|
||||||
case 4: return 16;
|
|
||||||
case 5: return 32;
|
|
||||||
case 6: return 64;
|
|
||||||
case 7: return 128;
|
|
||||||
case 8: return 256;
|
|
||||||
case 9: return 512;
|
|
||||||
default: return -1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns true if the given integer is odd
|
|
||||||
/// Returns false if the given integer is even
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static bool IsOdd(int value) {
|
|
||||||
return value % 2 != 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Linear Interpolation between two points
|
|
||||||
/// </summary>
|
|
||||||
public static Vector3 Lerp(Vector3 p1, Vector3 p2, float t) {
|
|
||||||
return p1 + (p2 - p1) * t;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Linear Interpolation between two points
|
|
||||||
/// </summary>
|
|
||||||
public static float Lerp(float p1, float p2, float t) {
|
|
||||||
return p1 + (p2 - p1) * t;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Outputs an error message from sender stating that variableName is null
|
|
||||||
/// Use this to keep error messages consistent
|
|
||||||
/// </summary>
|
|
||||||
public static void NullError(object sender, string variableName, string extraNotes = "") {
|
|
||||||
if (sender == null) {
|
|
||||||
Debug.Log("NULL SENDER: " + variableName + " is null! " + extraNotes);
|
|
||||||
} else {
|
|
||||||
Debug.Log(sender.GetType().ToString() + ": " + variableName + " is null! " + extraNotes);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns value as a percentage of max - min clamped between 0 and 1
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="min"></param>
|
|
||||||
/// <param name="max"></param>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static float Percent(float min, float max, float value) {
|
|
||||||
if (max - min == 0) {
|
|
||||||
//Debug.Log("WARNING: A class attempted to find a percentage of 0!");
|
|
||||||
return 0f;
|
|
||||||
}
|
|
||||||
return Clamp(0f, 1f, (value - min) / (max - min));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns value as an unclamped percentage of max - min
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="min"></param>
|
|
||||||
/// <param name="max"></param>
|
|
||||||
/// <param name="value"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static float PercentUnclampled(float min, float max, float value) {
|
|
||||||
if (max - min == 0) {
|
|
||||||
Debug.Log("WARNING: A class attempted to find an unclamped percentage of 0!");
|
|
||||||
return 0f;
|
|
||||||
}
|
|
||||||
return (value - min) / (max - min);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Takes 2 rectangles and tests if they intersect
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="extremeMinA"></param>
|
|
||||||
/// <param name="extremeMaxA"></param>
|
|
||||||
/// <param name="extremeMinB"></param>
|
|
||||||
/// <param name="extremeMaxB"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static bool RectContainsRect(Vector2 extremeMinA, Vector2 extremeMaxA, Vector2 extremeMinB, Vector2 extremeMaxB) {
|
|
||||||
if (extremeMinA.y > extremeMaxB.y || extremeMaxA.y < extremeMinB.y ||
|
|
||||||
extremeMinA.x > extremeMaxB.x || extremeMaxA.x < extremeMinB.x) {
|
|
||||||
return false;
|
|
||||||
} else {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a vector3 reflected on the X axis
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_vector"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static Vector3 ReflectOnXAxis(Vector3 _vector) {
