Merge branch 'master' of https://github.com/ThatZeoMan/HeavenStudio
3
.gitignore
vendored
|
@ -73,3 +73,6 @@ crashlytics-build.properties
|
|||
|
||||
# Visual Studio Code
|
||||
/.vscode/
|
||||
|
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# Rider
|
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.idea/
|
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|
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Assets/Auto Letterbox/Documentation.meta
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Assets/Auto Letterbox/Documentation/Help.html
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|
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|
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
|
||||
<html><head>
|
||||
<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type"><title>Letterbox Ratio Doc</title>
|
||||
|
||||
<style type="text/css">
|
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body {
|
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border: none;
|
||||
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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if(ele.style.display == "block") {
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else {
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ele.style.display = "block";
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}
|
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} </script>
|
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</head>
|
||||
<body>
|
||||
<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">
|
||||
<tbody>
|
||||
<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="displayText1" href="javascript:toggle('toggleText1', 'displayText1');">Standard
|
||||
Use</a></h2>
|
||||
<div id="toggleText1" style="display: none;">
|
||||
<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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Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs
Normal file
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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);
|
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serialObj.ApplyModifiedProperties();
|
||||
|
||||
EditorGUILayout.HelpBox("Only the Cameras in this array will be forced to the given aspect ratio", MessageType.Info);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
12
Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs.meta
Normal file
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 629f2622bb706044d8955aa41abc65da
|
||||
timeCreated: 1446637256
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
294
Assets/Auto Letterbox/ForceCameraRatio.cs
Normal file
|
@ -0,0 +1,294 @@
|
|||
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();
|
||||
}
|
||||
}
|
||||
}
|
12
Assets/Auto Letterbox/ForceCameraRatio.cs.meta
Normal file
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e188ee899633d0b49870a5ae38b7359d
|
||||
timeCreated: 1446557149
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
377
Assets/Auto Letterbox/Util.cs
Normal file
|
@ -0,0 +1,377 @@
|
|||
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?
|
||||
}
|
||||
}
|
12
Assets/Auto Letterbox/Util.cs.meta
Normal file
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8a561f82163dc584094296e9eb0a53af
|
||||
timeCreated: 1447429093
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
17
Assets/Editor/CreateAssetBundles.cs
Normal file
|
@ -0,0 +1,17 @@
|
|||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
|
||||
public class CreateAssetBundles
|
||||
{
|
||||
[MenuItem("Assets/Build AssetBundles")]
|
||||
static void BuildAllAssetBundles()
|
||||
{
|
||||
string assetBundleDirectory = "Assets/StreamingAssets";
|
||||
if (!Directory.Exists(Application.streamingAssetsPath))
|
||||
{
|
||||
Directory.CreateDirectory(assetBundleDirectory);
|
||||
}
|
||||
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
|
||||
}
|
||||
}
|
11
Assets/Editor/CreateAssetBundles.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b92d2ae9fabfea341b9f4771d0c4efb6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -2,77 +2,110 @@ using UnityEngine;
|
|||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class SpritesheetScaler : EditorWindow {
|
||||
public class SpritesheetScaler : EditorWindow
|
||||
{
|
||||
|
||||
Object source;
|
||||
int multiplier = 1;
|
||||
Object source;
|
||||
int multiplier = 1;
|
||||
int inflateX = 0;
|
||||
int inflateY = 0;
|
||||
|
||||
// Creates a new option in "Windows"
|
||||
[MenuItem ("Window/Scale spritesheet pivots and slices")]
|
||||
static void Init () {
|
||||
// Get existing open window or if none, make a new one:
|
||||