|
|
||||||
_vector.x = -_vector.x;
|
|
||||||
return _vector;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a vector3 reflected on the X and Y axis
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_vector"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static Vector3 ReflectOnXandYAxis(Vector3 _vector) {
|
|
||||||
_vector.x = -_vector.x;
|
|
||||||
_vector.y = -_vector.y;
|
|
||||||
return _vector;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a vector3 reflected on the Y axis
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="_vector"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static Vector3 ReflectOnYAxis(Vector3 _vector) {
|
|
||||||
_vector.y = -_vector.y;
|
|
||||||
return _vector;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Converts a Vector2 to an angle in Degrees
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>The angle in degrees.</returns>
|
|
||||||
/// <param name="_vector">A vector2 to convert</param>
|
|
||||||
public static float VectorToDegrees(Vector2 _vector) {
|
|
||||||
float deg = (float)Mathf.Atan2(_vector.y, _vector.x) * Mathf.Rad2Deg;
|
|
||||||
return (deg > 0) ? deg : deg + 360f;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns 'up' as if the X and Y axis where ground plane (Rather than X and Z)
|
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static Vector3 XYplaneUpDirection() {
|
|
||||||
return new Vector3(0, 0, -1);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns true if the given point is on screen via the main Camera
|
|
||||||
/// </summary>
|
|
||||||
/// <returns></returns>
|
|
||||||
public static bool IsPointOnMainCamera(Vector3 _point) {
|
|
||||||
if (Camera.main == null) { return false; }
|
|
||||||
|
|
||||||
Vector3 screenPoint = Camera.main.WorldToScreenPoint(_point);
|
|
||||||
if (screenPoint.x < 0 || screenPoint.y > Screen.width || screenPoint.y < 0 || screenPoint.y > Screen.height) {
|
|
||||||
return false;
|
|
||||||
} else {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//HexToColor & ColorToHex Shamelessly taken from wiki.unity3d.com/index.php?title=HexConverter, Written by mvi?
|
|
||||||
}
|
|
||||||
}
|
|
|
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|
|
||||||
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|
|
||||||
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|
||||||
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|
||||||
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|
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|
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|
||||||
|
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|
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|
||||||
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|
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|
||||||
|
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|
||||||
|
outline: []
|
||||||
|
physicsShape: []
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
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|
||||||
|
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|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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|
@ -23,7 +23,6 @@ namespace HeavenStudio
|
||||||
public string txt;
|
public string txt;
|
||||||
public string ext;
|
public string ext;
|
||||||
public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
|
public Camera GameCamera, CursorCam, OverlayCamera, StaticCamera;
|
||||||
public GameObject GameLetterbox;
|
|
||||||
public CircleCursor CircleCursor;
|
public CircleCursor CircleCursor;
|
||||||
[HideInInspector] public GameObject GamesHolder;
|
[HideInInspector] public GameObject GamesHolder;
|
||||||
public Games.Global.Flash fade;
|
public Games.Global.Flash fade;
|
||||||
|
@ -743,9 +742,16 @@ namespace HeavenStudio
|
||||||
public void SetCurrentGame(string game)
|
public void SetCurrentGame(string game)
|
||||||
{
|
{
|
||||||
currentGame = game;
|
currentGame = game;
|
||||||
if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
if (GetGameInfo(currentGame) != null)
|
||||||
|
{
|
||||||
|
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
||||||
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color));
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
|
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
|
||||||
|
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool SongPosLessThanClipLength(float t)
|
private bool SongPosLessThanClipLength(float t)
|
||||||
|
|
|
@ -13,7 +13,7 @@ namespace HeavenStudio.Games
|
||||||
|
|
||||||
public class PlayerActionEvent : PlayerActionObject
|
public class PlayerActionEvent : PlayerActionObject
|
||||||
{
|
{
|
||||||
public static bool EnableAutoplayCheat = false;
|
public static bool EnableAutoplayCheat = true;
|
||||||
public delegate void ActionEventCallback(PlayerActionEvent caller);
|
public delegate void ActionEventCallback(PlayerActionEvent caller);
|
||||||
public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
|
public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
|
||||||
|
|
||||||
|
|
|
@ -33,7 +33,7 @@ namespace HeavenStudio
|
||||||
public static int ScreenSizeIndex = 0;
|
public static int ScreenSizeIndex = 0;
|
||||||
|
|
||||||
public static float MasterVolume = 0.8f;
|
public static float MasterVolume = 0.8f;
|
||||||
public static int currentDspSize = 256;
|
public static int currentDspSize = 512;
|
||||||
public static int currentSampleRate = 44100;
|
public static int currentSampleRate = 44100;
|
||||||
public static readonly int[] DSP_BUFFER_SIZES =
|
public static readonly int[] DSP_BUFFER_SIZES =
|
||||||
{
|
{
|
||||||
|
@ -73,7 +73,7 @@ namespace HeavenStudio
|
||||||
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
|
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
|
||||||
|
|
||||||
if (PersistentDataManager.gameSettings.dspSize == 0)
|
if (PersistentDataManager.gameSettings.dspSize == 0)
|
||||||
PersistentDataManager.gameSettings.dspSize = 256;
|
PersistentDataManager.gameSettings.dspSize = 512;
|
||||||
if (PersistentDataManager.gameSettings.sampleRate == 0)
|
if (PersistentDataManager.gameSettings.sampleRate == 0)
|
||||||
PersistentDataManager.gameSettings.sampleRate = 44100;
|
PersistentDataManager.gameSettings.sampleRate = 44100;
|
||||||
currentDspSize = PersistentDataManager.gameSettings.dspSize;
|
currentDspSize = PersistentDataManager.gameSettings.dspSize;
|
||||||
|
@ -193,11 +193,23 @@ namespace HeavenStudio
|
||||||
|
|
||||||
public static void ResetGameRenderTexture()
|
public static void ResetGameRenderTexture()
|
||||||
{
|
{
|
||||||
GameRenderTexture.width = Screen.width;
|
// keep 16:9 aspect ratio
|
||||||
GameRenderTexture.height = Screen.height;
|
int width = Screen.width;
|
||||||
|
int height = Screen.height;
|
||||||
|
if (width / 16f > height / 9f)
|
||||||
|
{
|
||||||
|
width = (int)(height / 9f * 16f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