SpritesheetScaler window = (SpritesheetScaler)EditorWindow.GetWindow (typeof (SpritesheetScaler));
|
||||
window.Show();
|
||||
}
|
||||
// Creates a new option in "Windows"
|
||||
[MenuItem("Window/Scale spritesheet pivots and slices")]
|
||||
static void Init()
|
||||
{
|
||||
// Get existing open window or if none, make a new one:
|
||||
SpritesheetScaler window = (SpritesheetScaler)EditorWindow.GetWindow(typeof(SpritesheetScaler));
|
||||
window.Show();
|
||||
}
|
||||
|
||||
void OnGUI () {
|
||||
GUILayout.BeginHorizontal ();
|
||||
GUILayout.Label ("Source texture:", EditorStyles.boldLabel);
|
||||
source = EditorGUILayout.ObjectField(source, typeof(Texture2D), false, GUILayout.Width(220));
|
||||
GUILayout.EndHorizontal ();
|
||||
void OnGUI()
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Source texture:", EditorStyles.boldLabel);
|
||||
source = EditorGUILayout.ObjectField(source, typeof(Texture2D), false, GUILayout.Width(220));
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.BeginHorizontal ();
|
||||
GUILayout.Label ("Multiplier:", EditorStyles.boldLabel);
|
||||
multiplier = EditorGUILayout.IntField(multiplier, GUILayout.Width(220));
|
||||
GUILayout.EndHorizontal ();
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Multiplier:", EditorStyles.boldLabel);
|
||||
multiplier = EditorGUILayout.IntField(multiplier, GUILayout.Width(220));
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space (25f);
|
||||
if (GUILayout.Button ("Scale pivots and slices")) {
|
||||
ScalePivotsAndSlices();
|
||||
}
|
||||
}
|
||||
GUILayout.Space(5f);
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Inflate Quads:", EditorStyles.boldLabel);
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("X", EditorStyles.label);
|
||||
inflateX = EditorGUILayout.IntField(inflateX, GUILayout.Width(220/2));
|
||||
GUILayout.Label("Y", EditorStyles.label);
|
||||
inflateY = EditorGUILayout.IntField(inflateY, GUILayout.Width(220/2));
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
void ScalePivotsAndSlices()
|
||||
{
|
||||
if (!source || (multiplier <= 0)) {
|
||||
Debug.Log("Missing one object");
|
||||
return;
|
||||
}
|
||||
GUILayout.Space(25f);
|
||||
if (GUILayout.Button("Scale pivots and slices"))
|
||||
{
|
||||
ScalePivotsAndSlices();
|
||||
}
|
||||
}
|
||||
|
||||
if (source.GetType () != typeof(Texture2D)) {
|
||||
Debug.Log (source + "needs to be Texture2D!");
|
||||
return;
|
||||
}
|
||||
void ScalePivotsAndSlices()
|
||||
{
|
||||
if (!source || (multiplier <= 0))
|
||||
{
|
||||
Debug.Log("Missing one object");
|
||||
return;
|
||||
}
|
||||
|
||||
string sourcePath = AssetDatabase.GetAssetPath(source);
|
||||
TextureImporter ti1 = AssetImporter.GetAtPath(sourcePath) as TextureImporter;
|
||||
bool wasReadable = ti1.isReadable;
|
||||
ti1.isReadable = true;
|
||||
if (source.GetType() != typeof(Texture2D))
|
||||
{
|
||||
Debug.Log(source + "needs to be Texture2D!");
|
||||
return;
|
||||
}
|
||||
|
||||
ti1.spritePixelsPerUnit *= multiplier;
|
||||
string sourcePath = AssetDatabase.GetAssetPath(source);
|
||||
TextureImporter ti1 = AssetImporter.GetAtPath(sourcePath) as TextureImporter;
|
||||
bool wasReadable = ti1.isReadable;
|
||||
ti1.isReadable = true;
|
||||
|
||||
List <SpriteMetaData> newData = new List <SpriteMetaData> ();
|
||||
ti1.spritePixelsPerUnit *= multiplier;
|
||||
|
||||
Debug.Log ("Amount of slices found: " + ti1.spritesheet.Length);
|
||||
List<SpriteMetaData> newData = new List<SpriteMetaData>();
|
||||
|
||||
for (int i = 0; i < ti1.spritesheet.Length; i++) {
|
||||
SpriteMetaData d = ti1.spritesheet[i];
|
||||
d.rect = ScaleRect(d.rect, multiplier);
|
||||
d.border *= multiplier;
|
||||
newData.Add(d);
|
||||
}
|
||||
Debug.Log("Amount of slices found: " + ti1.spritesheet.Length);
|
||||
|
||||
ti1.spritesheet = newData.ToArray();
|
||||
for (int i = 0; i < ti1.spritesheet.Length; i++)
|
||||
{
|
||||
SpriteMetaData d = ti1.spritesheet[i];
|
||||
Vector2 oldPivot = Rect.NormalizedToPoint(d.rect, d.pivot) * multiplier;
|
||||
d.rect = ScaleRect(d.rect, multiplier, inflateX, inflateY);
|
||||
|
||||
ti1.isReadable = wasReadable;
|
||||
d.border.x += d.border.x > 0 ? inflateX : 0;
|
||||
d.border.y += d.border.y > 0 ? inflateY : 0;
|
||||
d.border.z += d.border.z > 0 ? inflateX : 0;
|
||||
d.border.w += d.border.w > 0 ? inflateY : 0;
|
||||
|
||||
AssetDatabase.ImportAsset(sourcePath, ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
if (inflateX > 0 || inflateY > 0)
|
||||
{
|
||||
d.alignment = (int)SpriteAlignment.Custom;
|
||||
d.pivot = Rect.PointToNormalized(d.rect, oldPivot);
|
||||
}
|
||||
|
||||
Rect ScaleRect(Rect source, int mult)
|
||||
{
|
||||
var newRect = new Rect();
|
||||
newRect.Set(source.x * mult, source.y * mult, source.width * mult, source.height * mult);
|
||||
return newRect;
|
||||
}
|
||||
d.border *= multiplier;
|
||||
newData.Add(d);
|
||||
}
|
||||
|
||||
ti1.spritesheet = newData.ToArray();
|
||||
|
||||
ti1.isReadable = wasReadable;
|
||||
|
||||
AssetDatabase.ImportAsset(sourcePath, ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
|
||||
Rect ScaleRect(Rect source, int mult, int inflateX, int inflateY)
|
||||
{
|
||||
var newRect = new Rect();
|
||||
newRect.Set((source.x - inflateX) * mult, (source.y - inflateY) * mult, (source.width + inflateX*2) * mult, (source.height + inflateY*2) * mult);
|
||||
return newRect;
|
||||
}
|
||||
}
|
||||
|
|
23
Assets/Plugins/Starpelly/OS.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
namespace Starpelly
|
||||
{
|
||||
public static class OS
|
||||
{
|
||||
private static readonly OperatingSystem.IOperatingSystem _os;
|
||||
|
||||
static OS()
|
||||
{
|
||||
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
|
||||
_os = new OperatingSystem.Windows();
|
||||
#elif UNITY_STANDALONE_LINUX || UNITY_EDITOR_LINUX
|
||||
_os = new OperatingSystem.Linux();
|
||||
#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||
_os = new OperatingSystem.MacOS();
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void ChangeWindowTitle(string newTitle)
|
||||
{
|
||||
_os.ChangeWindowTitle(newTitle);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Plugins/Starpelly/OS.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 36edcede4a1a4ef9bb0902354c3be0d1
|
||||
timeCreated: 1655775758
|
3
Assets/Plugins/Starpelly/OperatingSystem.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7b17a1aeeb0f43bb805dc7ac03408ebb
|
||||
timeCreated: 1655775758
|
|
@ -0,0 +1,7 @@
|
|||
namespace Starpelly.OperatingSystem
|
||||
{
|
||||
public interface IOperatingSystem
|
||||
{
|
||||
public void ChangeWindowTitle(string newTitle);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8bb82376a44e4330b6398deddb17d282
|
||||
timeCreated: 1655775758
|
16
Assets/Plugins/Starpelly/OperatingSystem/Linux.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
#if UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Starpelly.OperatingSystem
|
||||
{
|
||||
public class Linux : IOperatingSystem
|
||||
{
|
||||
public void ChangeWindowTitle(string newTitle)
|
||||
{
|
||||
var pid = Process.GetCurrentProcess().Id;
|
||||
var args = $"search --all --pid {pid} --class '.' set_window --name \"{newTitle}\"";
|
||||
Process.Start("xdotool", args);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
3
Assets/Plugins/Starpelly/OperatingSystem/Linux.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9e5d25ae0c3e4256abae4d2e07f7e14b
|
||||
timeCreated: 1655775758
|
10
Assets/Plugins/Starpelly/OperatingSystem/MacOS.cs
Normal file
|
@ -0,0 +1,10 @@
|
|||
namespace Starpelly.OperatingSystem
|
||||
{
|
||||
public class MacOS : IOperatingSystem
|
||||
{
|
||||
public void ChangeWindowTitle(string newTitle)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Plugins/Starpelly/OperatingSystem/MacOS.cs.meta
Normal file
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cfc6152d5db74f568b229047970f7889
|
||||
timeCreated: 1655775758
|
|
@ -1,3 +1,4 @@
|
|||
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
|
@ -5,7 +6,7 @@ using System.Text;
|
|||
using Starpelly.Common;
|
||||
using Starpelly.Enums.Windows;
|
||||
|
||||
namespace Starpelly.OS
|
||||
namespace Starpelly.OperatingSystem
|
||||
{
|
||||
public class User32
|
||||
{
|
||||
|
@ -54,3 +55,4 @@ namespace Starpelly.OS
|
|||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -1,12 +1,13 @@
|
|||
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
using Starpelly.Enums.Windows;
|
||||
using System.Text;
|
||||
|
||||
namespace Starpelly.OS
|
||||
namespace Starpelly.OperatingSystem
|
||||
{
|
||||
public class Windows
|
||||
public class Windows : IOperatingSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the current title of the game window.
|
||||
|
@ -29,7 +30,7 @@ namespace Starpelly.OS
|
|||
/// Changes the game's window title.
|
||||
/// </summary>
|
||||
/// <param name="newTitle">The title the window will be changed to.</param>
|
||||
public static void ChangeWindowTitle(string newTitle)
|
||||
public void ChangeWindowTitle(string newTitle)
|
||||
{
|
||||
var windowPtr = User32.FindWindow(null, GetActiveWindowTitle());
|
||||
User32.SetWindowText(windowPtr, newTitle);
|
||||
|
@ -137,3 +138,4 @@ namespace Starpelly.OS
|
|||
|
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}
|
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}
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#endif
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