height = (int)(width / 16f * 9f);
|
||||||
|
}
|
||||||
|
|
||||||
OverlayRenderTexture.width = Screen.width;
|
GameRenderTexture.width = width;
|
||||||
OverlayRenderTexture.height = Screen.height;
|
GameRenderTexture.height = height;
|
||||||
|
|
||||||
|
OverlayRenderTexture.width = width;
|
||||||
|
OverlayRenderTexture.height = height;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void ChangeMasterVolume(float value)
|
public static void ChangeMasterVolume(float value)
|
||||||
|
|
|
@ -74,7 +74,6 @@ namespace HeavenStudio
|
||||||
gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
|
gameManager.CursorCam = CursorCamera.GetComponent<Camera>();
|
||||||
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
|
gameManager.OverlayCamera = OverlayCamera.GetComponent<Camera>();
|
||||||
gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
|
gameManager.StaticCamera = StaticCamera.GetComponent<Camera>();
|
||||||
gameManager.GameLetterbox = GameLetterbox;
|
|
||||||
|
|
||||||
GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler"));
|
GameObject Profiler = Instantiate(Resources.Load<GameObject>("Prefabs/GameProfiler"));
|
||||||
Profiler.name = "GameProfiler";
|
Profiler.name = "GameProfiler";
|
||||||
|
|
|
@ -14,17 +14,17 @@ namespace HeavenStudio.InputSystem
|
||||||
//KeyCode[] mappings = new KeyCode[Enum.GetNames(typeof(ButtonsPad)).Length];
|
//KeyCode[] mappings = new KeyCode[Enum.GetNames(typeof(ButtonsPad)).Length];
|
||||||
KeyCode[] mappings = new KeyCode[]
|
KeyCode[] mappings = new KeyCode[]
|
||||||
{
|
{
|
||||||
KeyCode.UpArrow,
|
KeyCode.W, // dpad up
|
||||||
KeyCode.DownArrow,
|
KeyCode.S, // dpad down
|
||||||
KeyCode.LeftArrow,
|
KeyCode.A, // dpad left
|
||||||
KeyCode.RightArrow,
|
KeyCode.D, // dpad right
|
||||||
KeyCode.X,
|
KeyCode.K, // south face button
|
||||||
KeyCode.Z,
|
KeyCode.J, // east face button
|
||||||
KeyCode.C,
|
KeyCode.I, // west face button
|
||||||
KeyCode.V,
|
KeyCode.U, // north face button
|
||||||
KeyCode.S,
|
KeyCode.C, // left shoulder button
|
||||||
KeyCode.D,
|
KeyCode.N, // right shoulder button
|
||||||
KeyCode.Return,
|
KeyCode.Return, // start button
|
||||||
};
|
};
|
||||||
|
|
||||||
InputDirection hatDirectionCurrent;
|
InputDirection hatDirectionCurrent;
|
||||||
|
@ -90,13 +90,13 @@ namespace HeavenStudio.InputSystem
|
||||||
switch (direction)
|
switch (direction)
|
||||||
{
|
{
|
||||||
case InputDirection.Up:
|
case InputDirection.Up:
|
||||||
return Input.GetKey(KeyCode.UpArrow);
|
return Input.GetKey(mappings[0]);
|
||||||
case InputDirection.Down:
|
case InputDirection.Down:
|
||||||
return Input.GetKey(KeyCode.DownArrow);
|
return Input.GetKey(mappings[1]);
|
||||||
case InputDirection.Left:
|
case InputDirection.Left:
|
||||||
return Input.GetKey(KeyCode.LeftArrow);
|
return Input.GetKey(mappings[2]);
|
||||||
case InputDirection.Right:
|
case InputDirection.Right:
|
||||||
return Input.GetKey(KeyCode.RightArrow);
|
return Input.GetKey(mappings[3]);
|
||||||
default:
|
default:
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -107,13 +107,13 @@ namespace HeavenStudio.InputSystem
|
||||||
switch (direction)
|
switch (direction)
|
||||||
{
|
{
|
||||||
case InputDirection.Up:
|
case InputDirection.Up:
|
||||||
return Input.GetKeyDown(KeyCode.UpArrow);
|
return Input.GetKeyDown(mappings[0]);
|
||||||
case InputDirection.Down:
|
case InputDirection.Down:
|
||||||
return Input.GetKeyDown(KeyCode.DownArrow);
|
return Input.GetKeyDown(mappings[1]);
|
||||||
case InputDirection.Left:
|
case InputDirection.Left:
|
||||||
return Input.GetKeyDown(KeyCode.LeftArrow);
|
return Input.GetKeyDown(mappings[2]);
|
||||||
case InputDirection.Right:
|
case InputDirection.Right:
|
||||||
return Input.GetKeyDown(KeyCode.RightArrow);
|
return Input.GetKeyDown(mappings[3]);
|
||||||
default:
|
default:
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -124,13 +124,13 @@ namespace HeavenStudio.InputSystem
|
||||||
switch (direction)
|
switch (direction)
|
||||||
{
|
{
|
||||||
case InputDirection.Up:
|
case InputDirection.Up:
|
||||||
return Input.GetKeyUp(KeyCode.UpArrow);
|
return Input.GetKeyUp(mappings[0]);
|
||||||
case InputDirection.Down:
|
case InputDirection.Down:
|
||||||
return Input.GetKeyUp(KeyCode.DownArrow);
|
return Input.GetKeyUp(mappings[1]);
|
||||||
case InputDirection.Left:
|
case InputDirection.Left:
|
||||||
return Input.GetKeyUp(KeyCode.LeftArrow);
|
return Input.GetKeyUp(mappings[2]);
|
||||||
case InputDirection.Right:
|
case InputDirection.Right:
|
||||||
return Input.GetKeyUp(KeyCode.RightArrow);
|
return Input.GetKeyUp(mappings[3]);
|
||||||
default:
|
default:
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
|
@ -30,9 +30,6 @@ namespace HeavenStudio.Editor
|
||||||
[SerializeField] public Canvas MainCanvas;
|
[SerializeField] public Canvas MainCanvas;
|
||||||
[SerializeField] public Camera EditorCamera;
|
[SerializeField] public Camera EditorCamera;
|
||||||
|
|
||||||
// [SerializeField] public GameObject EditorLetterbox;
|
|
||||||
public GameObject GameLetterbox;
|
|
||||||
|
|
||||||
[Header("Rect")]
|
[Header("Rect")]
|
||||||
[SerializeField] private RenderTexture ScreenRenderTexture;
|
[SerializeField] private RenderTexture ScreenRenderTexture;
|
||||||
[SerializeField] private RawImage Screen;
|
[SerializeField] private RawImage Screen;
|
||||||
|
@ -96,7 +93,6 @@ namespace HeavenStudio.Editor
|
||||||
{
|
{
|
||||||
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
|
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
|
||||||
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
|
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
|
||||||
GameLetterbox = GameManager.instance.GameLetterbox;
|
|
||||||
Screen.texture = ScreenRenderTexture;
|
Screen.texture = ScreenRenderTexture;
|
||||||
|
|
||||||
GameManager.instance.Init();
|
GameManager.instance.Init();
|
||||||
|
@ -122,6 +118,7 @@ namespace HeavenStudio.Editor
|
||||||
BuildDateDisplay.text = GlobalGameManager.buildTime;
|
BuildDateDisplay.text = GlobalGameManager.buildTime;
|
||||||
isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable;
|
isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable;
|
||||||
isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable;
|
isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable;
|
||||||
|
GameManager.instance.CursorCam.enabled = isCursorEnabled;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddIcon(Minigames.Minigame minigame)
|
public void AddIcon(Minigames.Minigame minigame)
|
||||||
|
@ -495,9 +492,6 @@ namespace HeavenStudio.Editor
|
||||||
MainCanvas.gameObject.SetActive(fullscreen);
|
MainCanvas.gameObject.SetActive(fullscreen);
|
||||||
if (fullscreen == false)
|
if (fullscreen == false)
|
||||||
{
|
{
|
||||||
// EditorLetterbox.SetActive(false);
|
|
||||||
GameLetterbox.SetActive(true);
|
|
||||||
|
|
||||||
MainCanvas.enabled = false;
|
MainCanvas.enabled = false;
|
||||||
EditorCamera.enabled = false;
|
EditorCamera.enabled = false;
|
||||||
GameManager.instance.StaticCamera.targetTexture = null;
|
GameManager.instance.StaticCamera.targetTexture = null;
|
||||||
|
@ -507,9 +501,6 @@ namespace HeavenStudio.Editor
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// EditorLetterbox.SetActive(true);
|
|
||||||
GameLetterbox.SetActive(false);
|
|
||||||
|
|
||||||
MainCanvas.enabled = true;
|
MainCanvas.enabled = true;
|
||||||
EditorCamera.enabled = true;
|
EditorCamera.enabled = true;
|
||||||
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
|
GameManager.instance.StaticCamera.targetTexture = ScreenRenderTexture;
|
||||||
|
|
|
@ -20,7 +20,7 @@ namespace HeavenStudio.Editor
|
||||||
{
|
{
|
||||||
Editor.instance.isCursorEnabled = cursorCheckbox.isOn;
|
Editor.instance.isCursorEnabled = cursorCheckbox.isOn;
|
||||||
PersistentDataManager.gameSettings.editorCursorEnable = cursorCheckbox.isOn;
|
PersistentDataManager.gameSettings.editorCursorEnable = cursorCheckbox.isOn;
|
||||||
if (!Editor.instance.fullscreen)
|
if (Editor.instance != null && !Editor.instance.fullscreen)
|
||||||
{
|
{
|
||||||
GameManager.instance.CursorCam.enabled = Editor.instance.isCursorEnabled;
|
GameManager.instance.CursorCam.enabled = Editor.instance.isCursorEnabled;
|
||||||
}
|
}
|
||||||
|
@ -34,6 +34,8 @@ namespace HeavenStudio.Editor
|
||||||
|
|
||||||
public override void OnOpenTab()
|
public override void OnOpenTab()
|
||||||
{
|
{
|
||||||
|
cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable;
|
||||||
|
discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnCloseTab()
|
public override void OnCloseTab()
|
||||||
|
|
|
@ -18,6 +18,8 @@ namespace HeavenStudio.Editor
|
||||||
[SerializeField] Toggle perfectChallengeToggle;
|
[SerializeField] Toggle perfectChallengeToggle;
|
||||||
[SerializeField] Toggle sectionMedalsToggle;
|
[SerializeField] Toggle sectionMedalsToggle;
|
||||||
[SerializeField] Toggle timingDispMinModeToggle;
|
[SerializeField] Toggle timingDispMinModeToggle;
|
||||||
|
[SerializeField] Toggle letterboxBgEnable;
|
||||||
|
[SerializeField] Toggle letterboxFxEnable;
|
||||||
|
|
||||||
[Header("Layout Settings - Header")]
|
[Header("Layout Settings - Header")]
|
||||||
[SerializeField] TMP_Text ElementNameText;
|
[SerializeField] TMP_Text ElementNameText;
|
||||||
|
@ -93,6 +95,18 @@ namespace HeavenStudio.Editor
|
||||||
PersistentDataManager.gameSettings.timingDisplayMinMode = timingDispMinModeToggle.isOn;
|
PersistentDataManager.gameSettings.timingDisplayMinMode = timingDispMinModeToggle.isOn;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void OnLetterboxBgToggleChanged()
|
||||||
|
{
|
||||||
|
PersistentDataManager.gameSettings.letterboxBgEnable = letterboxBgEnable.isOn;
|
||||||
|
StaticCamera.instance.ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnLetterboxFxToggleChanged()
|
||||||
|
{
|
||||||
|
PersistentDataManager.gameSettings.letterboxFxEnable = letterboxFxEnable.isOn;
|
||||||
|
StaticCamera.instance.ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable);
|
||||||
|
}
|
||||||
|
|
||||||
public override void OnOpenTab()
|
public override void OnOpenTab()
|
||||||
{
|
{
|
||||||
TimingDispTypeDropdown.ClearOptions();
|
TimingDispTypeDropdown.ClearOptions();
|
||||||
|
@ -102,6 +116,8 @@ namespace HeavenStudio.Editor
|
||||||
perfectChallengeToggle.isOn = PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off;
|
perfectChallengeToggle.isOn = PersistentDataManager.gameSettings.perfectChallengeType != PersistentDataManager.PerfectChallengeType.Off;
|
||||||
sectionMedalsToggle.isOn = PersistentDataManager.gameSettings.isMedalOn;
|
sectionMedalsToggle.isOn = PersistentDataManager.gameSettings.isMedalOn;
|
||||||
timingDispMinModeToggle.isOn = PersistentDataManager.gameSettings.timingDisplayMinMode;
|
timingDispMinModeToggle.isOn = PersistentDataManager.gameSettings.timingDisplayMinMode;
|
||||||
|
letterboxBgEnable.isOn = PersistentDataManager.gameSettings.letterboxBgEnable;
|
||||||
|
letterboxFxEnable.isOn = PersistentDataManager.gameSettings.letterboxFxEnable;
|
||||||
|
|
||||||
if (PersistentDataManager.gameSettings.timingDisplayComponents.Count == 0 &&
|
if (PersistentDataManager.gameSettings.timingDisplayComponents.Count == 0 &&
|
||||||
PersistentDataManager.gameSettings.skillStarComponents.Count == 0 &&
|
PersistentDataManager.gameSettings.skillStarComponents.Count == 0 &&
|
||||||
|
|
|
@ -28,13 +28,15 @@ namespace HeavenStudio.Common
|
||||||
GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width,
|
GlobalGameManager.DEFAULT_SCREEN_SIZES[1].width,
|
||||||
GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height,
|
GlobalGameManager.DEFAULT_SCREEN_SIZES[1].height,
|
||||||
0.8f,
|
0.8f,
|
||||||
256,
|
512,
|
||||||
44100,
|
44100,
|
||||||
true,
|
true,
|
||||||
true,
|
true,
|
||||||
PerfectChallengeType.On,
|
PerfectChallengeType.On,
|
||||||
true,
|
true,
|
||||||
false
|
false,
|
||||||
|
true,
|
||||||
|
true
|
||||||
);
|
);
|
||||||
|
|
||||||
// disable if platform is mac
|
// disable if platform is mac
|
||||||
|
@ -99,14 +101,16 @@ namespace HeavenStudio.Common
|
||||||
int resolutionWidth = 1280,
|
int resolutionWidth = 1280,
|
||||||
int resolutionHeight = 720,
|
int resolutionHeight = 720,
|
||||||
float masterVolume = 0.8f,
|
float masterVolume = 0.8f,
|
||||||
int dspSize = 256,
|
int dspSize = 512,
|
||||||
int sampleRate = 44100,
|
int sampleRate = 44100,
|
||||||
bool editorCursorEnable = true,
|
bool editorCursorEnable = true,
|
||||||
bool discordRPCEnable = true,
|
bool discordRPCEnable = true,
|
||||||
PerfectChallengeType perfectChallengeType = PerfectChallengeType.On,
|
PerfectChallengeType perfectChallengeType = PerfectChallengeType.On,
|
||||||
bool isMedalOn = true,
|
bool isMedalOn = true,
|
||||||
bool timingDisplayMinMode = false,
|
bool timingDisplayMinMode = false,
|
||||||
bool overlaysInEditor = true
|
bool overlaysInEditor = true,
|
||||||
|
bool letterboxBgEnable = true,
|
||||||
|
bool letterboxFxEnable = true
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
this.isFullscreen = isFullscreen;
|
this.isFullscreen = isFullscreen;
|
||||||
|
@ -129,6 +133,8 @@ namespace HeavenStudio.Common
|
||||||
this.isMedalOn = isMedalOn;
|
this.isMedalOn = isMedalOn;
|
||||||
this.timingDisplayMinMode = timingDisplayMinMode;
|
this.timingDisplayMinMode = timingDisplayMinMode;
|
||||||
this.overlaysInEditor = overlaysInEditor;
|
this.overlaysInEditor = overlaysInEditor;
|
||||||
|
this.letterboxBgEnable = true;
|
||||||
|
this.letterboxFxEnable = true;
|
||||||
|
|
||||||
this.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
|
this.timingDisplayComponents = new List<OverlaysManager.TimingDisplayComponent>()
|
||||||
{
|
{
|
||||||
|
@ -164,6 +170,8 @@ namespace HeavenStudio.Common
|
||||||
public bool isMedalOn;
|
public bool isMedalOn;
|
||||||
public bool timingDisplayMinMode;
|
public bool timingDisplayMinMode;
|
||||||
public bool overlaysInEditor;
|
public bool overlaysInEditor;
|
||||||
|
public bool letterboxBgEnable;
|
||||||
|
public bool letterboxFxEnable;
|
||||||
public List<OverlaysManager.TimingDisplayComponent> timingDisplayComponents;
|
public List<OverlaysManager.TimingDisplayComponent> timingDisplayComponents;
|
||||||
public List<OverlaysManager.SkillStarComponent> skillStarComponents;
|
public List<OverlaysManager.SkillStarComponent> skillStarComponents;
|
||||||
public List<OverlaysManager.SectionComponent> sectionComponents;
|
public List<OverlaysManager.SectionComponent> sectionComponents;
|
||||||
|
|
|
@ -4,6 +4,7 @@ using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
using HeavenStudio.Util;
|
using HeavenStudio.Util;
|
||||||
|
using HeavenStudio.Common;
|
||||||
|
|
||||||
namespace HeavenStudio
|
namespace HeavenStudio
|
||||||
{
|
{
|
||||||
|
@ -11,6 +12,11 @@ namespace HeavenStudio
|
||||||
{
|
{
|
||||||
[SerializeField] RectTransform canvas;
|
[SerializeField] RectTransform canvas;
|
||||||
[SerializeField] GameObject overlayView;
|
[SerializeField] GameObject overlayView;
|
||||||
|
|
||||||
|
[SerializeField] Image ambientBg;
|
||||||
|
[SerializeField] GameObject ambientBgGO;
|
||||||
|
[SerializeField] GameObject letterboxBgGO;
|
||||||
|
|
||||||
public static StaticCamera instance { get; private set; }
|
public static StaticCamera instance { get; private set; }
|
||||||
public new Camera camera;
|
public new Camera camera;
|
||||||
|
|
||||||
|
@ -56,6 +62,9 @@ namespace HeavenStudio
|
||||||
panLast = defaultPan;
|
panLast = defaultPan;
|
||||||
scaleLast = defaultScale;
|
scaleLast = defaultScale;
|
||||||
rotationLast = defaultRotation;
|
rotationLast = defaultRotation;
|
||||||
|
|
||||||
|
ToggleLetterboxBg(PersistentDataManager.gameSettings.letterboxBgEnable);
|
||||||
|
ToggleLetterboxGlow(PersistentDataManager.gameSettings.letterboxFxEnable);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnBeatChanged(float beat)
|
public void OnBeatChanged(float beat)
|
||||||
|
@ -197,5 +206,20 @@ namespace HeavenStudio
|
||||||
{
|
{
|
||||||
overlayView.SetActive(toggle);
|
overlayView.SetActive(toggle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetAmbientGlowColour(Color colour)
|
||||||
|
{
|
||||||
|
ambientBg.color = colour;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToggleLetterboxBg(bool toggle)
|
||||||
|
{
|
||||||
|
letterboxBgGO.SetActive(toggle);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToggleLetterboxGlow(bool toggle)
|
||||||
|
{
|
||||||
|
ambientBgGO.SetActive(toggle);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -81,15 +81,12 @@ namespace HeavenStudio.Common
|
||||||
foreach (var c in lytElements)
|
foreach (var c in lytElements)
|
||||||
{
|
{
|
||||||
if (c is TimingDisplayComponent) {
|
if (c is TimingDisplayComponent) {
|
||||||
Debug.Log("TimingDisplayComponent");
|
|
||||||
c.CreateElement(TimingDisplayPrefab, ComponentHolder);
|
c.CreateElement(TimingDisplayPrefab, ComponentHolder);
|
||||||
}
|
}
|
||||||
else if (c is SkillStarComponent) {
|
else if (c is SkillStarComponent) {
|
||||||
Debug.Log("SkillStarComponent");
|
|
||||||
c.CreateElement(SkillStarPrefab, ComponentHolder);
|
c.CreateElement(SkillStarPrefab, ComponentHolder);
|
||||||
}
|
}
|
||||||
else if (c is SectionComponent) {
|
else if (c is SectionComponent) {
|
||||||
Debug.Log("SectionComponent");
|
|
||||||
c.CreateElement(ChartSectionPrefab, ComponentHolder);
|
c.CreateElement(ChartSectionPrefab, ComponentHolder);
|
||||||
}
|
}
|
||||||
c.PositionElement();
|
c.PositionElement();
|
||||||
|
|